babylon.module.d.ts 5.7 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/deepCopier" {
  378. /**
  379. * Class containing a set of static utilities functions for deep copy.
  380. */
  381. export class DeepCopier {
  382. /**
  383. * Tries to copy an object by duplicating every property
  384. * @param source defines the source object
  385. * @param destination defines the target object
  386. * @param doNotCopyList defines a list of properties to avoid
  387. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  388. */
  389. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  390. }
  391. }
  392. declare module "babylonjs/Misc/precisionDate" {
  393. /**
  394. * Class containing a set of static utilities functions for precision date
  395. */
  396. export class PrecisionDate {
  397. /**
  398. * Gets either window.performance.now() if supported or Date.now() else
  399. */
  400. static readonly Now: number;
  401. }
  402. }
  403. declare module "babylonjs/Misc/devTools" {
  404. /** @hidden */
  405. export class _DevTools {
  406. static WarnImport(name: string): string;
  407. }
  408. }
  409. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  410. /**
  411. * Interface used to define the mechanism to get data from the network
  412. */
  413. export interface IWebRequest {
  414. /**
  415. * Returns client's response url
  416. */
  417. responseURL: string;
  418. /**
  419. * Returns client's status
  420. */
  421. status: number;
  422. /**
  423. * Returns client's status as a text
  424. */
  425. statusText: string;
  426. }
  427. }
  428. declare module "babylonjs/Misc/webRequest" {
  429. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  430. import { Nullable } from "babylonjs/types";
  431. /**
  432. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  433. */
  434. export class WebRequest implements IWebRequest {
  435. private _xhr;
  436. /**
  437. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  438. * i.e. when loading files, where the server/service expects an Authorization header
  439. */
  440. static CustomRequestHeaders: {
  441. [key: string]: string;
  442. };
  443. /**
  444. * Add callback functions in this array to update all the requests before they get sent to the network
  445. */
  446. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  447. private _injectCustomRequestHeaders;
  448. /**
  449. * Gets or sets a function to be called when loading progress changes
  450. */
  451. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  452. /**
  453. * Returns client's state
  454. */
  455. readonly readyState: number;
  456. /**
  457. * Returns client's status
  458. */
  459. readonly status: number;
  460. /**
  461. * Returns client's status as a text
  462. */
  463. readonly statusText: string;
  464. /**
  465. * Returns client's response
  466. */
  467. readonly response: any;
  468. /**
  469. * Returns client's response url
  470. */
  471. readonly responseURL: string;
  472. /**
  473. * Returns client's response as text
  474. */
  475. readonly responseText: string;
  476. /**
  477. * Gets or sets the expected response type
  478. */
  479. responseType: XMLHttpRequestResponseType;
  480. /** @hidden */
  481. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  482. /** @hidden */
  483. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  484. /**
  485. * Cancels any network activity
  486. */
  487. abort(): void;
  488. /**
  489. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  490. * @param body defines an optional request body
  491. */
  492. send(body?: Document | BodyInit | null): void;
  493. /**
  494. * Sets the request method, request URL
  495. * @param method defines the method to use (GET, POST, etc..)
  496. * @param url defines the url to connect with
  497. */
  498. open(method: string, url: string): void;
  499. /**
  500. * Sets the value of a request header.
  501. * @param name The name of the header whose value is to be set
  502. * @param value The value to set as the body of the header
  503. */
  504. setRequestHeader(name: string, value: string): void;
  505. /**
  506. * Get the string containing the text of a particular header's value.
  507. * @param name The name of the header
  508. * @returns The string containing the text of the given header name
  509. */
  510. getResponseHeader(name: string): Nullable<string>;
  511. }
  512. }
  513. declare module "babylonjs/Misc/fileRequest" {
  514. import { Observable } from "babylonjs/Misc/observable";
  515. /**
  516. * File request interface
  517. */
  518. export interface IFileRequest {
  519. /**
  520. * Raised when the request is complete (success or error).
  521. */
  522. onCompleteObservable: Observable<IFileRequest>;
  523. /**
  524. * Aborts the request for a file.
  525. */
  526. abort: () => void;
  527. }
  528. }
  529. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  530. /**
  531. * Define options used to create a render target texture
  532. */
  533. export class RenderTargetCreationOptions {
  534. /**
  535. * Specifies is mipmaps must be generated
  536. */
  537. generateMipMaps?: boolean;
  538. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  539. generateDepthBuffer?: boolean;
  540. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  541. generateStencilBuffer?: boolean;
  542. /** Defines texture type (int by default) */
  543. type?: number;
  544. /** Defines sampling mode (trilinear by default) */
  545. samplingMode?: number;
  546. /** Defines format (RGBA by default) */
  547. format?: number;
  548. }
  549. }
  550. declare module "babylonjs/Instrumentation/timeToken" {
  551. import { Nullable } from "babylonjs/types";
  552. /**
  553. * @hidden
  554. **/
  555. export class _TimeToken {
  556. _startTimeQuery: Nullable<WebGLQuery>;
  557. _endTimeQuery: Nullable<WebGLQuery>;
  558. _timeElapsedQuery: Nullable<WebGLQuery>;
  559. _timeElapsedQueryEnded: boolean;
  560. }
  561. }
  562. declare module "babylonjs/Engines/constants" {
  563. /** Defines the cross module used constants to avoid circular dependncies */
  564. export class Constants {
  565. /** Defines that alpha blending is disabled */
  566. static readonly ALPHA_DISABLE: number;
  567. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  568. static readonly ALPHA_ADD: number;
  569. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  570. static readonly ALPHA_COMBINE: number;
  571. /** Defines that alpha blending to DEST - SRC * DEST */
  572. static readonly ALPHA_SUBTRACT: number;
  573. /** Defines that alpha blending to SRC * DEST */
  574. static readonly ALPHA_MULTIPLY: number;
  575. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  576. static readonly ALPHA_MAXIMIZED: number;
  577. /** Defines that alpha blending to SRC + DEST */
  578. static readonly ALPHA_ONEONE: number;
  579. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  580. static readonly ALPHA_PREMULTIPLIED: number;
  581. /**
  582. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  583. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  584. */
  585. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  586. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  587. static readonly ALPHA_INTERPOLATE: number;
  588. /**
  589. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  590. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  591. */
  592. static readonly ALPHA_SCREENMODE: number;
  593. /**
  594. * Defines that alpha blending to SRC + DST
  595. * Alpha will be set to SRC ALPHA + DST ALPHA
  596. */
  597. static readonly ALPHA_ONEONE_ONEONE: number;
  598. /**
  599. * Defines that alpha blending to SRC * DST ALPHA + DST
  600. * Alpha will be set to 0
  601. */
  602. static readonly ALPHA_ALPHATOCOLOR: number;
  603. /**
  604. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  605. */
  606. static readonly ALPHA_REVERSEONEMINUS: number;
  607. /**
  608. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  609. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  610. */
  611. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  612. /**
  613. * Defines that alpha blending to SRC + DST
  614. * Alpha will be set to SRC ALPHA
  615. */
  616. static readonly ALPHA_ONEONE_ONEZERO: number;
  617. /** Defines that alpha blending equation a SUM */
  618. static readonly ALPHA_EQUATION_ADD: number;
  619. /** Defines that alpha blending equation a SUBSTRACTION */
  620. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  621. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  622. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  623. /** Defines that alpha blending equation a MAX operation */
  624. static readonly ALPHA_EQUATION_MAX: number;
  625. /** Defines that alpha blending equation a MIN operation */
  626. static readonly ALPHA_EQUATION_MIN: number;
  627. /**
  628. * Defines that alpha blending equation a DARKEN operation:
  629. * It takes the min of the src and sums the alpha channels.
  630. */
  631. static readonly ALPHA_EQUATION_DARKEN: number;
  632. /** Defines that the ressource is not delayed*/
  633. static readonly DELAYLOADSTATE_NONE: number;
  634. /** Defines that the ressource was successfully delay loaded */
  635. static readonly DELAYLOADSTATE_LOADED: number;
  636. /** Defines that the ressource is currently delay loading */
  637. static readonly DELAYLOADSTATE_LOADING: number;
  638. /** Defines that the ressource is delayed and has not started loading */
  639. static readonly DELAYLOADSTATE_NOTLOADED: number;
  640. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  641. static readonly NEVER: number;
  642. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  643. static readonly ALWAYS: number;
  644. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  645. static readonly LESS: number;
  646. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  647. static readonly EQUAL: number;
  648. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  649. static readonly LEQUAL: number;
  650. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  651. static readonly GREATER: number;
  652. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  653. static readonly GEQUAL: number;
  654. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  655. static readonly NOTEQUAL: number;
  656. /** Passed to stencilOperation to specify that stencil value must be kept */
  657. static readonly KEEP: number;
  658. /** Passed to stencilOperation to specify that stencil value must be replaced */
  659. static readonly REPLACE: number;
  660. /** Passed to stencilOperation to specify that stencil value must be incremented */
  661. static readonly INCR: number;
  662. /** Passed to stencilOperation to specify that stencil value must be decremented */
  663. static readonly DECR: number;
  664. /** Passed to stencilOperation to specify that stencil value must be inverted */
  665. static readonly INVERT: number;
  666. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  667. static readonly INCR_WRAP: number;
  668. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  669. static readonly DECR_WRAP: number;
  670. /** Texture is not repeating outside of 0..1 UVs */
  671. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  672. /** Texture is repeating outside of 0..1 UVs */
  673. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  674. /** Texture is repeating and mirrored */
  675. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  676. /** ALPHA */
  677. static readonly TEXTUREFORMAT_ALPHA: number;
  678. /** LUMINANCE */
  679. static readonly TEXTUREFORMAT_LUMINANCE: number;
  680. /** LUMINANCE_ALPHA */
  681. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  682. /** RGB */
  683. static readonly TEXTUREFORMAT_RGB: number;
  684. /** RGBA */
  685. static readonly TEXTUREFORMAT_RGBA: number;
  686. /** RED */
  687. static readonly TEXTUREFORMAT_RED: number;
  688. /** RED (2nd reference) */
  689. static readonly TEXTUREFORMAT_R: number;
  690. /** RG */
  691. static readonly TEXTUREFORMAT_RG: number;
  692. /** RED_INTEGER */
  693. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  694. /** RED_INTEGER (2nd reference) */
  695. static readonly TEXTUREFORMAT_R_INTEGER: number;
  696. /** RG_INTEGER */
  697. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  698. /** RGB_INTEGER */
  699. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  700. /** RGBA_INTEGER */
  701. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  702. /** UNSIGNED_BYTE */
  703. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  704. /** UNSIGNED_BYTE (2nd reference) */
  705. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  706. /** FLOAT */
  707. static readonly TEXTURETYPE_FLOAT: number;
  708. /** HALF_FLOAT */
  709. static readonly TEXTURETYPE_HALF_FLOAT: number;
  710. /** BYTE */
  711. static readonly TEXTURETYPE_BYTE: number;
  712. /** SHORT */
  713. static readonly TEXTURETYPE_SHORT: number;
  714. /** UNSIGNED_SHORT */
  715. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  716. /** INT */
  717. static readonly TEXTURETYPE_INT: number;
  718. /** UNSIGNED_INT */
  719. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  720. /** UNSIGNED_SHORT_4_4_4_4 */
  721. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  722. /** UNSIGNED_SHORT_5_5_5_1 */
  723. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  724. /** UNSIGNED_SHORT_5_6_5 */
  725. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  726. /** UNSIGNED_INT_2_10_10_10_REV */
  727. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  728. /** UNSIGNED_INT_24_8 */
  729. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  730. /** UNSIGNED_INT_10F_11F_11F_REV */
  731. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  732. /** UNSIGNED_INT_5_9_9_9_REV */
  733. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  734. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  735. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  736. /** nearest is mag = nearest and min = nearest and mip = linear */
  737. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  738. /** Bilinear is mag = linear and min = linear and mip = nearest */
  739. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  740. /** Trilinear is mag = linear and min = linear and mip = linear */
  741. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  742. /** nearest is mag = nearest and min = nearest and mip = linear */
  743. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  744. /** Bilinear is mag = linear and min = linear and mip = nearest */
  745. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  746. /** Trilinear is mag = linear and min = linear and mip = linear */
  747. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  748. /** mag = nearest and min = nearest and mip = nearest */
  749. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  750. /** mag = nearest and min = linear and mip = nearest */
  751. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  752. /** mag = nearest and min = linear and mip = linear */
  753. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  754. /** mag = nearest and min = linear and mip = none */
  755. static readonly TEXTURE_NEAREST_LINEAR: number;
  756. /** mag = nearest and min = nearest and mip = none */
  757. static readonly TEXTURE_NEAREST_NEAREST: number;
  758. /** mag = linear and min = nearest and mip = nearest */
  759. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  760. /** mag = linear and min = nearest and mip = linear */
  761. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  762. /** mag = linear and min = linear and mip = none */
  763. static readonly TEXTURE_LINEAR_LINEAR: number;
  764. /** mag = linear and min = nearest and mip = none */
  765. static readonly TEXTURE_LINEAR_NEAREST: number;
  766. /** Explicit coordinates mode */
  767. static readonly TEXTURE_EXPLICIT_MODE: number;
  768. /** Spherical coordinates mode */
  769. static readonly TEXTURE_SPHERICAL_MODE: number;
  770. /** Planar coordinates mode */
  771. static readonly TEXTURE_PLANAR_MODE: number;
  772. /** Cubic coordinates mode */
  773. static readonly TEXTURE_CUBIC_MODE: number;
  774. /** Projection coordinates mode */
  775. static readonly TEXTURE_PROJECTION_MODE: number;
  776. /** Skybox coordinates mode */
  777. static readonly TEXTURE_SKYBOX_MODE: number;
  778. /** Inverse Cubic coordinates mode */
  779. static readonly TEXTURE_INVCUBIC_MODE: number;
  780. /** Equirectangular coordinates mode */
  781. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  782. /** Equirectangular Fixed coordinates mode */
  783. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  784. /** Equirectangular Fixed Mirrored coordinates mode */
  785. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  786. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  787. static readonly SCALEMODE_FLOOR: number;
  788. /** Defines that texture rescaling will look for the nearest power of 2 size */
  789. static readonly SCALEMODE_NEAREST: number;
  790. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  791. static readonly SCALEMODE_CEILING: number;
  792. /**
  793. * The dirty texture flag value
  794. */
  795. static readonly MATERIAL_TextureDirtyFlag: number;
  796. /**
  797. * The dirty light flag value
  798. */
  799. static readonly MATERIAL_LightDirtyFlag: number;
  800. /**
  801. * The dirty fresnel flag value
  802. */
  803. static readonly MATERIAL_FresnelDirtyFlag: number;
  804. /**
  805. * The dirty attribute flag value
  806. */
  807. static readonly MATERIAL_AttributesDirtyFlag: number;
  808. /**
  809. * The dirty misc flag value
  810. */
  811. static readonly MATERIAL_MiscDirtyFlag: number;
  812. /**
  813. * The all dirty flag value
  814. */
  815. static readonly MATERIAL_AllDirtyFlag: number;
  816. /**
  817. * Returns the triangle fill mode
  818. */
  819. static readonly MATERIAL_TriangleFillMode: number;
  820. /**
  821. * Returns the wireframe mode
  822. */
  823. static readonly MATERIAL_WireFrameFillMode: number;
  824. /**
  825. * Returns the point fill mode
  826. */
  827. static readonly MATERIAL_PointFillMode: number;
  828. /**
  829. * Returns the point list draw mode
  830. */
  831. static readonly MATERIAL_PointListDrawMode: number;
  832. /**
  833. * Returns the line list draw mode
  834. */
  835. static readonly MATERIAL_LineListDrawMode: number;
  836. /**
  837. * Returns the line loop draw mode
  838. */
  839. static readonly MATERIAL_LineLoopDrawMode: number;
  840. /**
  841. * Returns the line strip draw mode
  842. */
  843. static readonly MATERIAL_LineStripDrawMode: number;
  844. /**
  845. * Returns the triangle strip draw mode
  846. */
  847. static readonly MATERIAL_TriangleStripDrawMode: number;
  848. /**
  849. * Returns the triangle fan draw mode
  850. */
  851. static readonly MATERIAL_TriangleFanDrawMode: number;
  852. /**
  853. * Stores the clock-wise side orientation
  854. */
  855. static readonly MATERIAL_ClockWiseSideOrientation: number;
  856. /**
  857. * Stores the counter clock-wise side orientation
  858. */
  859. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  860. /**
  861. * Nothing
  862. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  863. */
  864. static readonly ACTION_NothingTrigger: number;
  865. /**
  866. * On pick
  867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  868. */
  869. static readonly ACTION_OnPickTrigger: number;
  870. /**
  871. * On left pick
  872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  873. */
  874. static readonly ACTION_OnLeftPickTrigger: number;
  875. /**
  876. * On right pick
  877. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  878. */
  879. static readonly ACTION_OnRightPickTrigger: number;
  880. /**
  881. * On center pick
  882. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  883. */
  884. static readonly ACTION_OnCenterPickTrigger: number;
  885. /**
  886. * On pick down
  887. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  888. */
  889. static readonly ACTION_OnPickDownTrigger: number;
  890. /**
  891. * On double pick
  892. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  893. */
  894. static readonly ACTION_OnDoublePickTrigger: number;
  895. /**
  896. * On pick up
  897. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  898. */
  899. static readonly ACTION_OnPickUpTrigger: number;
  900. /**
  901. * On pick out.
  902. * This trigger will only be raised if you also declared a OnPickDown
  903. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  904. */
  905. static readonly ACTION_OnPickOutTrigger: number;
  906. /**
  907. * On long press
  908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  909. */
  910. static readonly ACTION_OnLongPressTrigger: number;
  911. /**
  912. * On pointer over
  913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  914. */
  915. static readonly ACTION_OnPointerOverTrigger: number;
  916. /**
  917. * On pointer out
  918. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  919. */
  920. static readonly ACTION_OnPointerOutTrigger: number;
  921. /**
  922. * On every frame
  923. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  924. */
  925. static readonly ACTION_OnEveryFrameTrigger: number;
  926. /**
  927. * On intersection enter
  928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  929. */
  930. static readonly ACTION_OnIntersectionEnterTrigger: number;
  931. /**
  932. * On intersection exit
  933. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  934. */
  935. static readonly ACTION_OnIntersectionExitTrigger: number;
  936. /**
  937. * On key down
  938. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  939. */
  940. static readonly ACTION_OnKeyDownTrigger: number;
  941. /**
  942. * On key up
  943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  944. */
  945. static readonly ACTION_OnKeyUpTrigger: number;
  946. /**
  947. * Billboard mode will only apply to Y axis
  948. */
  949. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  950. /**
  951. * Billboard mode will apply to all axes
  952. */
  953. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  954. /**
  955. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  956. */
  957. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  958. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  959. * Test order :
  960. * Is the bounding sphere outside the frustum ?
  961. * If not, are the bounding box vertices outside the frustum ?
  962. * It not, then the cullable object is in the frustum.
  963. */
  964. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  965. /** Culling strategy : Bounding Sphere Only.
  966. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  967. * It's also less accurate than the standard because some not visible objects can still be selected.
  968. * Test : is the bounding sphere outside the frustum ?
  969. * If not, then the cullable object is in the frustum.
  970. */
  971. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  972. /** Culling strategy : Optimistic Inclusion.
  973. * This in an inclusion test first, then the standard exclusion test.
  974. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  975. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  976. * Anyway, it's as accurate as the standard strategy.
  977. * Test :
  978. * Is the cullable object bounding sphere center in the frustum ?
  979. * If not, apply the default culling strategy.
  980. */
  981. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  982. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  983. * This in an inclusion test first, then the bounding sphere only exclusion test.
  984. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  985. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  986. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  987. * Test :
  988. * Is the cullable object bounding sphere center in the frustum ?
  989. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  990. */
  991. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  992. /**
  993. * No logging while loading
  994. */
  995. static readonly SCENELOADER_NO_LOGGING: number;
  996. /**
  997. * Minimal logging while loading
  998. */
  999. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1000. /**
  1001. * Summary logging while loading
  1002. */
  1003. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1004. /**
  1005. * Detailled logging while loading
  1006. */
  1007. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1008. }
  1009. }
  1010. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1011. import { Nullable } from "babylonjs/types";
  1012. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1013. /**
  1014. * This represents the required contract to create a new type of texture loader.
  1015. */
  1016. export interface IInternalTextureLoader {
  1017. /**
  1018. * Defines wether the loader supports cascade loading the different faces.
  1019. */
  1020. supportCascades: boolean;
  1021. /**
  1022. * This returns if the loader support the current file information.
  1023. * @param extension defines the file extension of the file being loaded
  1024. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1025. * @param fallback defines the fallback internal texture if any
  1026. * @param isBase64 defines whether the texture is encoded as a base64
  1027. * @param isBuffer defines whether the texture data are stored as a buffer
  1028. * @returns true if the loader can load the specified file
  1029. */
  1030. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1031. /**
  1032. * Transform the url before loading if required.
  1033. * @param rootUrl the url of the texture
  1034. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1035. * @returns the transformed texture
  1036. */
  1037. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1038. /**
  1039. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1040. * @param rootUrl the url of the texture
  1041. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1042. * @returns the fallback texture
  1043. */
  1044. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1045. /**
  1046. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1047. * @param data contains the texture data
  1048. * @param texture defines the BabylonJS internal texture
  1049. * @param createPolynomials will be true if polynomials have been requested
  1050. * @param onLoad defines the callback to trigger once the texture is ready
  1051. * @param onError defines the callback to trigger in case of error
  1052. */
  1053. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1054. /**
  1055. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1056. * @param data contains the texture data
  1057. * @param texture defines the BabylonJS internal texture
  1058. * @param callback defines the method to call once ready to upload
  1059. */
  1060. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1061. }
  1062. }
  1063. declare module "babylonjs/Engines/IPipelineContext" {
  1064. /**
  1065. * Class used to store and describe the pipeline context associated with an effect
  1066. */
  1067. export interface IPipelineContext {
  1068. /**
  1069. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1070. */
  1071. isAsync: boolean;
  1072. /**
  1073. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1074. */
  1075. isReady: boolean;
  1076. /** @hidden */
  1077. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1078. }
  1079. }
  1080. declare module "babylonjs/Meshes/dataBuffer" {
  1081. /**
  1082. * Class used to store gfx data (like WebGLBuffer)
  1083. */
  1084. export class DataBuffer {
  1085. /**
  1086. * Gets or sets the number of objects referencing this buffer
  1087. */
  1088. references: number;
  1089. /** Gets or sets the size of the underlying buffer */
  1090. capacity: number;
  1091. /**
  1092. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1093. */
  1094. is32Bits: boolean;
  1095. /**
  1096. * Gets the underlying buffer
  1097. */
  1098. readonly underlyingResource: any;
  1099. }
  1100. }
  1101. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1102. /** @hidden */
  1103. export interface IShaderProcessor {
  1104. attributeProcessor?: (attribute: string) => string;
  1105. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1106. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1107. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1108. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1109. lineProcessor?: (line: string, isFragment: boolean) => string;
  1110. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1111. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1112. }
  1113. }
  1114. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1115. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1116. /** @hidden */
  1117. export interface ProcessingOptions {
  1118. defines: string[];
  1119. indexParameters: any;
  1120. isFragment: boolean;
  1121. shouldUseHighPrecisionShader: boolean;
  1122. supportsUniformBuffers: boolean;
  1123. shadersRepository: string;
  1124. includesShadersStore: {
  1125. [key: string]: string;
  1126. };
  1127. processor?: IShaderProcessor;
  1128. version: string;
  1129. platformName: string;
  1130. lookForClosingBracketForUniformBuffer?: boolean;
  1131. }
  1132. }
  1133. declare module "babylonjs/Misc/stringTools" {
  1134. /**
  1135. * Helper to manipulate strings
  1136. */
  1137. export class StringTools {
  1138. /**
  1139. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  1140. * @param str Source string
  1141. * @param suffix Suffix to search for in the source string
  1142. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  1143. */
  1144. static EndsWith(str: string, suffix: string): boolean;
  1145. /**
  1146. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  1147. * @param str Source string
  1148. * @param suffix Suffix to search for in the source string
  1149. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  1150. */
  1151. static StartsWith(str: string, suffix: string): boolean;
  1152. /**
  1153. * Decodes a buffer into a string
  1154. * @param buffer The buffer to decode
  1155. * @returns The decoded string
  1156. */
  1157. static Decode(buffer: Uint8Array | Uint16Array): string;
  1158. /**
  1159. * Encode a buffer to a base64 string
  1160. * @param buffer defines the buffer to encode
  1161. * @returns the encoded string
  1162. */
  1163. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. 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;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. 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;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. /**
  4784. * new Path3D(path, normal, raw)
  4785. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4786. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4787. * @param path an array of Vector3, the curve axis of the Path3D
  4788. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4789. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4790. */
  4791. constructor(
  4792. /**
  4793. * an array of Vector3, the curve axis of the Path3D
  4794. */
  4795. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4796. /**
  4797. * Returns the Path3D array of successive Vector3 designing its curve.
  4798. * @returns the Path3D array of successive Vector3 designing its curve.
  4799. */
  4800. getCurve(): Vector3[];
  4801. /**
  4802. * Returns an array populated with tangent vectors on each Path3D curve point.
  4803. * @returns an array populated with tangent vectors on each Path3D curve point.
  4804. */
  4805. getTangents(): Vector3[];
  4806. /**
  4807. * Returns an array populated with normal vectors on each Path3D curve point.
  4808. * @returns an array populated with normal vectors on each Path3D curve point.
  4809. */
  4810. getNormals(): Vector3[];
  4811. /**
  4812. * Returns an array populated with binormal vectors on each Path3D curve point.
  4813. * @returns an array populated with binormal vectors on each Path3D curve point.
  4814. */
  4815. getBinormals(): Vector3[];
  4816. /**
  4817. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4818. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4819. */
  4820. getDistances(): number[];
  4821. /**
  4822. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4823. * @param path path which all values are copied into the curves points
  4824. * @param firstNormal which should be projected onto the curve
  4825. * @returns the same object updated.
  4826. */
  4827. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4828. private _compute;
  4829. private _getFirstNonNullVector;
  4830. private _getLastNonNullVector;
  4831. private _normalVector;
  4832. }
  4833. /**
  4834. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4835. * A Curve3 is designed from a series of successive Vector3.
  4836. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4837. */
  4838. export class Curve3 {
  4839. private _points;
  4840. private _length;
  4841. /**
  4842. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4843. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4844. * @param v1 (Vector3) the control point
  4845. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4846. * @param nbPoints (integer) the wanted number of points in the curve
  4847. * @returns the created Curve3
  4848. */
  4849. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4850. /**
  4851. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4853. * @param v1 (Vector3) the first control point
  4854. * @param v2 (Vector3) the second control point
  4855. * @param v3 (Vector3) the end point of the Cubic Bezier
  4856. * @param nbPoints (integer) the wanted number of points in the curve
  4857. * @returns the created Curve3
  4858. */
  4859. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4860. /**
  4861. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4862. * @param p1 (Vector3) the origin point of the Hermite Spline
  4863. * @param t1 (Vector3) the tangent vector at the origin point
  4864. * @param p2 (Vector3) the end point of the Hermite Spline
  4865. * @param t2 (Vector3) the tangent vector at the end point
  4866. * @param nbPoints (integer) the wanted number of points in the curve
  4867. * @returns the created Curve3
  4868. */
  4869. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4870. /**
  4871. * Returns a Curve3 object along a CatmullRom Spline curve :
  4872. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4873. * @param nbPoints (integer) the wanted number of points between each curve control points
  4874. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4875. * @returns the created Curve3
  4876. */
  4877. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4878. /**
  4879. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4880. * A Curve3 is designed from a series of successive Vector3.
  4881. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4882. * @param points points which make up the curve
  4883. */
  4884. constructor(points: Vector3[]);
  4885. /**
  4886. * @returns the Curve3 stored array of successive Vector3
  4887. */
  4888. getPoints(): Vector3[];
  4889. /**
  4890. * @returns the computed length (float) of the curve.
  4891. */
  4892. length(): number;
  4893. /**
  4894. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4895. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4896. * curveA and curveB keep unchanged.
  4897. * @param curve the curve to continue from this curve
  4898. * @returns the newly constructed curve
  4899. */
  4900. continue(curve: DeepImmutable<Curve3>): Curve3;
  4901. private _computeLength;
  4902. }
  4903. }
  4904. declare module "babylonjs/Animations/easing" {
  4905. /**
  4906. * This represents the main contract an easing function should follow.
  4907. * Easing functions are used throughout the animation system.
  4908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4909. */
  4910. export interface IEasingFunction {
  4911. /**
  4912. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4913. * of the easing function.
  4914. * The link below provides some of the most common examples of easing functions.
  4915. * @see https://easings.net/
  4916. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4917. * @returns the corresponding value on the curve defined by the easing function
  4918. */
  4919. ease(gradient: number): number;
  4920. }
  4921. /**
  4922. * Base class used for every default easing function.
  4923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4924. */
  4925. export class EasingFunction implements IEasingFunction {
  4926. /**
  4927. * Interpolation follows the mathematical formula associated with the easing function.
  4928. */
  4929. static readonly EASINGMODE_EASEIN: number;
  4930. /**
  4931. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4932. */
  4933. static readonly EASINGMODE_EASEOUT: number;
  4934. /**
  4935. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4936. */
  4937. static readonly EASINGMODE_EASEINOUT: number;
  4938. private _easingMode;
  4939. /**
  4940. * Sets the easing mode of the current function.
  4941. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4942. */
  4943. setEasingMode(easingMode: number): void;
  4944. /**
  4945. * Gets the current easing mode.
  4946. * @returns the easing mode
  4947. */
  4948. getEasingMode(): number;
  4949. /**
  4950. * @hidden
  4951. */
  4952. easeInCore(gradient: number): number;
  4953. /**
  4954. * Given an input gradient between 0 and 1, this returns the corresponding value
  4955. * of the easing function.
  4956. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4957. * @returns the corresponding value on the curve defined by the easing function
  4958. */
  4959. ease(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with a circle shape (see link below).
  4963. * @see https://easings.net/#easeInCirc
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class CircleEase extends EasingFunction implements IEasingFunction {
  4967. /** @hidden */
  4968. easeInCore(gradient: number): number;
  4969. }
  4970. /**
  4971. * Easing function with a ease back shape (see link below).
  4972. * @see https://easings.net/#easeInBack
  4973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4974. */
  4975. export class BackEase extends EasingFunction implements IEasingFunction {
  4976. /** Defines the amplitude of the function */
  4977. amplitude: number;
  4978. /**
  4979. * Instantiates a back ease easing
  4980. * @see https://easings.net/#easeInBack
  4981. * @param amplitude Defines the amplitude of the function
  4982. */
  4983. constructor(
  4984. /** Defines the amplitude of the function */
  4985. amplitude?: number);
  4986. /** @hidden */
  4987. easeInCore(gradient: number): number;
  4988. }
  4989. /**
  4990. * Easing function with a bouncing shape (see link below).
  4991. * @see https://easings.net/#easeInBounce
  4992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4993. */
  4994. export class BounceEase extends EasingFunction implements IEasingFunction {
  4995. /** Defines the number of bounces */
  4996. bounces: number;
  4997. /** Defines the amplitude of the bounce */
  4998. bounciness: number;
  4999. /**
  5000. * Instantiates a bounce easing
  5001. * @see https://easings.net/#easeInBounce
  5002. * @param bounces Defines the number of bounces
  5003. * @param bounciness Defines the amplitude of the bounce
  5004. */
  5005. constructor(
  5006. /** Defines the number of bounces */
  5007. bounces?: number,
  5008. /** Defines the amplitude of the bounce */
  5009. bounciness?: number);
  5010. /** @hidden */
  5011. easeInCore(gradient: number): number;
  5012. }
  5013. /**
  5014. * Easing function with a power of 3 shape (see link below).
  5015. * @see https://easings.net/#easeInCubic
  5016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5017. */
  5018. export class CubicEase extends EasingFunction implements IEasingFunction {
  5019. /** @hidden */
  5020. easeInCore(gradient: number): number;
  5021. }
  5022. /**
  5023. * Easing function with an elastic shape (see link below).
  5024. * @see https://easings.net/#easeInElastic
  5025. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5026. */
  5027. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5028. /** Defines the number of oscillations*/
  5029. oscillations: number;
  5030. /** Defines the amplitude of the oscillations*/
  5031. springiness: number;
  5032. /**
  5033. * Instantiates an elastic easing function
  5034. * @see https://easings.net/#easeInElastic
  5035. * @param oscillations Defines the number of oscillations
  5036. * @param springiness Defines the amplitude of the oscillations
  5037. */
  5038. constructor(
  5039. /** Defines the number of oscillations*/
  5040. oscillations?: number,
  5041. /** Defines the amplitude of the oscillations*/
  5042. springiness?: number);
  5043. /** @hidden */
  5044. easeInCore(gradient: number): number;
  5045. }
  5046. /**
  5047. * Easing function with an exponential shape (see link below).
  5048. * @see https://easings.net/#easeInExpo
  5049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5050. */
  5051. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5052. /** Defines the exponent of the function */
  5053. exponent: number;
  5054. /**
  5055. * Instantiates an exponential easing function
  5056. * @see https://easings.net/#easeInExpo
  5057. * @param exponent Defines the exponent of the function
  5058. */
  5059. constructor(
  5060. /** Defines the exponent of the function */
  5061. exponent?: number);
  5062. /** @hidden */
  5063. easeInCore(gradient: number): number;
  5064. }
  5065. /**
  5066. * Easing function with a power shape (see link below).
  5067. * @see https://easings.net/#easeInQuad
  5068. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5069. */
  5070. export class PowerEase extends EasingFunction implements IEasingFunction {
  5071. /** Defines the power of the function */
  5072. power: number;
  5073. /**
  5074. * Instantiates an power base easing function
  5075. * @see https://easings.net/#easeInQuad
  5076. * @param power Defines the power of the function
  5077. */
  5078. constructor(
  5079. /** Defines the power of the function */
  5080. power?: number);
  5081. /** @hidden */
  5082. easeInCore(gradient: number): number;
  5083. }
  5084. /**
  5085. * Easing function with a power of 2 shape (see link below).
  5086. * @see https://easings.net/#easeInQuad
  5087. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5088. */
  5089. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5090. /** @hidden */
  5091. easeInCore(gradient: number): number;
  5092. }
  5093. /**
  5094. * Easing function with a power of 4 shape (see link below).
  5095. * @see https://easings.net/#easeInQuart
  5096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5097. */
  5098. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 5 shape (see link below).
  5104. * @see https://easings.net/#easeInQuint
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with a sin shape (see link below).
  5113. * @see https://easings.net/#easeInSine
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class SineEase extends EasingFunction implements IEasingFunction {
  5117. /** @hidden */
  5118. easeInCore(gradient: number): number;
  5119. }
  5120. /**
  5121. * Easing function with a bezier shape (see link below).
  5122. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5123. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5124. */
  5125. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5126. /** Defines the x component of the start tangent in the bezier curve */
  5127. x1: number;
  5128. /** Defines the y component of the start tangent in the bezier curve */
  5129. y1: number;
  5130. /** Defines the x component of the end tangent in the bezier curve */
  5131. x2: number;
  5132. /** Defines the y component of the end tangent in the bezier curve */
  5133. y2: number;
  5134. /**
  5135. * Instantiates a bezier function
  5136. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5137. * @param x1 Defines the x component of the start tangent in the bezier curve
  5138. * @param y1 Defines the y component of the start tangent in the bezier curve
  5139. * @param x2 Defines the x component of the end tangent in the bezier curve
  5140. * @param y2 Defines the y component of the end tangent in the bezier curve
  5141. */
  5142. constructor(
  5143. /** Defines the x component of the start tangent in the bezier curve */
  5144. x1?: number,
  5145. /** Defines the y component of the start tangent in the bezier curve */
  5146. y1?: number,
  5147. /** Defines the x component of the end tangent in the bezier curve */
  5148. x2?: number,
  5149. /** Defines the y component of the end tangent in the bezier curve */
  5150. y2?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. }
  5155. declare module "babylonjs/Maths/math.color" {
  5156. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5157. /**
  5158. * Class used to hold a RBG color
  5159. */
  5160. export class Color3 {
  5161. /**
  5162. * Defines the red component (between 0 and 1, default is 0)
  5163. */
  5164. r: number;
  5165. /**
  5166. * Defines the green component (between 0 and 1, default is 0)
  5167. */
  5168. g: number;
  5169. /**
  5170. * Defines the blue component (between 0 and 1, default is 0)
  5171. */
  5172. b: number;
  5173. /**
  5174. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5175. * @param r defines the red component (between 0 and 1, default is 0)
  5176. * @param g defines the green component (between 0 and 1, default is 0)
  5177. * @param b defines the blue component (between 0 and 1, default is 0)
  5178. */
  5179. constructor(
  5180. /**
  5181. * Defines the red component (between 0 and 1, default is 0)
  5182. */
  5183. r?: number,
  5184. /**
  5185. * Defines the green component (between 0 and 1, default is 0)
  5186. */
  5187. g?: number,
  5188. /**
  5189. * Defines the blue component (between 0 and 1, default is 0)
  5190. */
  5191. b?: number);
  5192. /**
  5193. * Creates a string with the Color3 current values
  5194. * @returns the string representation of the Color3 object
  5195. */
  5196. toString(): string;
  5197. /**
  5198. * Returns the string "Color3"
  5199. * @returns "Color3"
  5200. */
  5201. getClassName(): string;
  5202. /**
  5203. * Compute the Color3 hash code
  5204. * @returns an unique number that can be used to hash Color3 objects
  5205. */
  5206. getHashCode(): number;
  5207. /**
  5208. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5209. * @param array defines the array where to store the r,g,b components
  5210. * @param index defines an optional index in the target array to define where to start storing values
  5211. * @returns the current Color3 object
  5212. */
  5213. toArray(array: FloatArray, index?: number): Color3;
  5214. /**
  5215. * Returns a new Color4 object from the current Color3 and the given alpha
  5216. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5217. * @returns a new Color4 object
  5218. */
  5219. toColor4(alpha?: number): Color4;
  5220. /**
  5221. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5222. * @returns the new array
  5223. */
  5224. asArray(): number[];
  5225. /**
  5226. * Returns the luminance value
  5227. * @returns a float value
  5228. */
  5229. toLuminance(): number;
  5230. /**
  5231. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5232. * @param otherColor defines the second operand
  5233. * @returns the new Color3 object
  5234. */
  5235. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5238. * @param otherColor defines the second operand
  5239. * @param result defines the Color3 object where to store the result
  5240. * @returns the current Color3
  5241. */
  5242. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5243. /**
  5244. * Determines equality between Color3 objects
  5245. * @param otherColor defines the second operand
  5246. * @returns true if the rgb values are equal to the given ones
  5247. */
  5248. equals(otherColor: DeepImmutable<Color3>): boolean;
  5249. /**
  5250. * Determines equality between the current Color3 object and a set of r,b,g values
  5251. * @param r defines the red component to check
  5252. * @param g defines the green component to check
  5253. * @param b defines the blue component to check
  5254. * @returns true if the rgb values are equal to the given ones
  5255. */
  5256. equalsFloats(r: number, g: number, b: number): boolean;
  5257. /**
  5258. * Multiplies in place each rgb value by scale
  5259. * @param scale defines the scaling factor
  5260. * @returns the updated Color3
  5261. */
  5262. scale(scale: number): Color3;
  5263. /**
  5264. * Multiplies the rgb values by scale and stores the result into "result"
  5265. * @param scale defines the scaling factor
  5266. * @param result defines the Color3 object where to store the result
  5267. * @returns the unmodified current Color3
  5268. */
  5269. scaleToRef(scale: number, result: Color3): Color3;
  5270. /**
  5271. * Scale the current Color3 values by a factor and add the result to a given Color3
  5272. * @param scale defines the scale factor
  5273. * @param result defines color to store the result into
  5274. * @returns the unmodified current Color3
  5275. */
  5276. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5277. /**
  5278. * Clamps the rgb values by the min and max values and stores the result into "result"
  5279. * @param min defines minimum clamping value (default is 0)
  5280. * @param max defines maximum clamping value (default is 1)
  5281. * @param result defines color to store the result into
  5282. * @returns the original Color3
  5283. */
  5284. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5285. /**
  5286. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5287. * @param otherColor defines the second operand
  5288. * @returns the new Color3
  5289. */
  5290. add(otherColor: DeepImmutable<Color3>): Color3;
  5291. /**
  5292. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5293. * @param otherColor defines the second operand
  5294. * @param result defines Color3 object to store the result into
  5295. * @returns the unmodified current Color3
  5296. */
  5297. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5298. /**
  5299. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5300. * @param otherColor defines the second operand
  5301. * @returns the new Color3
  5302. */
  5303. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5304. /**
  5305. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5306. * @param otherColor defines the second operand
  5307. * @param result defines Color3 object to store the result into
  5308. * @returns the unmodified current Color3
  5309. */
  5310. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5311. /**
  5312. * Copy the current object
  5313. * @returns a new Color3 copied the current one
  5314. */
  5315. clone(): Color3;
  5316. /**
  5317. * Copies the rgb values from the source in the current Color3
  5318. * @param source defines the source Color3 object
  5319. * @returns the updated Color3 object
  5320. */
  5321. copyFrom(source: DeepImmutable<Color3>): Color3;
  5322. /**
  5323. * Updates the Color3 rgb values from the given floats
  5324. * @param r defines the red component to read from
  5325. * @param g defines the green component to read from
  5326. * @param b defines the blue component to read from
  5327. * @returns the current Color3 object
  5328. */
  5329. copyFromFloats(r: number, g: number, b: number): Color3;
  5330. /**
  5331. * Updates the Color3 rgb values from the given floats
  5332. * @param r defines the red component to read from
  5333. * @param g defines the green component to read from
  5334. * @param b defines the blue component to read from
  5335. * @returns the current Color3 object
  5336. */
  5337. set(r: number, g: number, b: number): Color3;
  5338. /**
  5339. * Compute the Color3 hexadecimal code as a string
  5340. * @returns a string containing the hexadecimal representation of the Color3 object
  5341. */
  5342. toHexString(): string;
  5343. /**
  5344. * Computes a new Color3 converted from the current one to linear space
  5345. * @returns a new Color3 object
  5346. */
  5347. toLinearSpace(): Color3;
  5348. /**
  5349. * Converts current color in rgb space to HSV values
  5350. * @returns a new color3 representing the HSV values
  5351. */
  5352. toHSV(): Color3;
  5353. /**
  5354. * Converts current color in rgb space to HSV values
  5355. * @param result defines the Color3 where to store the HSV values
  5356. */
  5357. toHSVToRef(result: Color3): void;
  5358. /**
  5359. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5360. * @param convertedColor defines the Color3 object where to store the linear space version
  5361. * @returns the unmodified Color3
  5362. */
  5363. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5364. /**
  5365. * Computes a new Color3 converted from the current one to gamma space
  5366. * @returns a new Color3 object
  5367. */
  5368. toGammaSpace(): Color3;
  5369. /**
  5370. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5371. * @param convertedColor defines the Color3 object where to store the gamma space version
  5372. * @returns the unmodified Color3
  5373. */
  5374. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5375. private static _BlackReadOnly;
  5376. /**
  5377. * Convert Hue, saturation and value to a Color3 (RGB)
  5378. * @param hue defines the hue
  5379. * @param saturation defines the saturation
  5380. * @param value defines the value
  5381. * @param result defines the Color3 where to store the RGB values
  5382. */
  5383. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5384. /**
  5385. * Creates a new Color3 from the string containing valid hexadecimal values
  5386. * @param hex defines a string containing valid hexadecimal values
  5387. * @returns a new Color3 object
  5388. */
  5389. static FromHexString(hex: string): Color3;
  5390. /**
  5391. * Creates a new Color3 from the starting index of the given array
  5392. * @param array defines the source array
  5393. * @param offset defines an offset in the source array
  5394. * @returns a new Color3 object
  5395. */
  5396. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5397. /**
  5398. * Creates a new Color3 from integer values (< 256)
  5399. * @param r defines the red component to read from (value between 0 and 255)
  5400. * @param g defines the green component to read from (value between 0 and 255)
  5401. * @param b defines the blue component to read from (value between 0 and 255)
  5402. * @returns a new Color3 object
  5403. */
  5404. static FromInts(r: number, g: number, b: number): Color3;
  5405. /**
  5406. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5407. * @param start defines the start Color3 value
  5408. * @param end defines the end Color3 value
  5409. * @param amount defines the gradient value between start and end
  5410. * @returns a new Color3 object
  5411. */
  5412. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5413. /**
  5414. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5415. * @param left defines the start value
  5416. * @param right defines the end value
  5417. * @param amount defines the gradient factor
  5418. * @param result defines the Color3 object where to store the result
  5419. */
  5420. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5421. /**
  5422. * Returns a Color3 value containing a red color
  5423. * @returns a new Color3 object
  5424. */
  5425. static Red(): Color3;
  5426. /**
  5427. * Returns a Color3 value containing a green color
  5428. * @returns a new Color3 object
  5429. */
  5430. static Green(): Color3;
  5431. /**
  5432. * Returns a Color3 value containing a blue color
  5433. * @returns a new Color3 object
  5434. */
  5435. static Blue(): Color3;
  5436. /**
  5437. * Returns a Color3 value containing a black color
  5438. * @returns a new Color3 object
  5439. */
  5440. static Black(): Color3;
  5441. /**
  5442. * Gets a Color3 value containing a black color that must not be updated
  5443. */
  5444. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5445. /**
  5446. * Returns a Color3 value containing a white color
  5447. * @returns a new Color3 object
  5448. */
  5449. static White(): Color3;
  5450. /**
  5451. * Returns a Color3 value containing a purple color
  5452. * @returns a new Color3 object
  5453. */
  5454. static Purple(): Color3;
  5455. /**
  5456. * Returns a Color3 value containing a magenta color
  5457. * @returns a new Color3 object
  5458. */
  5459. static Magenta(): Color3;
  5460. /**
  5461. * Returns a Color3 value containing a yellow color
  5462. * @returns a new Color3 object
  5463. */
  5464. static Yellow(): Color3;
  5465. /**
  5466. * Returns a Color3 value containing a gray color
  5467. * @returns a new Color3 object
  5468. */
  5469. static Gray(): Color3;
  5470. /**
  5471. * Returns a Color3 value containing a teal color
  5472. * @returns a new Color3 object
  5473. */
  5474. static Teal(): Color3;
  5475. /**
  5476. * Returns a Color3 value containing a random color
  5477. * @returns a new Color3 object
  5478. */
  5479. static Random(): Color3;
  5480. }
  5481. /**
  5482. * Class used to hold a RBGA color
  5483. */
  5484. export class Color4 {
  5485. /**
  5486. * Defines the red component (between 0 and 1, default is 0)
  5487. */
  5488. r: number;
  5489. /**
  5490. * Defines the green component (between 0 and 1, default is 0)
  5491. */
  5492. g: number;
  5493. /**
  5494. * Defines the blue component (between 0 and 1, default is 0)
  5495. */
  5496. b: number;
  5497. /**
  5498. * Defines the alpha component (between 0 and 1, default is 1)
  5499. */
  5500. a: number;
  5501. /**
  5502. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5503. * @param r defines the red component (between 0 and 1, default is 0)
  5504. * @param g defines the green component (between 0 and 1, default is 0)
  5505. * @param b defines the blue component (between 0 and 1, default is 0)
  5506. * @param a defines the alpha component (between 0 and 1, default is 1)
  5507. */
  5508. constructor(
  5509. /**
  5510. * Defines the red component (between 0 and 1, default is 0)
  5511. */
  5512. r?: number,
  5513. /**
  5514. * Defines the green component (between 0 and 1, default is 0)
  5515. */
  5516. g?: number,
  5517. /**
  5518. * Defines the blue component (between 0 and 1, default is 0)
  5519. */
  5520. b?: number,
  5521. /**
  5522. * Defines the alpha component (between 0 and 1, default is 1)
  5523. */
  5524. a?: number);
  5525. /**
  5526. * Adds in place the given Color4 values to the current Color4 object
  5527. * @param right defines the second operand
  5528. * @returns the current updated Color4 object
  5529. */
  5530. addInPlace(right: DeepImmutable<Color4>): Color4;
  5531. /**
  5532. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5533. * @returns the new array
  5534. */
  5535. asArray(): number[];
  5536. /**
  5537. * Stores from the starting index in the given array the Color4 successive values
  5538. * @param array defines the array where to store the r,g,b components
  5539. * @param index defines an optional index in the target array to define where to start storing values
  5540. * @returns the current Color4 object
  5541. */
  5542. toArray(array: number[], index?: number): Color4;
  5543. /**
  5544. * Determines equality between Color4 objects
  5545. * @param otherColor defines the second operand
  5546. * @returns true if the rgba values are equal to the given ones
  5547. */
  5548. equals(otherColor: DeepImmutable<Color4>): boolean;
  5549. /**
  5550. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5551. * @param right defines the second operand
  5552. * @returns a new Color4 object
  5553. */
  5554. add(right: DeepImmutable<Color4>): Color4;
  5555. /**
  5556. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5557. * @param right defines the second operand
  5558. * @returns a new Color4 object
  5559. */
  5560. subtract(right: DeepImmutable<Color4>): Color4;
  5561. /**
  5562. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5563. * @param right defines the second operand
  5564. * @param result defines the Color4 object where to store the result
  5565. * @returns the current Color4 object
  5566. */
  5567. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5568. /**
  5569. * Creates a new Color4 with the current Color4 values multiplied by scale
  5570. * @param scale defines the scaling factor to apply
  5571. * @returns a new Color4 object
  5572. */
  5573. scale(scale: number): Color4;
  5574. /**
  5575. * Multiplies the current Color4 values by scale and stores the result in "result"
  5576. * @param scale defines the scaling factor to apply
  5577. * @param result defines the Color4 object where to store the result
  5578. * @returns the current unmodified Color4
  5579. */
  5580. scaleToRef(scale: number, result: Color4): Color4;
  5581. /**
  5582. * Scale the current Color4 values by a factor and add the result to a given Color4
  5583. * @param scale defines the scale factor
  5584. * @param result defines the Color4 object where to store the result
  5585. * @returns the unmodified current Color4
  5586. */
  5587. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5588. /**
  5589. * Clamps the rgb values by the min and max values and stores the result into "result"
  5590. * @param min defines minimum clamping value (default is 0)
  5591. * @param max defines maximum clamping value (default is 1)
  5592. * @param result defines color to store the result into.
  5593. * @returns the cuurent Color4
  5594. */
  5595. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5596. /**
  5597. * Multipy an Color4 value by another and return a new Color4 object
  5598. * @param color defines the Color4 value to multiply by
  5599. * @returns a new Color4 object
  5600. */
  5601. multiply(color: Color4): Color4;
  5602. /**
  5603. * Multipy a Color4 value by another and push the result in a reference value
  5604. * @param color defines the Color4 value to multiply by
  5605. * @param result defines the Color4 to fill the result in
  5606. * @returns the result Color4
  5607. */
  5608. multiplyToRef(color: Color4, result: Color4): Color4;
  5609. /**
  5610. * Creates a string with the Color4 current values
  5611. * @returns the string representation of the Color4 object
  5612. */
  5613. toString(): string;
  5614. /**
  5615. * Returns the string "Color4"
  5616. * @returns "Color4"
  5617. */
  5618. getClassName(): string;
  5619. /**
  5620. * Compute the Color4 hash code
  5621. * @returns an unique number that can be used to hash Color4 objects
  5622. */
  5623. getHashCode(): number;
  5624. /**
  5625. * Creates a new Color4 copied from the current one
  5626. * @returns a new Color4 object
  5627. */
  5628. clone(): Color4;
  5629. /**
  5630. * Copies the given Color4 values into the current one
  5631. * @param source defines the source Color4 object
  5632. * @returns the current updated Color4 object
  5633. */
  5634. copyFrom(source: Color4): Color4;
  5635. /**
  5636. * Copies the given float values into the current one
  5637. * @param r defines the red component to read from
  5638. * @param g defines the green component to read from
  5639. * @param b defines the blue component to read from
  5640. * @param a defines the alpha component to read from
  5641. * @returns the current updated Color4 object
  5642. */
  5643. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5644. /**
  5645. * Copies the given float values into the current one
  5646. * @param r defines the red component to read from
  5647. * @param g defines the green component to read from
  5648. * @param b defines the blue component to read from
  5649. * @param a defines the alpha component to read from
  5650. * @returns the current updated Color4 object
  5651. */
  5652. set(r: number, g: number, b: number, a: number): Color4;
  5653. /**
  5654. * Compute the Color4 hexadecimal code as a string
  5655. * @returns a string containing the hexadecimal representation of the Color4 object
  5656. */
  5657. toHexString(): string;
  5658. /**
  5659. * Computes a new Color4 converted from the current one to linear space
  5660. * @returns a new Color4 object
  5661. */
  5662. toLinearSpace(): Color4;
  5663. /**
  5664. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5665. * @param convertedColor defines the Color4 object where to store the linear space version
  5666. * @returns the unmodified Color4
  5667. */
  5668. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5669. /**
  5670. * Computes a new Color4 converted from the current one to gamma space
  5671. * @returns a new Color4 object
  5672. */
  5673. toGammaSpace(): Color4;
  5674. /**
  5675. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5676. * @param convertedColor defines the Color4 object where to store the gamma space version
  5677. * @returns the unmodified Color4
  5678. */
  5679. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5680. /**
  5681. * Creates a new Color4 from the string containing valid hexadecimal values
  5682. * @param hex defines a string containing valid hexadecimal values
  5683. * @returns a new Color4 object
  5684. */
  5685. static FromHexString(hex: string): Color4;
  5686. /**
  5687. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5688. * @param left defines the start value
  5689. * @param right defines the end value
  5690. * @param amount defines the gradient factor
  5691. * @returns a new Color4 object
  5692. */
  5693. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5694. /**
  5695. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5696. * @param left defines the start value
  5697. * @param right defines the end value
  5698. * @param amount defines the gradient factor
  5699. * @param result defines the Color4 object where to store data
  5700. */
  5701. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5702. /**
  5703. * Creates a new Color4 from a Color3 and an alpha value
  5704. * @param color3 defines the source Color3 to read from
  5705. * @param alpha defines the alpha component (1.0 by default)
  5706. * @returns a new Color4 object
  5707. */
  5708. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5709. /**
  5710. * Creates a new Color4 from the starting index element of the given array
  5711. * @param array defines the source array to read from
  5712. * @param offset defines the offset in the source array
  5713. * @returns a new Color4 object
  5714. */
  5715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5716. /**
  5717. * Creates a new Color3 from integer values (< 256)
  5718. * @param r defines the red component to read from (value between 0 and 255)
  5719. * @param g defines the green component to read from (value between 0 and 255)
  5720. * @param b defines the blue component to read from (value between 0 and 255)
  5721. * @param a defines the alpha component to read from (value between 0 and 255)
  5722. * @returns a new Color3 object
  5723. */
  5724. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5725. /**
  5726. * Check the content of a given array and convert it to an array containing RGBA data
  5727. * If the original array was already containing count * 4 values then it is returned directly
  5728. * @param colors defines the array to check
  5729. * @param count defines the number of RGBA data to expect
  5730. * @returns an array containing count * 4 values (RGBA)
  5731. */
  5732. static CheckColors4(colors: number[], count: number): number[];
  5733. }
  5734. /**
  5735. * @hidden
  5736. */
  5737. export class TmpColors {
  5738. static Color3: Color3[];
  5739. static Color4: Color4[];
  5740. }
  5741. }
  5742. declare module "babylonjs/Animations/animationKey" {
  5743. /**
  5744. * Defines an interface which represents an animation key frame
  5745. */
  5746. export interface IAnimationKey {
  5747. /**
  5748. * Frame of the key frame
  5749. */
  5750. frame: number;
  5751. /**
  5752. * Value at the specifies key frame
  5753. */
  5754. value: any;
  5755. /**
  5756. * The input tangent for the cubic hermite spline
  5757. */
  5758. inTangent?: any;
  5759. /**
  5760. * The output tangent for the cubic hermite spline
  5761. */
  5762. outTangent?: any;
  5763. /**
  5764. * The animation interpolation type
  5765. */
  5766. interpolation?: AnimationKeyInterpolation;
  5767. }
  5768. /**
  5769. * Enum for the animation key frame interpolation type
  5770. */
  5771. export enum AnimationKeyInterpolation {
  5772. /**
  5773. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5774. */
  5775. STEP = 1
  5776. }
  5777. }
  5778. declare module "babylonjs/Animations/animationRange" {
  5779. /**
  5780. * Represents the range of an animation
  5781. */
  5782. export class AnimationRange {
  5783. /**The name of the animation range**/
  5784. name: string;
  5785. /**The starting frame of the animation */
  5786. from: number;
  5787. /**The ending frame of the animation*/
  5788. to: number;
  5789. /**
  5790. * Initializes the range of an animation
  5791. * @param name The name of the animation range
  5792. * @param from The starting frame of the animation
  5793. * @param to The ending frame of the animation
  5794. */
  5795. constructor(
  5796. /**The name of the animation range**/
  5797. name: string,
  5798. /**The starting frame of the animation */
  5799. from: number,
  5800. /**The ending frame of the animation*/
  5801. to: number);
  5802. /**
  5803. * Makes a copy of the animation range
  5804. * @returns A copy of the animation range
  5805. */
  5806. clone(): AnimationRange;
  5807. }
  5808. }
  5809. declare module "babylonjs/Animations/animationEvent" {
  5810. /**
  5811. * Composed of a frame, and an action function
  5812. */
  5813. export class AnimationEvent {
  5814. /** The frame for which the event is triggered **/
  5815. frame: number;
  5816. /** The event to perform when triggered **/
  5817. action: (currentFrame: number) => void;
  5818. /** Specifies if the event should be triggered only once**/
  5819. onlyOnce?: boolean | undefined;
  5820. /**
  5821. * Specifies if the animation event is done
  5822. */
  5823. isDone: boolean;
  5824. /**
  5825. * Initializes the animation event
  5826. * @param frame The frame for which the event is triggered
  5827. * @param action The event to perform when triggered
  5828. * @param onlyOnce Specifies if the event should be triggered only once
  5829. */
  5830. constructor(
  5831. /** The frame for which the event is triggered **/
  5832. frame: number,
  5833. /** The event to perform when triggered **/
  5834. action: (currentFrame: number) => void,
  5835. /** Specifies if the event should be triggered only once**/
  5836. onlyOnce?: boolean | undefined);
  5837. /** @hidden */
  5838. _clone(): AnimationEvent;
  5839. }
  5840. }
  5841. declare module "babylonjs/Behaviors/behavior" {
  5842. import { Nullable } from "babylonjs/types";
  5843. /**
  5844. * Interface used to define a behavior
  5845. */
  5846. export interface Behavior<T> {
  5847. /** gets or sets behavior's name */
  5848. name: string;
  5849. /**
  5850. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5851. */
  5852. init(): void;
  5853. /**
  5854. * Called when the behavior is attached to a target
  5855. * @param target defines the target where the behavior is attached to
  5856. */
  5857. attach(target: T): void;
  5858. /**
  5859. * Called when the behavior is detached from its target
  5860. */
  5861. detach(): void;
  5862. }
  5863. /**
  5864. * Interface implemented by classes supporting behaviors
  5865. */
  5866. export interface IBehaviorAware<T> {
  5867. /**
  5868. * Attach a behavior
  5869. * @param behavior defines the behavior to attach
  5870. * @returns the current host
  5871. */
  5872. addBehavior(behavior: Behavior<T>): T;
  5873. /**
  5874. * Remove a behavior from the current object
  5875. * @param behavior defines the behavior to detach
  5876. * @returns the current host
  5877. */
  5878. removeBehavior(behavior: Behavior<T>): T;
  5879. /**
  5880. * Gets a behavior using its name to search
  5881. * @param name defines the name to search
  5882. * @returns the behavior or null if not found
  5883. */
  5884. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5885. }
  5886. }
  5887. declare module "babylonjs/Misc/smartArray" {
  5888. /**
  5889. * Defines an array and its length.
  5890. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5891. */
  5892. export interface ISmartArrayLike<T> {
  5893. /**
  5894. * The data of the array.
  5895. */
  5896. data: Array<T>;
  5897. /**
  5898. * The active length of the array.
  5899. */
  5900. length: number;
  5901. }
  5902. /**
  5903. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5904. */
  5905. export class SmartArray<T> implements ISmartArrayLike<T> {
  5906. /**
  5907. * The full set of data from the array.
  5908. */
  5909. data: Array<T>;
  5910. /**
  5911. * The active length of the array.
  5912. */
  5913. length: number;
  5914. protected _id: number;
  5915. /**
  5916. * Instantiates a Smart Array.
  5917. * @param capacity defines the default capacity of the array.
  5918. */
  5919. constructor(capacity: number);
  5920. /**
  5921. * Pushes a value at the end of the active data.
  5922. * @param value defines the object to push in the array.
  5923. */
  5924. push(value: T): void;
  5925. /**
  5926. * Iterates over the active data and apply the lambda to them.
  5927. * @param func defines the action to apply on each value.
  5928. */
  5929. forEach(func: (content: T) => void): void;
  5930. /**
  5931. * Sorts the full sets of data.
  5932. * @param compareFn defines the comparison function to apply.
  5933. */
  5934. sort(compareFn: (a: T, b: T) => number): void;
  5935. /**
  5936. * Resets the active data to an empty array.
  5937. */
  5938. reset(): void;
  5939. /**
  5940. * Releases all the data from the array as well as the array.
  5941. */
  5942. dispose(): void;
  5943. /**
  5944. * Concats the active data with a given array.
  5945. * @param array defines the data to concatenate with.
  5946. */
  5947. concat(array: any): void;
  5948. /**
  5949. * Returns the position of a value in the active data.
  5950. * @param value defines the value to find the index for
  5951. * @returns the index if found in the active data otherwise -1
  5952. */
  5953. indexOf(value: T): number;
  5954. /**
  5955. * Returns whether an element is part of the active data.
  5956. * @param value defines the value to look for
  5957. * @returns true if found in the active data otherwise false
  5958. */
  5959. contains(value: T): boolean;
  5960. private static _GlobalId;
  5961. }
  5962. /**
  5963. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5964. * The data in this array can only be present once
  5965. */
  5966. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5967. private _duplicateId;
  5968. /**
  5969. * Pushes a value at the end of the active data.
  5970. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5971. * @param value defines the object to push in the array.
  5972. */
  5973. push(value: T): void;
  5974. /**
  5975. * Pushes a value at the end of the active data.
  5976. * If the data is already present, it won t be added again
  5977. * @param value defines the object to push in the array.
  5978. * @returns true if added false if it was already present
  5979. */
  5980. pushNoDuplicate(value: T): boolean;
  5981. /**
  5982. * Resets the active data to an empty array.
  5983. */
  5984. reset(): void;
  5985. /**
  5986. * Concats the active data with a given array.
  5987. * This ensures no dupplicate will be present in the result.
  5988. * @param array defines the data to concatenate with.
  5989. */
  5990. concatWithNoDuplicate(array: any): void;
  5991. }
  5992. }
  5993. declare module "babylonjs/Cameras/cameraInputsManager" {
  5994. import { Nullable } from "babylonjs/types";
  5995. import { Camera } from "babylonjs/Cameras/camera";
  5996. /**
  5997. * @ignore
  5998. * This is a list of all the different input types that are available in the application.
  5999. * Fo instance: ArcRotateCameraGamepadInput...
  6000. */
  6001. export var CameraInputTypes: {};
  6002. /**
  6003. * This is the contract to implement in order to create a new input class.
  6004. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6005. */
  6006. export interface ICameraInput<TCamera extends Camera> {
  6007. /**
  6008. * Defines the camera the input is attached to.
  6009. */
  6010. camera: Nullable<TCamera>;
  6011. /**
  6012. * Gets the class name of the current intput.
  6013. * @returns the class name
  6014. */
  6015. getClassName(): string;
  6016. /**
  6017. * Get the friendly name associated with the input class.
  6018. * @returns the input friendly name
  6019. */
  6020. getSimpleName(): string;
  6021. /**
  6022. * Attach the input controls to a specific dom element to get the input from.
  6023. * @param element Defines the element the controls should be listened from
  6024. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6025. */
  6026. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6027. /**
  6028. * Detach the current controls from the specified dom element.
  6029. * @param element Defines the element to stop listening the inputs from
  6030. */
  6031. detachControl(element: Nullable<HTMLElement>): void;
  6032. /**
  6033. * Update the current camera state depending on the inputs that have been used this frame.
  6034. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6035. */
  6036. checkInputs?: () => void;
  6037. }
  6038. /**
  6039. * Represents a map of input types to input instance or input index to input instance.
  6040. */
  6041. export interface CameraInputsMap<TCamera extends Camera> {
  6042. /**
  6043. * Accessor to the input by input type.
  6044. */
  6045. [name: string]: ICameraInput<TCamera>;
  6046. /**
  6047. * Accessor to the input by input index.
  6048. */
  6049. [idx: number]: ICameraInput<TCamera>;
  6050. }
  6051. /**
  6052. * This represents the input manager used within a camera.
  6053. * It helps dealing with all the different kind of input attached to a camera.
  6054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6055. */
  6056. export class CameraInputsManager<TCamera extends Camera> {
  6057. /**
  6058. * Defines the list of inputs attahed to the camera.
  6059. */
  6060. attached: CameraInputsMap<TCamera>;
  6061. /**
  6062. * Defines the dom element the camera is collecting inputs from.
  6063. * This is null if the controls have not been attached.
  6064. */
  6065. attachedElement: Nullable<HTMLElement>;
  6066. /**
  6067. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6068. */
  6069. noPreventDefault: boolean;
  6070. /**
  6071. * Defined the camera the input manager belongs to.
  6072. */
  6073. camera: TCamera;
  6074. /**
  6075. * Update the current camera state depending on the inputs that have been used this frame.
  6076. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6077. */
  6078. checkInputs: () => void;
  6079. /**
  6080. * Instantiate a new Camera Input Manager.
  6081. * @param camera Defines the camera the input manager blongs to
  6082. */
  6083. constructor(camera: TCamera);
  6084. /**
  6085. * Add an input method to a camera
  6086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6087. * @param input camera input method
  6088. */
  6089. add(input: ICameraInput<TCamera>): void;
  6090. /**
  6091. * Remove a specific input method from a camera
  6092. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6093. * @param inputToRemove camera input method
  6094. */
  6095. remove(inputToRemove: ICameraInput<TCamera>): void;
  6096. /**
  6097. * Remove a specific input type from a camera
  6098. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6099. * @param inputType the type of the input to remove
  6100. */
  6101. removeByType(inputType: string): void;
  6102. private _addCheckInputs;
  6103. /**
  6104. * Attach the input controls to the currently attached dom element to listen the events from.
  6105. * @param input Defines the input to attach
  6106. */
  6107. attachInput(input: ICameraInput<TCamera>): void;
  6108. /**
  6109. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6110. * @param element Defines the dom element to collect the events from
  6111. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6112. */
  6113. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6114. /**
  6115. * Detach the current manager inputs controls from a specific dom element.
  6116. * @param element Defines the dom element to collect the events from
  6117. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6118. */
  6119. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6120. /**
  6121. * Rebuild the dynamic inputCheck function from the current list of
  6122. * defined inputs in the manager.
  6123. */
  6124. rebuildInputCheck(): void;
  6125. /**
  6126. * Remove all attached input methods from a camera
  6127. */
  6128. clear(): void;
  6129. /**
  6130. * Serialize the current input manager attached to a camera.
  6131. * This ensures than once parsed,
  6132. * the input associated to the camera will be identical to the current ones
  6133. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6134. */
  6135. serialize(serializedCamera: any): void;
  6136. /**
  6137. * Parses an input manager serialized JSON to restore the previous list of inputs
  6138. * and states associated to a camera.
  6139. * @param parsedCamera Defines the JSON to parse
  6140. */
  6141. parse(parsedCamera: any): void;
  6142. }
  6143. }
  6144. declare module "babylonjs/Meshes/buffer" {
  6145. import { Nullable, DataArray } from "babylonjs/types";
  6146. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6147. /**
  6148. * Class used to store data that will be store in GPU memory
  6149. */
  6150. export class Buffer {
  6151. private _engine;
  6152. private _buffer;
  6153. /** @hidden */
  6154. _data: Nullable<DataArray>;
  6155. private _updatable;
  6156. private _instanced;
  6157. private _divisor;
  6158. /**
  6159. * Gets the byte stride.
  6160. */
  6161. readonly byteStride: number;
  6162. /**
  6163. * Constructor
  6164. * @param engine the engine
  6165. * @param data the data to use for this buffer
  6166. * @param updatable whether the data is updatable
  6167. * @param stride the stride (optional)
  6168. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6169. * @param instanced whether the buffer is instanced (optional)
  6170. * @param useBytes set to true if the stride in in bytes (optional)
  6171. * @param divisor sets an optional divisor for instances (1 by default)
  6172. */
  6173. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6174. /**
  6175. * Create a new VertexBuffer based on the current buffer
  6176. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6177. * @param offset defines offset in the buffer (0 by default)
  6178. * @param size defines the size in floats of attributes (position is 3 for instance)
  6179. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6180. * @param instanced defines if the vertex buffer contains indexed data
  6181. * @param useBytes defines if the offset and stride are in bytes *
  6182. * @param divisor sets an optional divisor for instances (1 by default)
  6183. * @returns the new vertex buffer
  6184. */
  6185. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6186. /**
  6187. * Gets a boolean indicating if the Buffer is updatable?
  6188. * @returns true if the buffer is updatable
  6189. */
  6190. isUpdatable(): boolean;
  6191. /**
  6192. * Gets current buffer's data
  6193. * @returns a DataArray or null
  6194. */
  6195. getData(): Nullable<DataArray>;
  6196. /**
  6197. * Gets underlying native buffer
  6198. * @returns underlying native buffer
  6199. */
  6200. getBuffer(): Nullable<DataBuffer>;
  6201. /**
  6202. * Gets the stride in float32 units (i.e. byte stride / 4).
  6203. * May not be an integer if the byte stride is not divisible by 4.
  6204. * DEPRECATED. Use byteStride instead.
  6205. * @returns the stride in float32 units
  6206. */
  6207. getStrideSize(): number;
  6208. /**
  6209. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6210. * @param data defines the data to store
  6211. */
  6212. create(data?: Nullable<DataArray>): void;
  6213. /** @hidden */
  6214. _rebuild(): void;
  6215. /**
  6216. * Update current buffer data
  6217. * @param data defines the data to store
  6218. */
  6219. update(data: DataArray): void;
  6220. /**
  6221. * Updates the data directly.
  6222. * @param data the new data
  6223. * @param offset the new offset
  6224. * @param vertexCount the vertex count (optional)
  6225. * @param useBytes set to true if the offset is in bytes
  6226. */
  6227. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6228. /**
  6229. * Release all resources
  6230. */
  6231. dispose(): void;
  6232. }
  6233. /**
  6234. * Specialized buffer used to store vertex data
  6235. */
  6236. export class VertexBuffer {
  6237. /** @hidden */
  6238. _buffer: Buffer;
  6239. private _kind;
  6240. private _size;
  6241. private _ownsBuffer;
  6242. private _instanced;
  6243. private _instanceDivisor;
  6244. /**
  6245. * The byte type.
  6246. */
  6247. static readonly BYTE: number;
  6248. /**
  6249. * The unsigned byte type.
  6250. */
  6251. static readonly UNSIGNED_BYTE: number;
  6252. /**
  6253. * The short type.
  6254. */
  6255. static readonly SHORT: number;
  6256. /**
  6257. * The unsigned short type.
  6258. */
  6259. static readonly UNSIGNED_SHORT: number;
  6260. /**
  6261. * The integer type.
  6262. */
  6263. static readonly INT: number;
  6264. /**
  6265. * The unsigned integer type.
  6266. */
  6267. static readonly UNSIGNED_INT: number;
  6268. /**
  6269. * The float type.
  6270. */
  6271. static readonly FLOAT: number;
  6272. /**
  6273. * Gets or sets the instance divisor when in instanced mode
  6274. */
  6275. instanceDivisor: number;
  6276. /**
  6277. * Gets the byte stride.
  6278. */
  6279. readonly byteStride: number;
  6280. /**
  6281. * Gets the byte offset.
  6282. */
  6283. readonly byteOffset: number;
  6284. /**
  6285. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6286. */
  6287. readonly normalized: boolean;
  6288. /**
  6289. * Gets the data type of each component in the array.
  6290. */
  6291. readonly type: number;
  6292. /**
  6293. * Constructor
  6294. * @param engine the engine
  6295. * @param data the data to use for this vertex buffer
  6296. * @param kind the vertex buffer kind
  6297. * @param updatable whether the data is updatable
  6298. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6299. * @param stride the stride (optional)
  6300. * @param instanced whether the buffer is instanced (optional)
  6301. * @param offset the offset of the data (optional)
  6302. * @param size the number of components (optional)
  6303. * @param type the type of the component (optional)
  6304. * @param normalized whether the data contains normalized data (optional)
  6305. * @param useBytes set to true if stride and offset are in bytes (optional)
  6306. * @param divisor defines the instance divisor to use (1 by default)
  6307. */
  6308. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6309. /** @hidden */
  6310. _rebuild(): void;
  6311. /**
  6312. * Returns the kind of the VertexBuffer (string)
  6313. * @returns a string
  6314. */
  6315. getKind(): string;
  6316. /**
  6317. * Gets a boolean indicating if the VertexBuffer is updatable?
  6318. * @returns true if the buffer is updatable
  6319. */
  6320. isUpdatable(): boolean;
  6321. /**
  6322. * Gets current buffer's data
  6323. * @returns a DataArray or null
  6324. */
  6325. getData(): Nullable<DataArray>;
  6326. /**
  6327. * Gets underlying native buffer
  6328. * @returns underlying native buffer
  6329. */
  6330. getBuffer(): Nullable<DataBuffer>;
  6331. /**
  6332. * Gets the stride in float32 units (i.e. byte stride / 4).
  6333. * May not be an integer if the byte stride is not divisible by 4.
  6334. * DEPRECATED. Use byteStride instead.
  6335. * @returns the stride in float32 units
  6336. */
  6337. getStrideSize(): number;
  6338. /**
  6339. * Returns the offset as a multiple of the type byte length.
  6340. * DEPRECATED. Use byteOffset instead.
  6341. * @returns the offset in bytes
  6342. */
  6343. getOffset(): number;
  6344. /**
  6345. * Returns the number of components per vertex attribute (integer)
  6346. * @returns the size in float
  6347. */
  6348. getSize(): number;
  6349. /**
  6350. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6351. * @returns true if this buffer is instanced
  6352. */
  6353. getIsInstanced(): boolean;
  6354. /**
  6355. * Returns the instancing divisor, zero for non-instanced (integer).
  6356. * @returns a number
  6357. */
  6358. getInstanceDivisor(): number;
  6359. /**
  6360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6361. * @param data defines the data to store
  6362. */
  6363. create(data?: DataArray): void;
  6364. /**
  6365. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6366. * This function will create a new buffer if the current one is not updatable
  6367. * @param data defines the data to store
  6368. */
  6369. update(data: DataArray): void;
  6370. /**
  6371. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6372. * Returns the directly updated WebGLBuffer.
  6373. * @param data the new data
  6374. * @param offset the new offset
  6375. * @param useBytes set to true if the offset is in bytes
  6376. */
  6377. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6378. /**
  6379. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6380. */
  6381. dispose(): void;
  6382. /**
  6383. * Enumerates each value of this vertex buffer as numbers.
  6384. * @param count the number of values to enumerate
  6385. * @param callback the callback function called for each value
  6386. */
  6387. forEach(count: number, callback: (value: number, index: number) => void): void;
  6388. /**
  6389. * Positions
  6390. */
  6391. static readonly PositionKind: string;
  6392. /**
  6393. * Normals
  6394. */
  6395. static readonly NormalKind: string;
  6396. /**
  6397. * Tangents
  6398. */
  6399. static readonly TangentKind: string;
  6400. /**
  6401. * Texture coordinates
  6402. */
  6403. static readonly UVKind: string;
  6404. /**
  6405. * Texture coordinates 2
  6406. */
  6407. static readonly UV2Kind: string;
  6408. /**
  6409. * Texture coordinates 3
  6410. */
  6411. static readonly UV3Kind: string;
  6412. /**
  6413. * Texture coordinates 4
  6414. */
  6415. static readonly UV4Kind: string;
  6416. /**
  6417. * Texture coordinates 5
  6418. */
  6419. static readonly UV5Kind: string;
  6420. /**
  6421. * Texture coordinates 6
  6422. */
  6423. static readonly UV6Kind: string;
  6424. /**
  6425. * Colors
  6426. */
  6427. static readonly ColorKind: string;
  6428. /**
  6429. * Matrix indices (for bones)
  6430. */
  6431. static readonly MatricesIndicesKind: string;
  6432. /**
  6433. * Matrix weights (for bones)
  6434. */
  6435. static readonly MatricesWeightsKind: string;
  6436. /**
  6437. * Additional matrix indices (for bones)
  6438. */
  6439. static readonly MatricesIndicesExtraKind: string;
  6440. /**
  6441. * Additional matrix weights (for bones)
  6442. */
  6443. static readonly MatricesWeightsExtraKind: string;
  6444. /**
  6445. * Deduces the stride given a kind.
  6446. * @param kind The kind string to deduce
  6447. * @returns The deduced stride
  6448. */
  6449. static DeduceStride(kind: string): number;
  6450. /**
  6451. * Gets the byte length of the given type.
  6452. * @param type the type
  6453. * @returns the number of bytes
  6454. */
  6455. static GetTypeByteLength(type: number): number;
  6456. /**
  6457. * Enumerates each value of the given parameters as numbers.
  6458. * @param data the data to enumerate
  6459. * @param byteOffset the byte offset of the data
  6460. * @param byteStride the byte stride of the data
  6461. * @param componentCount the number of components per element
  6462. * @param componentType the type of the component
  6463. * @param count the number of values to enumerate
  6464. * @param normalized whether the data is normalized
  6465. * @param callback the callback function called for each value
  6466. */
  6467. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6468. private static _GetFloatValue;
  6469. }
  6470. }
  6471. declare module "babylonjs/Collisions/intersectionInfo" {
  6472. import { Nullable } from "babylonjs/types";
  6473. /**
  6474. * @hidden
  6475. */
  6476. export class IntersectionInfo {
  6477. bu: Nullable<number>;
  6478. bv: Nullable<number>;
  6479. distance: number;
  6480. faceId: number;
  6481. subMeshId: number;
  6482. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6483. }
  6484. }
  6485. declare module "babylonjs/Maths/math.plane" {
  6486. import { DeepImmutable } from "babylonjs/types";
  6487. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6488. /**
  6489. * Represens a plane by the equation ax + by + cz + d = 0
  6490. */
  6491. export class Plane {
  6492. private static _TmpMatrix;
  6493. /**
  6494. * Normal of the plane (a,b,c)
  6495. */
  6496. normal: Vector3;
  6497. /**
  6498. * d component of the plane
  6499. */
  6500. d: number;
  6501. /**
  6502. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6503. * @param a a component of the plane
  6504. * @param b b component of the plane
  6505. * @param c c component of the plane
  6506. * @param d d component of the plane
  6507. */
  6508. constructor(a: number, b: number, c: number, d: number);
  6509. /**
  6510. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6511. */
  6512. asArray(): number[];
  6513. /**
  6514. * @returns a new plane copied from the current Plane.
  6515. */
  6516. clone(): Plane;
  6517. /**
  6518. * @returns the string "Plane".
  6519. */
  6520. getClassName(): string;
  6521. /**
  6522. * @returns the Plane hash code.
  6523. */
  6524. getHashCode(): number;
  6525. /**
  6526. * Normalize the current Plane in place.
  6527. * @returns the updated Plane.
  6528. */
  6529. normalize(): Plane;
  6530. /**
  6531. * Applies a transformation the plane and returns the result
  6532. * @param transformation the transformation matrix to be applied to the plane
  6533. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6534. */
  6535. transform(transformation: DeepImmutable<Matrix>): Plane;
  6536. /**
  6537. * Calcualtte the dot product between the point and the plane normal
  6538. * @param point point to calculate the dot product with
  6539. * @returns the dot product (float) of the point coordinates and the plane normal.
  6540. */
  6541. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6542. /**
  6543. * Updates the current Plane from the plane defined by the three given points.
  6544. * @param point1 one of the points used to contruct the plane
  6545. * @param point2 one of the points used to contruct the plane
  6546. * @param point3 one of the points used to contruct the plane
  6547. * @returns the updated Plane.
  6548. */
  6549. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6550. /**
  6551. * Checks if the plane is facing a given direction
  6552. * @param direction the direction to check if the plane is facing
  6553. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6554. * @returns True is the vector "direction" is the same side than the plane normal.
  6555. */
  6556. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6557. /**
  6558. * Calculates the distance to a point
  6559. * @param point point to calculate distance to
  6560. * @returns the signed distance (float) from the given point to the Plane.
  6561. */
  6562. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6563. /**
  6564. * Creates a plane from an array
  6565. * @param array the array to create a plane from
  6566. * @returns a new Plane from the given array.
  6567. */
  6568. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6569. /**
  6570. * Creates a plane from three points
  6571. * @param point1 point used to create the plane
  6572. * @param point2 point used to create the plane
  6573. * @param point3 point used to create the plane
  6574. * @returns a new Plane defined by the three given points.
  6575. */
  6576. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6577. /**
  6578. * Creates a plane from an origin point and a normal
  6579. * @param origin origin of the plane to be constructed
  6580. * @param normal normal of the plane to be constructed
  6581. * @returns a new Plane the normal vector to this plane at the given origin point.
  6582. * Note : the vector "normal" is updated because normalized.
  6583. */
  6584. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6585. /**
  6586. * Calculates the distance from a plane and a point
  6587. * @param origin origin of the plane to be constructed
  6588. * @param normal normal of the plane to be constructed
  6589. * @param point point to calculate distance to
  6590. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6591. */
  6592. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6593. }
  6594. }
  6595. declare module "babylonjs/Culling/boundingSphere" {
  6596. import { DeepImmutable } from "babylonjs/types";
  6597. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6598. import { Plane } from "babylonjs/Maths/math.plane";
  6599. /**
  6600. * Class used to store bounding sphere information
  6601. */
  6602. export class BoundingSphere {
  6603. /**
  6604. * Gets the center of the bounding sphere in local space
  6605. */
  6606. readonly center: Vector3;
  6607. /**
  6608. * Radius of the bounding sphere in local space
  6609. */
  6610. radius: number;
  6611. /**
  6612. * Gets the center of the bounding sphere in world space
  6613. */
  6614. readonly centerWorld: Vector3;
  6615. /**
  6616. * Radius of the bounding sphere in world space
  6617. */
  6618. radiusWorld: number;
  6619. /**
  6620. * Gets the minimum vector in local space
  6621. */
  6622. readonly minimum: Vector3;
  6623. /**
  6624. * Gets the maximum vector in local space
  6625. */
  6626. readonly maximum: Vector3;
  6627. private _worldMatrix;
  6628. private static readonly TmpVector3;
  6629. /**
  6630. * Creates a new bounding sphere
  6631. * @param min defines the minimum vector (in local space)
  6632. * @param max defines the maximum vector (in local space)
  6633. * @param worldMatrix defines the new world matrix
  6634. */
  6635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6636. /**
  6637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6638. * @param min defines the new minimum vector (in local space)
  6639. * @param max defines the new maximum vector (in local space)
  6640. * @param worldMatrix defines the new world matrix
  6641. */
  6642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6643. /**
  6644. * Scale the current bounding sphere by applying a scale factor
  6645. * @param factor defines the scale factor to apply
  6646. * @returns the current bounding box
  6647. */
  6648. scale(factor: number): BoundingSphere;
  6649. /**
  6650. * Gets the world matrix of the bounding box
  6651. * @returns a matrix
  6652. */
  6653. getWorldMatrix(): DeepImmutable<Matrix>;
  6654. /** @hidden */
  6655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6656. /**
  6657. * Tests if the bounding sphere is intersecting the frustum planes
  6658. * @param frustumPlanes defines the frustum planes to test
  6659. * @returns true if there is an intersection
  6660. */
  6661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6662. /**
  6663. * Tests if the bounding sphere center is in between the frustum planes.
  6664. * Used for optimistic fast inclusion.
  6665. * @param frustumPlanes defines the frustum planes to test
  6666. * @returns true if the sphere center is in between the frustum planes
  6667. */
  6668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6669. /**
  6670. * Tests if a point is inside the bounding sphere
  6671. * @param point defines the point to test
  6672. * @returns true if the point is inside the bounding sphere
  6673. */
  6674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6675. /**
  6676. * Checks if two sphere intersct
  6677. * @param sphere0 sphere 0
  6678. * @param sphere1 sphere 1
  6679. * @returns true if the speres intersect
  6680. */
  6681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingBox" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6688. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6689. import { Plane } from "babylonjs/Maths/math.plane";
  6690. /**
  6691. * Class used to store bounding box information
  6692. */
  6693. export class BoundingBox implements ICullable {
  6694. /**
  6695. * Gets the 8 vectors representing the bounding box in local space
  6696. */
  6697. readonly vectors: Vector3[];
  6698. /**
  6699. * Gets the center of the bounding box in local space
  6700. */
  6701. readonly center: Vector3;
  6702. /**
  6703. * Gets the center of the bounding box in world space
  6704. */
  6705. readonly centerWorld: Vector3;
  6706. /**
  6707. * Gets the extend size in local space
  6708. */
  6709. readonly extendSize: Vector3;
  6710. /**
  6711. * Gets the extend size in world space
  6712. */
  6713. readonly extendSizeWorld: Vector3;
  6714. /**
  6715. * Gets the OBB (object bounding box) directions
  6716. */
  6717. readonly directions: Vector3[];
  6718. /**
  6719. * Gets the 8 vectors representing the bounding box in world space
  6720. */
  6721. readonly vectorsWorld: Vector3[];
  6722. /**
  6723. * Gets the minimum vector in world space
  6724. */
  6725. readonly minimumWorld: Vector3;
  6726. /**
  6727. * Gets the maximum vector in world space
  6728. */
  6729. readonly maximumWorld: Vector3;
  6730. /**
  6731. * Gets the minimum vector in local space
  6732. */
  6733. readonly minimum: Vector3;
  6734. /**
  6735. * Gets the maximum vector in local space
  6736. */
  6737. readonly maximum: Vector3;
  6738. private _worldMatrix;
  6739. private static readonly TmpVector3;
  6740. /**
  6741. * @hidden
  6742. */
  6743. _tag: number;
  6744. /**
  6745. * Creates a new bounding box
  6746. * @param min defines the minimum vector (in local space)
  6747. * @param max defines the maximum vector (in local space)
  6748. * @param worldMatrix defines the new world matrix
  6749. */
  6750. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6751. /**
  6752. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6753. * @param min defines the new minimum vector (in local space)
  6754. * @param max defines the new maximum vector (in local space)
  6755. * @param worldMatrix defines the new world matrix
  6756. */
  6757. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6758. /**
  6759. * Scale the current bounding box by applying a scale factor
  6760. * @param factor defines the scale factor to apply
  6761. * @returns the current bounding box
  6762. */
  6763. scale(factor: number): BoundingBox;
  6764. /**
  6765. * Gets the world matrix of the bounding box
  6766. * @returns a matrix
  6767. */
  6768. getWorldMatrix(): DeepImmutable<Matrix>;
  6769. /** @hidden */
  6770. _update(world: DeepImmutable<Matrix>): void;
  6771. /**
  6772. * Tests if the bounding box is intersecting the frustum planes
  6773. * @param frustumPlanes defines the frustum planes to test
  6774. * @returns true if there is an intersection
  6775. */
  6776. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6777. /**
  6778. * Tests if the bounding box is entirely inside the frustum planes
  6779. * @param frustumPlanes defines the frustum planes to test
  6780. * @returns true if there is an inclusion
  6781. */
  6782. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6783. /**
  6784. * Tests if a point is inside the bounding box
  6785. * @param point defines the point to test
  6786. * @returns true if the point is inside the bounding box
  6787. */
  6788. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6789. /**
  6790. * Tests if the bounding box intersects with a bounding sphere
  6791. * @param sphere defines the sphere to test
  6792. * @returns true if there is an intersection
  6793. */
  6794. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6795. /**
  6796. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6797. * @param min defines the min vector to use
  6798. * @param max defines the max vector to use
  6799. * @returns true if there is an intersection
  6800. */
  6801. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6802. /**
  6803. * Tests if two bounding boxes are intersections
  6804. * @param box0 defines the first box to test
  6805. * @param box1 defines the second box to test
  6806. * @returns true if there is an intersection
  6807. */
  6808. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6809. /**
  6810. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6811. * @param minPoint defines the minimum vector of the bounding box
  6812. * @param maxPoint defines the maximum vector of the bounding box
  6813. * @param sphereCenter defines the sphere center
  6814. * @param sphereRadius defines the sphere radius
  6815. * @returns true if there is an intersection
  6816. */
  6817. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6818. /**
  6819. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6820. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6821. * @param frustumPlanes defines the frustum planes to test
  6822. * @return true if there is an inclusion
  6823. */
  6824. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6825. /**
  6826. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6827. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6828. * @param frustumPlanes defines the frustum planes to test
  6829. * @return true if there is an intersection
  6830. */
  6831. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6832. }
  6833. }
  6834. declare module "babylonjs/Collisions/collider" {
  6835. import { Nullable, IndicesArray } from "babylonjs/types";
  6836. import { Vector3 } from "babylonjs/Maths/math.vector";
  6837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6838. import { Plane } from "babylonjs/Maths/math.plane";
  6839. /** @hidden */
  6840. export class Collider {
  6841. /** Define if a collision was found */
  6842. collisionFound: boolean;
  6843. /**
  6844. * Define last intersection point in local space
  6845. */
  6846. intersectionPoint: Vector3;
  6847. /**
  6848. * Define last collided mesh
  6849. */
  6850. collidedMesh: Nullable<AbstractMesh>;
  6851. private _collisionPoint;
  6852. private _planeIntersectionPoint;
  6853. private _tempVector;
  6854. private _tempVector2;
  6855. private _tempVector3;
  6856. private _tempVector4;
  6857. private _edge;
  6858. private _baseToVertex;
  6859. private _destinationPoint;
  6860. private _slidePlaneNormal;
  6861. private _displacementVector;
  6862. /** @hidden */
  6863. _radius: Vector3;
  6864. /** @hidden */
  6865. _retry: number;
  6866. private _velocity;
  6867. private _basePoint;
  6868. private _epsilon;
  6869. /** @hidden */
  6870. _velocityWorldLength: number;
  6871. /** @hidden */
  6872. _basePointWorld: Vector3;
  6873. private _velocityWorld;
  6874. private _normalizedVelocity;
  6875. /** @hidden */
  6876. _initialVelocity: Vector3;
  6877. /** @hidden */
  6878. _initialPosition: Vector3;
  6879. private _nearestDistance;
  6880. private _collisionMask;
  6881. collisionMask: number;
  6882. /**
  6883. * Gets the plane normal used to compute the sliding response (in local space)
  6884. */
  6885. readonly slidePlaneNormal: Vector3;
  6886. /** @hidden */
  6887. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6888. /** @hidden */
  6889. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6890. /** @hidden */
  6891. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6892. /** @hidden */
  6893. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6894. /** @hidden */
  6895. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6896. /** @hidden */
  6897. _getResponse(pos: Vector3, vel: Vector3): void;
  6898. }
  6899. }
  6900. declare module "babylonjs/Culling/boundingInfo" {
  6901. import { DeepImmutable } from "babylonjs/types";
  6902. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6903. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6904. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6905. import { Plane } from "babylonjs/Maths/math.plane";
  6906. import { Collider } from "babylonjs/Collisions/collider";
  6907. /**
  6908. * Interface for cullable objects
  6909. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6910. */
  6911. export interface ICullable {
  6912. /**
  6913. * Checks if the object or part of the object is in the frustum
  6914. * @param frustumPlanes Camera near/planes
  6915. * @returns true if the object is in frustum otherwise false
  6916. */
  6917. isInFrustum(frustumPlanes: Plane[]): boolean;
  6918. /**
  6919. * Checks if a cullable object (mesh...) is in the camera frustum
  6920. * Unlike isInFrustum this cheks the full bounding box
  6921. * @param frustumPlanes Camera near/planes
  6922. * @returns true if the object is in frustum otherwise false
  6923. */
  6924. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6925. }
  6926. /**
  6927. * Info for a bounding data of a mesh
  6928. */
  6929. export class BoundingInfo implements ICullable {
  6930. /**
  6931. * Bounding box for the mesh
  6932. */
  6933. readonly boundingBox: BoundingBox;
  6934. /**
  6935. * Bounding sphere for the mesh
  6936. */
  6937. readonly boundingSphere: BoundingSphere;
  6938. private _isLocked;
  6939. private static readonly TmpVector3;
  6940. /**
  6941. * Constructs bounding info
  6942. * @param minimum min vector of the bounding box/sphere
  6943. * @param maximum max vector of the bounding box/sphere
  6944. * @param worldMatrix defines the new world matrix
  6945. */
  6946. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6947. /**
  6948. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6949. * @param min defines the new minimum vector (in local space)
  6950. * @param max defines the new maximum vector (in local space)
  6951. * @param worldMatrix defines the new world matrix
  6952. */
  6953. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6954. /**
  6955. * min vector of the bounding box/sphere
  6956. */
  6957. readonly minimum: Vector3;
  6958. /**
  6959. * max vector of the bounding box/sphere
  6960. */
  6961. readonly maximum: Vector3;
  6962. /**
  6963. * If the info is locked and won't be updated to avoid perf overhead
  6964. */
  6965. isLocked: boolean;
  6966. /**
  6967. * Updates the bounding sphere and box
  6968. * @param world world matrix to be used to update
  6969. */
  6970. update(world: DeepImmutable<Matrix>): void;
  6971. /**
  6972. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6973. * @param center New center of the bounding info
  6974. * @param extend New extend of the bounding info
  6975. * @returns the current bounding info
  6976. */
  6977. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6978. /**
  6979. * Scale the current bounding info by applying a scale factor
  6980. * @param factor defines the scale factor to apply
  6981. * @returns the current bounding info
  6982. */
  6983. scale(factor: number): BoundingInfo;
  6984. /**
  6985. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6986. * @param frustumPlanes defines the frustum to test
  6987. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6988. * @returns true if the bounding info is in the frustum planes
  6989. */
  6990. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6991. /**
  6992. * Gets the world distance between the min and max points of the bounding box
  6993. */
  6994. readonly diagonalLength: number;
  6995. /**
  6996. * Checks if a cullable object (mesh...) is in the camera frustum
  6997. * Unlike isInFrustum this cheks the full bounding box
  6998. * @param frustumPlanes Camera near/planes
  6999. * @returns true if the object is in frustum otherwise false
  7000. */
  7001. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7002. /** @hidden */
  7003. _checkCollision(collider: Collider): boolean;
  7004. /**
  7005. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7007. * @param point the point to check intersection with
  7008. * @returns if the point intersects
  7009. */
  7010. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7011. /**
  7012. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7013. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7014. * @param boundingInfo the bounding info to check intersection with
  7015. * @param precise if the intersection should be done using OBB
  7016. * @returns if the bounding info intersects
  7017. */
  7018. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7019. }
  7020. }
  7021. declare module "babylonjs/Maths/math.functions" {
  7022. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7023. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7024. /**
  7025. * Extracts minimum and maximum values from a list of indexed positions
  7026. * @param positions defines the positions to use
  7027. * @param indices defines the indices to the positions
  7028. * @param indexStart defines the start index
  7029. * @param indexCount defines the end index
  7030. * @param bias defines bias value to add to the result
  7031. * @return minimum and maximum values
  7032. */
  7033. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7034. minimum: Vector3;
  7035. maximum: Vector3;
  7036. };
  7037. /**
  7038. * Extracts minimum and maximum values from a list of positions
  7039. * @param positions defines the positions to use
  7040. * @param start defines the start index in the positions array
  7041. * @param count defines the number of positions to handle
  7042. * @param bias defines bias value to add to the result
  7043. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7044. * @return minimum and maximum values
  7045. */
  7046. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7047. minimum: Vector3;
  7048. maximum: Vector3;
  7049. };
  7050. }
  7051. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7052. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7053. /** @hidden */
  7054. export class WebGLDataBuffer extends DataBuffer {
  7055. private _buffer;
  7056. constructor(resource: WebGLBuffer);
  7057. readonly underlyingResource: any;
  7058. }
  7059. }
  7060. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7061. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7062. import { Nullable } from "babylonjs/types";
  7063. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7064. /** @hidden */
  7065. export class WebGLPipelineContext implements IPipelineContext {
  7066. engine: ThinEngine;
  7067. program: Nullable<WebGLProgram>;
  7068. context?: WebGLRenderingContext;
  7069. vertexShader?: WebGLShader;
  7070. fragmentShader?: WebGLShader;
  7071. isParallelCompiled: boolean;
  7072. onCompiled?: () => void;
  7073. transformFeedback?: WebGLTransformFeedback | null;
  7074. readonly isAsync: boolean;
  7075. readonly isReady: boolean;
  7076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7077. }
  7078. }
  7079. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7080. import { FloatArray, Nullable } from "babylonjs/types";
  7081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7082. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7083. module "babylonjs/Engines/thinEngine" {
  7084. interface ThinEngine {
  7085. /**
  7086. * Create an uniform buffer
  7087. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7088. * @param elements defines the content of the uniform buffer
  7089. * @returns the webGL uniform buffer
  7090. */
  7091. createUniformBuffer(elements: FloatArray): DataBuffer;
  7092. /**
  7093. * Create a dynamic uniform buffer
  7094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7095. * @param elements defines the content of the uniform buffer
  7096. * @returns the webGL uniform buffer
  7097. */
  7098. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7099. /**
  7100. * Update an existing uniform buffer
  7101. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7102. * @param uniformBuffer defines the target uniform buffer
  7103. * @param elements defines the content to update
  7104. * @param offset defines the offset in the uniform buffer where update should start
  7105. * @param count defines the size of the data to update
  7106. */
  7107. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7108. /**
  7109. * Bind an uniform buffer to the current webGL context
  7110. * @param buffer defines the buffer to bind
  7111. */
  7112. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7113. /**
  7114. * Bind a buffer to the current webGL context at a given location
  7115. * @param buffer defines the buffer to bind
  7116. * @param location defines the index where to bind the buffer
  7117. */
  7118. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7119. /**
  7120. * Bind a specific block at a given index in a specific shader program
  7121. * @param pipelineContext defines the pipeline context to use
  7122. * @param blockName defines the block name
  7123. * @param index defines the index where to bind the block
  7124. */
  7125. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7126. }
  7127. }
  7128. }
  7129. declare module "babylonjs/Materials/uniformBuffer" {
  7130. import { Nullable, FloatArray } from "babylonjs/types";
  7131. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7132. import { Engine } from "babylonjs/Engines/engine";
  7133. import { Effect } from "babylonjs/Materials/effect";
  7134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7135. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7136. import { Color3 } from "babylonjs/Maths/math.color";
  7137. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7138. /**
  7139. * Uniform buffer objects.
  7140. *
  7141. * Handles blocks of uniform on the GPU.
  7142. *
  7143. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7144. *
  7145. * For more information, please refer to :
  7146. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7147. */
  7148. export class UniformBuffer {
  7149. private _engine;
  7150. private _buffer;
  7151. private _data;
  7152. private _bufferData;
  7153. private _dynamic?;
  7154. private _uniformLocations;
  7155. private _uniformSizes;
  7156. private _uniformLocationPointer;
  7157. private _needSync;
  7158. private _noUBO;
  7159. private _currentEffect;
  7160. /** @hidden */
  7161. _alreadyBound: boolean;
  7162. private static _MAX_UNIFORM_SIZE;
  7163. private static _tempBuffer;
  7164. /**
  7165. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7166. * This is dynamic to allow compat with webgl 1 and 2.
  7167. * You will need to pass the name of the uniform as well as the value.
  7168. */
  7169. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7170. /**
  7171. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7172. * This is dynamic to allow compat with webgl 1 and 2.
  7173. * You will need to pass the name of the uniform as well as the value.
  7174. */
  7175. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7176. /**
  7177. * Lambda to Update a single float in a uniform buffer.
  7178. * This is dynamic to allow compat with webgl 1 and 2.
  7179. * You will need to pass the name of the uniform as well as the value.
  7180. */
  7181. updateFloat: (name: string, x: number) => void;
  7182. /**
  7183. * Lambda to Update a vec2 of float in a uniform buffer.
  7184. * This is dynamic to allow compat with webgl 1 and 2.
  7185. * You will need to pass the name of the uniform as well as the value.
  7186. */
  7187. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7188. /**
  7189. * Lambda to Update a vec3 of float in a uniform buffer.
  7190. * This is dynamic to allow compat with webgl 1 and 2.
  7191. * You will need to pass the name of the uniform as well as the value.
  7192. */
  7193. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7194. /**
  7195. * Lambda to Update a vec4 of float in a uniform buffer.
  7196. * This is dynamic to allow compat with webgl 1 and 2.
  7197. * You will need to pass the name of the uniform as well as the value.
  7198. */
  7199. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7200. /**
  7201. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7202. * This is dynamic to allow compat with webgl 1 and 2.
  7203. * You will need to pass the name of the uniform as well as the value.
  7204. */
  7205. updateMatrix: (name: string, mat: Matrix) => void;
  7206. /**
  7207. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7208. * This is dynamic to allow compat with webgl 1 and 2.
  7209. * You will need to pass the name of the uniform as well as the value.
  7210. */
  7211. updateVector3: (name: string, vector: Vector3) => void;
  7212. /**
  7213. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7214. * This is dynamic to allow compat with webgl 1 and 2.
  7215. * You will need to pass the name of the uniform as well as the value.
  7216. */
  7217. updateVector4: (name: string, vector: Vector4) => void;
  7218. /**
  7219. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7220. * This is dynamic to allow compat with webgl 1 and 2.
  7221. * You will need to pass the name of the uniform as well as the value.
  7222. */
  7223. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7224. /**
  7225. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7226. * This is dynamic to allow compat with webgl 1 and 2.
  7227. * You will need to pass the name of the uniform as well as the value.
  7228. */
  7229. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7230. /**
  7231. * Instantiates a new Uniform buffer objects.
  7232. *
  7233. * Handles blocks of uniform on the GPU.
  7234. *
  7235. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7236. *
  7237. * For more information, please refer to :
  7238. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7239. * @param engine Define the engine the buffer is associated with
  7240. * @param data Define the data contained in the buffer
  7241. * @param dynamic Define if the buffer is updatable
  7242. */
  7243. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7244. /**
  7245. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7246. * or just falling back on setUniformXXX calls.
  7247. */
  7248. readonly useUbo: boolean;
  7249. /**
  7250. * Indicates if the WebGL underlying uniform buffer is in sync
  7251. * with the javascript cache data.
  7252. */
  7253. readonly isSync: boolean;
  7254. /**
  7255. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7256. * Also, a dynamic UniformBuffer will disable cache verification and always
  7257. * update the underlying WebGL uniform buffer to the GPU.
  7258. * @returns if Dynamic, otherwise false
  7259. */
  7260. isDynamic(): boolean;
  7261. /**
  7262. * The data cache on JS side.
  7263. * @returns the underlying data as a float array
  7264. */
  7265. getData(): Float32Array;
  7266. /**
  7267. * The underlying WebGL Uniform buffer.
  7268. * @returns the webgl buffer
  7269. */
  7270. getBuffer(): Nullable<DataBuffer>;
  7271. /**
  7272. * std140 layout specifies how to align data within an UBO structure.
  7273. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7274. * for specs.
  7275. */
  7276. private _fillAlignment;
  7277. /**
  7278. * Adds an uniform in the buffer.
  7279. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7280. * for the layout to be correct !
  7281. * @param name Name of the uniform, as used in the uniform block in the shader.
  7282. * @param size Data size, or data directly.
  7283. */
  7284. addUniform(name: string, size: number | number[]): void;
  7285. /**
  7286. * Adds a Matrix 4x4 to the uniform buffer.
  7287. * @param name Name of the uniform, as used in the uniform block in the shader.
  7288. * @param mat A 4x4 matrix.
  7289. */
  7290. addMatrix(name: string, mat: Matrix): void;
  7291. /**
  7292. * Adds a vec2 to the uniform buffer.
  7293. * @param name Name of the uniform, as used in the uniform block in the shader.
  7294. * @param x Define the x component value of the vec2
  7295. * @param y Define the y component value of the vec2
  7296. */
  7297. addFloat2(name: string, x: number, y: number): void;
  7298. /**
  7299. * Adds a vec3 to the uniform buffer.
  7300. * @param name Name of the uniform, as used in the uniform block in the shader.
  7301. * @param x Define the x component value of the vec3
  7302. * @param y Define the y component value of the vec3
  7303. * @param z Define the z component value of the vec3
  7304. */
  7305. addFloat3(name: string, x: number, y: number, z: number): void;
  7306. /**
  7307. * Adds a vec3 to the uniform buffer.
  7308. * @param name Name of the uniform, as used in the uniform block in the shader.
  7309. * @param color Define the vec3 from a Color
  7310. */
  7311. addColor3(name: string, color: Color3): void;
  7312. /**
  7313. * Adds a vec4 to the uniform buffer.
  7314. * @param name Name of the uniform, as used in the uniform block in the shader.
  7315. * @param color Define the rgb components from a Color
  7316. * @param alpha Define the a component of the vec4
  7317. */
  7318. addColor4(name: string, color: Color3, alpha: number): void;
  7319. /**
  7320. * Adds a vec3 to the uniform buffer.
  7321. * @param name Name of the uniform, as used in the uniform block in the shader.
  7322. * @param vector Define the vec3 components from a Vector
  7323. */
  7324. addVector3(name: string, vector: Vector3): void;
  7325. /**
  7326. * Adds a Matrix 3x3 to the uniform buffer.
  7327. * @param name Name of the uniform, as used in the uniform block in the shader.
  7328. */
  7329. addMatrix3x3(name: string): void;
  7330. /**
  7331. * Adds a Matrix 2x2 to the uniform buffer.
  7332. * @param name Name of the uniform, as used in the uniform block in the shader.
  7333. */
  7334. addMatrix2x2(name: string): void;
  7335. /**
  7336. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7337. */
  7338. create(): void;
  7339. /** @hidden */
  7340. _rebuild(): void;
  7341. /**
  7342. * Updates the WebGL Uniform Buffer on the GPU.
  7343. * If the `dynamic` flag is set to true, no cache comparison is done.
  7344. * Otherwise, the buffer will be updated only if the cache differs.
  7345. */
  7346. update(): void;
  7347. /**
  7348. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7349. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7350. * @param data Define the flattened data
  7351. * @param size Define the size of the data.
  7352. */
  7353. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7354. private _valueCache;
  7355. private _cacheMatrix;
  7356. private _updateMatrix3x3ForUniform;
  7357. private _updateMatrix3x3ForEffect;
  7358. private _updateMatrix2x2ForEffect;
  7359. private _updateMatrix2x2ForUniform;
  7360. private _updateFloatForEffect;
  7361. private _updateFloatForUniform;
  7362. private _updateFloat2ForEffect;
  7363. private _updateFloat2ForUniform;
  7364. private _updateFloat3ForEffect;
  7365. private _updateFloat3ForUniform;
  7366. private _updateFloat4ForEffect;
  7367. private _updateFloat4ForUniform;
  7368. private _updateMatrixForEffect;
  7369. private _updateMatrixForUniform;
  7370. private _updateVector3ForEffect;
  7371. private _updateVector3ForUniform;
  7372. private _updateVector4ForEffect;
  7373. private _updateVector4ForUniform;
  7374. private _updateColor3ForEffect;
  7375. private _updateColor3ForUniform;
  7376. private _updateColor4ForEffect;
  7377. private _updateColor4ForUniform;
  7378. /**
  7379. * Sets a sampler uniform on the effect.
  7380. * @param name Define the name of the sampler.
  7381. * @param texture Define the texture to set in the sampler
  7382. */
  7383. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7384. /**
  7385. * Directly updates the value of the uniform in the cache AND on the GPU.
  7386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7387. * @param data Define the flattened data
  7388. */
  7389. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7390. /**
  7391. * Binds this uniform buffer to an effect.
  7392. * @param effect Define the effect to bind the buffer to
  7393. * @param name Name of the uniform block in the shader.
  7394. */
  7395. bindToEffect(effect: Effect, name: string): void;
  7396. /**
  7397. * Disposes the uniform buffer.
  7398. */
  7399. dispose(): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/iInspectable" {
  7403. /**
  7404. * Enum that determines the text-wrapping mode to use.
  7405. */
  7406. export enum InspectableType {
  7407. /**
  7408. * Checkbox for booleans
  7409. */
  7410. Checkbox = 0,
  7411. /**
  7412. * Sliders for numbers
  7413. */
  7414. Slider = 1,
  7415. /**
  7416. * Vector3
  7417. */
  7418. Vector3 = 2,
  7419. /**
  7420. * Quaternions
  7421. */
  7422. Quaternion = 3,
  7423. /**
  7424. * Color3
  7425. */
  7426. Color3 = 4,
  7427. /**
  7428. * String
  7429. */
  7430. String = 5
  7431. }
  7432. /**
  7433. * Interface used to define custom inspectable properties.
  7434. * This interface is used by the inspector to display custom property grids
  7435. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7436. */
  7437. export interface IInspectable {
  7438. /**
  7439. * Gets the label to display
  7440. */
  7441. label: string;
  7442. /**
  7443. * Gets the name of the property to edit
  7444. */
  7445. propertyName: string;
  7446. /**
  7447. * Gets the type of the editor to use
  7448. */
  7449. type: InspectableType;
  7450. /**
  7451. * Gets the minimum value of the property when using in "slider" mode
  7452. */
  7453. min?: number;
  7454. /**
  7455. * Gets the maximum value of the property when using in "slider" mode
  7456. */
  7457. max?: number;
  7458. /**
  7459. * Gets the setp to use when using in "slider" mode
  7460. */
  7461. step?: number;
  7462. }
  7463. }
  7464. declare module "babylonjs/Misc/timingTools" {
  7465. /**
  7466. * Class used to provide helper for timing
  7467. */
  7468. export class TimingTools {
  7469. /**
  7470. * Polyfill for setImmediate
  7471. * @param action defines the action to execute after the current execution block
  7472. */
  7473. static SetImmediate(action: () => void): void;
  7474. }
  7475. }
  7476. declare module "babylonjs/Misc/instantiationTools" {
  7477. /**
  7478. * Class used to enable instatition of objects by class name
  7479. */
  7480. export class InstantiationTools {
  7481. /**
  7482. * Use this object to register external classes like custom textures or material
  7483. * to allow the laoders to instantiate them
  7484. */
  7485. static RegisteredExternalClasses: {
  7486. [key: string]: Object;
  7487. };
  7488. /**
  7489. * Tries to instantiate a new object from a given class name
  7490. * @param className defines the class name to instantiate
  7491. * @returns the new object or null if the system was not able to do the instantiation
  7492. */
  7493. static Instantiate(className: string): any;
  7494. }
  7495. }
  7496. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7497. /**
  7498. * Define options used to create a depth texture
  7499. */
  7500. export class DepthTextureCreationOptions {
  7501. /** Specifies whether or not a stencil should be allocated in the texture */
  7502. generateStencil?: boolean;
  7503. /** Specifies whether or not bilinear filtering is enable on the texture */
  7504. bilinearFiltering?: boolean;
  7505. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7506. comparisonFunction?: number;
  7507. /** Specifies if the created texture is a cube texture */
  7508. isCube?: boolean;
  7509. }
  7510. }
  7511. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7513. import { Nullable } from "babylonjs/types";
  7514. import { Scene } from "babylonjs/scene";
  7515. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7516. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7517. module "babylonjs/Engines/thinEngine" {
  7518. interface ThinEngine {
  7519. /**
  7520. * Creates a depth stencil cube texture.
  7521. * This is only available in WebGL 2.
  7522. * @param size The size of face edge in the cube texture.
  7523. * @param options The options defining the cube texture.
  7524. * @returns The cube texture
  7525. */
  7526. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7527. /**
  7528. * Creates a cube texture
  7529. * @param rootUrl defines the url where the files to load is located
  7530. * @param scene defines the current scene
  7531. * @param files defines the list of files to load (1 per face)
  7532. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7533. * @param onLoad defines an optional callback raised when the texture is loaded
  7534. * @param onError defines an optional callback raised if there is an issue to load the texture
  7535. * @param format defines the format of the data
  7536. * @param forcedExtension defines the extension to use to pick the right loader
  7537. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7538. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7539. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7540. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7541. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7542. * @returns the cube texture as an InternalTexture
  7543. */
  7544. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7545. /**
  7546. * Creates a cube texture
  7547. * @param rootUrl defines the url where the files to load is located
  7548. * @param scene defines the current scene
  7549. * @param files defines the list of files to load (1 per face)
  7550. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7551. * @param onLoad defines an optional callback raised when the texture is loaded
  7552. * @param onError defines an optional callback raised if there is an issue to load the texture
  7553. * @param format defines the format of the data
  7554. * @param forcedExtension defines the extension to use to pick the right loader
  7555. * @returns the cube texture as an InternalTexture
  7556. */
  7557. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7558. /**
  7559. * Creates a cube texture
  7560. * @param rootUrl defines the url where the files to load is located
  7561. * @param scene defines the current scene
  7562. * @param files defines the list of files to load (1 per face)
  7563. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7564. * @param onLoad defines an optional callback raised when the texture is loaded
  7565. * @param onError defines an optional callback raised if there is an issue to load the texture
  7566. * @param format defines the format of the data
  7567. * @param forcedExtension defines the extension to use to pick the right loader
  7568. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7571. * @returns the cube texture as an InternalTexture
  7572. */
  7573. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7574. /** @hidden */
  7575. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7576. /** @hidden */
  7577. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7578. /** @hidden */
  7579. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7580. /** @hidden */
  7581. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7582. /**
  7583. * @hidden
  7584. */
  7585. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7586. }
  7587. }
  7588. }
  7589. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7590. import { Nullable } from "babylonjs/types";
  7591. import { Scene } from "babylonjs/scene";
  7592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7594. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7595. /**
  7596. * Class for creating a cube texture
  7597. */
  7598. export class CubeTexture extends BaseTexture {
  7599. private _delayedOnLoad;
  7600. /**
  7601. * The url of the texture
  7602. */
  7603. url: string;
  7604. /**
  7605. * Gets or sets the center of the bounding box associated with the cube texture.
  7606. * It must define where the camera used to render the texture was set
  7607. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7608. */
  7609. boundingBoxPosition: Vector3;
  7610. private _boundingBoxSize;
  7611. /**
  7612. * Gets or sets the size of the bounding box associated with the cube texture
  7613. * When defined, the cubemap will switch to local mode
  7614. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7615. * @example https://www.babylonjs-playground.com/#RNASML
  7616. */
  7617. /**
  7618. * Returns the bounding box size
  7619. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7620. */
  7621. boundingBoxSize: Vector3;
  7622. protected _rotationY: number;
  7623. /**
  7624. * Sets texture matrix rotation angle around Y axis in radians.
  7625. */
  7626. /**
  7627. * Gets texture matrix rotation angle around Y axis radians.
  7628. */
  7629. rotationY: number;
  7630. /**
  7631. * Are mip maps generated for this texture or not.
  7632. */
  7633. readonly noMipmap: boolean;
  7634. private _noMipmap;
  7635. private _files;
  7636. protected _forcedExtension: Nullable<string>;
  7637. private _extensions;
  7638. private _textureMatrix;
  7639. private _format;
  7640. private _createPolynomials;
  7641. /** @hidden */
  7642. _prefiltered: boolean;
  7643. /**
  7644. * Creates a cube texture from an array of image urls
  7645. * @param files defines an array of image urls
  7646. * @param scene defines the hosting scene
  7647. * @param noMipmap specifies if mip maps are not used
  7648. * @returns a cube texture
  7649. */
  7650. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7651. /**
  7652. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7653. * @param url defines the url of the prefiltered texture
  7654. * @param scene defines the scene the texture is attached to
  7655. * @param forcedExtension defines the extension of the file if different from the url
  7656. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7657. * @return the prefiltered texture
  7658. */
  7659. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7660. /**
  7661. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7662. * as prefiltered data.
  7663. * @param rootUrl defines the url of the texture or the root name of the six images
  7664. * @param scene defines the scene the texture is attached to
  7665. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7666. * @param noMipmap defines if mipmaps should be created or not
  7667. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7668. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7669. * @param onError defines a callback triggered in case of error during load
  7670. * @param format defines the internal format to use for the texture once loaded
  7671. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7672. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7673. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7674. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7675. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7676. * @return the cube texture
  7677. */
  7678. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7679. /**
  7680. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7681. */
  7682. readonly isPrefiltered: boolean;
  7683. /**
  7684. * Get the current class name of the texture useful for serialization or dynamic coding.
  7685. * @returns "CubeTexture"
  7686. */
  7687. getClassName(): string;
  7688. /**
  7689. * Update the url (and optional buffer) of this texture if url was null during construction.
  7690. * @param url the url of the texture
  7691. * @param forcedExtension defines the extension to use
  7692. * @param onLoad callback called when the texture is loaded (defaults to null)
  7693. */
  7694. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7695. /**
  7696. * Delays loading of the cube texture
  7697. * @param forcedExtension defines the extension to use
  7698. */
  7699. delayLoad(forcedExtension?: string): void;
  7700. /**
  7701. * Returns the reflection texture matrix
  7702. * @returns the reflection texture matrix
  7703. */
  7704. getReflectionTextureMatrix(): Matrix;
  7705. /**
  7706. * Sets the reflection texture matrix
  7707. * @param value Reflection texture matrix
  7708. */
  7709. setReflectionTextureMatrix(value: Matrix): void;
  7710. /**
  7711. * Parses text to create a cube texture
  7712. * @param parsedTexture define the serialized text to read from
  7713. * @param scene defines the hosting scene
  7714. * @param rootUrl defines the root url of the cube texture
  7715. * @returns a cube texture
  7716. */
  7717. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7718. /**
  7719. * Makes a clone, or deep copy, of the cube texture
  7720. * @returns a new cube texture
  7721. */
  7722. clone(): CubeTexture;
  7723. }
  7724. }
  7725. declare module "babylonjs/Materials/materialDefines" {
  7726. /**
  7727. * Manages the defines for the Material
  7728. */
  7729. export class MaterialDefines {
  7730. /** @hidden */
  7731. protected _keys: string[];
  7732. private _isDirty;
  7733. /** @hidden */
  7734. _renderId: number;
  7735. /** @hidden */
  7736. _areLightsDirty: boolean;
  7737. /** @hidden */
  7738. _areLightsDisposed: boolean;
  7739. /** @hidden */
  7740. _areAttributesDirty: boolean;
  7741. /** @hidden */
  7742. _areTexturesDirty: boolean;
  7743. /** @hidden */
  7744. _areFresnelDirty: boolean;
  7745. /** @hidden */
  7746. _areMiscDirty: boolean;
  7747. /** @hidden */
  7748. _areImageProcessingDirty: boolean;
  7749. /** @hidden */
  7750. _normals: boolean;
  7751. /** @hidden */
  7752. _uvs: boolean;
  7753. /** @hidden */
  7754. _needNormals: boolean;
  7755. /** @hidden */
  7756. _needUVs: boolean;
  7757. [id: string]: any;
  7758. /**
  7759. * Specifies if the material needs to be re-calculated
  7760. */
  7761. readonly isDirty: boolean;
  7762. /**
  7763. * Marks the material to indicate that it has been re-calculated
  7764. */
  7765. markAsProcessed(): void;
  7766. /**
  7767. * Marks the material to indicate that it needs to be re-calculated
  7768. */
  7769. markAsUnprocessed(): void;
  7770. /**
  7771. * Marks the material to indicate all of its defines need to be re-calculated
  7772. */
  7773. markAllAsDirty(): void;
  7774. /**
  7775. * Marks the material to indicate that image processing needs to be re-calculated
  7776. */
  7777. markAsImageProcessingDirty(): void;
  7778. /**
  7779. * Marks the material to indicate the lights need to be re-calculated
  7780. * @param disposed Defines whether the light is dirty due to dispose or not
  7781. */
  7782. markAsLightDirty(disposed?: boolean): void;
  7783. /**
  7784. * Marks the attribute state as changed
  7785. */
  7786. markAsAttributesDirty(): void;
  7787. /**
  7788. * Marks the texture state as changed
  7789. */
  7790. markAsTexturesDirty(): void;
  7791. /**
  7792. * Marks the fresnel state as changed
  7793. */
  7794. markAsFresnelDirty(): void;
  7795. /**
  7796. * Marks the misc state as changed
  7797. */
  7798. markAsMiscDirty(): void;
  7799. /**
  7800. * Rebuilds the material defines
  7801. */
  7802. rebuild(): void;
  7803. /**
  7804. * Specifies if two material defines are equal
  7805. * @param other - A material define instance to compare to
  7806. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7807. */
  7808. isEqual(other: MaterialDefines): boolean;
  7809. /**
  7810. * Clones this instance's defines to another instance
  7811. * @param other - material defines to clone values to
  7812. */
  7813. cloneTo(other: MaterialDefines): void;
  7814. /**
  7815. * Resets the material define values
  7816. */
  7817. reset(): void;
  7818. /**
  7819. * Converts the material define values to a string
  7820. * @returns - String of material define information
  7821. */
  7822. toString(): string;
  7823. }
  7824. }
  7825. declare module "babylonjs/Materials/colorCurves" {
  7826. import { Effect } from "babylonjs/Materials/effect";
  7827. /**
  7828. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7829. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7830. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7831. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7832. */
  7833. export class ColorCurves {
  7834. private _dirty;
  7835. private _tempColor;
  7836. private _globalCurve;
  7837. private _highlightsCurve;
  7838. private _midtonesCurve;
  7839. private _shadowsCurve;
  7840. private _positiveCurve;
  7841. private _negativeCurve;
  7842. private _globalHue;
  7843. private _globalDensity;
  7844. private _globalSaturation;
  7845. private _globalExposure;
  7846. /**
  7847. * Gets the global Hue value.
  7848. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7849. */
  7850. /**
  7851. * Sets the global Hue value.
  7852. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7853. */
  7854. globalHue: number;
  7855. /**
  7856. * Gets the global Density value.
  7857. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the global Density value.
  7862. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. globalDensity: number;
  7866. /**
  7867. * Gets the global Saturation value.
  7868. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7869. */
  7870. /**
  7871. * Sets the global Saturation value.
  7872. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7873. */
  7874. globalSaturation: number;
  7875. /**
  7876. * Gets the global Exposure value.
  7877. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7878. */
  7879. /**
  7880. * Sets the global Exposure value.
  7881. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7882. */
  7883. globalExposure: number;
  7884. private _highlightsHue;
  7885. private _highlightsDensity;
  7886. private _highlightsSaturation;
  7887. private _highlightsExposure;
  7888. /**
  7889. * Gets the highlights Hue value.
  7890. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7891. */
  7892. /**
  7893. * Sets the highlights Hue value.
  7894. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7895. */
  7896. highlightsHue: number;
  7897. /**
  7898. * Gets the highlights Density value.
  7899. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the highlights Density value.
  7904. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. highlightsDensity: number;
  7908. /**
  7909. * Gets the highlights Saturation value.
  7910. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7911. */
  7912. /**
  7913. * Sets the highlights Saturation value.
  7914. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7915. */
  7916. highlightsSaturation: number;
  7917. /**
  7918. * Gets the highlights Exposure value.
  7919. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7920. */
  7921. /**
  7922. * Sets the highlights Exposure value.
  7923. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7924. */
  7925. highlightsExposure: number;
  7926. private _midtonesHue;
  7927. private _midtonesDensity;
  7928. private _midtonesSaturation;
  7929. private _midtonesExposure;
  7930. /**
  7931. * Gets the midtones Hue value.
  7932. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7933. */
  7934. /**
  7935. * Sets the midtones Hue value.
  7936. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7937. */
  7938. midtonesHue: number;
  7939. /**
  7940. * Gets the midtones Density value.
  7941. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the midtones Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. midtonesDensity: number;
  7950. /**
  7951. * Gets the midtones Saturation value.
  7952. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7953. */
  7954. /**
  7955. * Sets the midtones Saturation value.
  7956. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7957. */
  7958. midtonesSaturation: number;
  7959. /**
  7960. * Gets the midtones Exposure value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the midtones Exposure value.
  7965. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7966. */
  7967. midtonesExposure: number;
  7968. private _shadowsHue;
  7969. private _shadowsDensity;
  7970. private _shadowsSaturation;
  7971. private _shadowsExposure;
  7972. /**
  7973. * Gets the shadows Hue value.
  7974. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7975. */
  7976. /**
  7977. * Sets the shadows Hue value.
  7978. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7979. */
  7980. shadowsHue: number;
  7981. /**
  7982. * Gets the shadows Density value.
  7983. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7984. * Values less than zero provide a filter of opposite hue.
  7985. */
  7986. /**
  7987. * Sets the shadows Density value.
  7988. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. shadowsDensity: number;
  7992. /**
  7993. * Gets the shadows Saturation value.
  7994. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7995. */
  7996. /**
  7997. * Sets the shadows Saturation value.
  7998. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7999. */
  8000. shadowsSaturation: number;
  8001. /**
  8002. * Gets the shadows Exposure value.
  8003. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8004. */
  8005. /**
  8006. * Sets the shadows Exposure value.
  8007. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8008. */
  8009. shadowsExposure: number;
  8010. /**
  8011. * Returns the class name
  8012. * @returns The class name
  8013. */
  8014. getClassName(): string;
  8015. /**
  8016. * Binds the color curves to the shader.
  8017. * @param colorCurves The color curve to bind
  8018. * @param effect The effect to bind to
  8019. * @param positiveUniform The positive uniform shader parameter
  8020. * @param neutralUniform The neutral uniform shader parameter
  8021. * @param negativeUniform The negative uniform shader parameter
  8022. */
  8023. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8024. /**
  8025. * Prepare the list of uniforms associated with the ColorCurves effects.
  8026. * @param uniformsList The list of uniforms used in the effect
  8027. */
  8028. static PrepareUniforms(uniformsList: string[]): void;
  8029. /**
  8030. * Returns color grading data based on a hue, density, saturation and exposure value.
  8031. * @param filterHue The hue of the color filter.
  8032. * @param filterDensity The density of the color filter.
  8033. * @param saturation The saturation.
  8034. * @param exposure The exposure.
  8035. * @param result The result data container.
  8036. */
  8037. private getColorGradingDataToRef;
  8038. /**
  8039. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8040. * @param value The input slider value in range [-100,100].
  8041. * @returns Adjusted value.
  8042. */
  8043. private static applyColorGradingSliderNonlinear;
  8044. /**
  8045. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8046. * @param hue The hue (H) input.
  8047. * @param saturation The saturation (S) input.
  8048. * @param brightness The brightness (B) input.
  8049. * @result An RGBA color represented as Vector4.
  8050. */
  8051. private static fromHSBToRef;
  8052. /**
  8053. * Returns a value clamped between min and max
  8054. * @param value The value to clamp
  8055. * @param min The minimum of value
  8056. * @param max The maximum of value
  8057. * @returns The clamped value.
  8058. */
  8059. private static clamp;
  8060. /**
  8061. * Clones the current color curve instance.
  8062. * @return The cloned curves
  8063. */
  8064. clone(): ColorCurves;
  8065. /**
  8066. * Serializes the current color curve instance to a json representation.
  8067. * @return a JSON representation
  8068. */
  8069. serialize(): any;
  8070. /**
  8071. * Parses the color curve from a json representation.
  8072. * @param source the JSON source to parse
  8073. * @return The parsed curves
  8074. */
  8075. static Parse(source: any): ColorCurves;
  8076. }
  8077. }
  8078. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8079. import { Observable } from "babylonjs/Misc/observable";
  8080. import { Nullable } from "babylonjs/types";
  8081. import { Color4 } from "babylonjs/Maths/math.color";
  8082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8083. import { Effect } from "babylonjs/Materials/effect";
  8084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8085. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8086. /**
  8087. * Interface to follow in your material defines to integrate easily the
  8088. * Image proccessing functions.
  8089. * @hidden
  8090. */
  8091. export interface IImageProcessingConfigurationDefines {
  8092. IMAGEPROCESSING: boolean;
  8093. VIGNETTE: boolean;
  8094. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8095. VIGNETTEBLENDMODEOPAQUE: boolean;
  8096. TONEMAPPING: boolean;
  8097. TONEMAPPING_ACES: boolean;
  8098. CONTRAST: boolean;
  8099. EXPOSURE: boolean;
  8100. COLORCURVES: boolean;
  8101. COLORGRADING: boolean;
  8102. COLORGRADING3D: boolean;
  8103. SAMPLER3DGREENDEPTH: boolean;
  8104. SAMPLER3DBGRMAP: boolean;
  8105. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8106. }
  8107. /**
  8108. * @hidden
  8109. */
  8110. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8111. IMAGEPROCESSING: boolean;
  8112. VIGNETTE: boolean;
  8113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8114. VIGNETTEBLENDMODEOPAQUE: boolean;
  8115. TONEMAPPING: boolean;
  8116. TONEMAPPING_ACES: boolean;
  8117. CONTRAST: boolean;
  8118. COLORCURVES: boolean;
  8119. COLORGRADING: boolean;
  8120. COLORGRADING3D: boolean;
  8121. SAMPLER3DGREENDEPTH: boolean;
  8122. SAMPLER3DBGRMAP: boolean;
  8123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8124. EXPOSURE: boolean;
  8125. constructor();
  8126. }
  8127. /**
  8128. * This groups together the common properties used for image processing either in direct forward pass
  8129. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8130. * or not.
  8131. */
  8132. export class ImageProcessingConfiguration {
  8133. /**
  8134. * Default tone mapping applied in BabylonJS.
  8135. */
  8136. static readonly TONEMAPPING_STANDARD: number;
  8137. /**
  8138. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8139. * to other engines rendering to increase portability.
  8140. */
  8141. static readonly TONEMAPPING_ACES: number;
  8142. /**
  8143. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8144. */
  8145. colorCurves: Nullable<ColorCurves>;
  8146. private _colorCurvesEnabled;
  8147. /**
  8148. * Gets wether the color curves effect is enabled.
  8149. */
  8150. /**
  8151. * Sets wether the color curves effect is enabled.
  8152. */
  8153. colorCurvesEnabled: boolean;
  8154. private _colorGradingTexture;
  8155. /**
  8156. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8157. */
  8158. /**
  8159. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8160. */
  8161. colorGradingTexture: Nullable<BaseTexture>;
  8162. private _colorGradingEnabled;
  8163. /**
  8164. * Gets wether the color grading effect is enabled.
  8165. */
  8166. /**
  8167. * Sets wether the color grading effect is enabled.
  8168. */
  8169. colorGradingEnabled: boolean;
  8170. private _colorGradingWithGreenDepth;
  8171. /**
  8172. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8173. */
  8174. /**
  8175. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8176. */
  8177. colorGradingWithGreenDepth: boolean;
  8178. private _colorGradingBGR;
  8179. /**
  8180. * Gets wether the color grading texture contains BGR values.
  8181. */
  8182. /**
  8183. * Sets wether the color grading texture contains BGR values.
  8184. */
  8185. colorGradingBGR: boolean;
  8186. /** @hidden */
  8187. _exposure: number;
  8188. /**
  8189. * Gets the Exposure used in the effect.
  8190. */
  8191. /**
  8192. * Sets the Exposure used in the effect.
  8193. */
  8194. exposure: number;
  8195. private _toneMappingEnabled;
  8196. /**
  8197. * Gets wether the tone mapping effect is enabled.
  8198. */
  8199. /**
  8200. * Sets wether the tone mapping effect is enabled.
  8201. */
  8202. toneMappingEnabled: boolean;
  8203. private _toneMappingType;
  8204. /**
  8205. * Gets the type of tone mapping effect.
  8206. */
  8207. /**
  8208. * Sets the type of tone mapping effect used in BabylonJS.
  8209. */
  8210. toneMappingType: number;
  8211. protected _contrast: number;
  8212. /**
  8213. * Gets the contrast used in the effect.
  8214. */
  8215. /**
  8216. * Sets the contrast used in the effect.
  8217. */
  8218. contrast: number;
  8219. /**
  8220. * Vignette stretch size.
  8221. */
  8222. vignetteStretch: number;
  8223. /**
  8224. * Vignette centre X Offset.
  8225. */
  8226. vignetteCentreX: number;
  8227. /**
  8228. * Vignette centre Y Offset.
  8229. */
  8230. vignetteCentreY: number;
  8231. /**
  8232. * Vignette weight or intensity of the vignette effect.
  8233. */
  8234. vignetteWeight: number;
  8235. /**
  8236. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8237. * if vignetteEnabled is set to true.
  8238. */
  8239. vignetteColor: Color4;
  8240. /**
  8241. * Camera field of view used by the Vignette effect.
  8242. */
  8243. vignetteCameraFov: number;
  8244. private _vignetteBlendMode;
  8245. /**
  8246. * Gets the vignette blend mode allowing different kind of effect.
  8247. */
  8248. /**
  8249. * Sets the vignette blend mode allowing different kind of effect.
  8250. */
  8251. vignetteBlendMode: number;
  8252. private _vignetteEnabled;
  8253. /**
  8254. * Gets wether the vignette effect is enabled.
  8255. */
  8256. /**
  8257. * Sets wether the vignette effect is enabled.
  8258. */
  8259. vignetteEnabled: boolean;
  8260. private _applyByPostProcess;
  8261. /**
  8262. * Gets wether the image processing is applied through a post process or not.
  8263. */
  8264. /**
  8265. * Sets wether the image processing is applied through a post process or not.
  8266. */
  8267. applyByPostProcess: boolean;
  8268. private _isEnabled;
  8269. /**
  8270. * Gets wether the image processing is enabled or not.
  8271. */
  8272. /**
  8273. * Sets wether the image processing is enabled or not.
  8274. */
  8275. isEnabled: boolean;
  8276. /**
  8277. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8278. */
  8279. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8280. /**
  8281. * Method called each time the image processing information changes requires to recompile the effect.
  8282. */
  8283. protected _updateParameters(): void;
  8284. /**
  8285. * Gets the current class name.
  8286. * @return "ImageProcessingConfiguration"
  8287. */
  8288. getClassName(): string;
  8289. /**
  8290. * Prepare the list of uniforms associated with the Image Processing effects.
  8291. * @param uniforms The list of uniforms used in the effect
  8292. * @param defines the list of defines currently in use
  8293. */
  8294. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8295. /**
  8296. * Prepare the list of samplers associated with the Image Processing effects.
  8297. * @param samplersList The list of uniforms used in the effect
  8298. * @param defines the list of defines currently in use
  8299. */
  8300. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8301. /**
  8302. * Prepare the list of defines associated to the shader.
  8303. * @param defines the list of defines to complete
  8304. * @param forPostProcess Define if we are currently in post process mode or not
  8305. */
  8306. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8307. /**
  8308. * Returns true if all the image processing information are ready.
  8309. * @returns True if ready, otherwise, false
  8310. */
  8311. isReady(): boolean;
  8312. /**
  8313. * Binds the image processing to the shader.
  8314. * @param effect The effect to bind to
  8315. * @param aspectRatio Define the current aspect ratio of the effect
  8316. */
  8317. bind(effect: Effect, aspectRatio?: number): void;
  8318. /**
  8319. * Clones the current image processing instance.
  8320. * @return The cloned image processing
  8321. */
  8322. clone(): ImageProcessingConfiguration;
  8323. /**
  8324. * Serializes the current image processing instance to a json representation.
  8325. * @return a JSON representation
  8326. */
  8327. serialize(): any;
  8328. /**
  8329. * Parses the image processing from a json representation.
  8330. * @param source the JSON source to parse
  8331. * @return The parsed image processing
  8332. */
  8333. static Parse(source: any): ImageProcessingConfiguration;
  8334. private static _VIGNETTEMODE_MULTIPLY;
  8335. private static _VIGNETTEMODE_OPAQUE;
  8336. /**
  8337. * Used to apply the vignette as a mix with the pixel color.
  8338. */
  8339. static readonly VIGNETTEMODE_MULTIPLY: number;
  8340. /**
  8341. * Used to apply the vignette as a replacement of the pixel color.
  8342. */
  8343. static readonly VIGNETTEMODE_OPAQUE: number;
  8344. }
  8345. }
  8346. declare module "babylonjs/Shaders/postprocess.vertex" {
  8347. /** @hidden */
  8348. export var postprocessVertexShader: {
  8349. name: string;
  8350. shader: string;
  8351. };
  8352. }
  8353. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8354. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8355. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8356. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8357. module "babylonjs/Engines/thinEngine" {
  8358. interface ThinEngine {
  8359. /**
  8360. * Creates a new render target texture
  8361. * @param size defines the size of the texture
  8362. * @param options defines the options used to create the texture
  8363. * @returns a new render target texture stored in an InternalTexture
  8364. */
  8365. createRenderTargetTexture(size: number | {
  8366. width: number;
  8367. height: number;
  8368. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8369. /**
  8370. * Creates a depth stencil texture.
  8371. * This is only available in WebGL 2 or with the depth texture extension available.
  8372. * @param size The size of face edge in the texture.
  8373. * @param options The options defining the texture.
  8374. * @returns The texture
  8375. */
  8376. createDepthStencilTexture(size: number | {
  8377. width: number;
  8378. height: number;
  8379. }, options: DepthTextureCreationOptions): InternalTexture;
  8380. /** @hidden */
  8381. _createDepthStencilTexture(size: number | {
  8382. width: number;
  8383. height: number;
  8384. }, options: DepthTextureCreationOptions): InternalTexture;
  8385. }
  8386. }
  8387. }
  8388. declare module "babylonjs/Maths/math.axis" {
  8389. import { Vector3 } from "babylonjs/Maths/math.vector";
  8390. /** Defines supported spaces */
  8391. export enum Space {
  8392. /** Local (object) space */
  8393. LOCAL = 0,
  8394. /** World space */
  8395. WORLD = 1,
  8396. /** Bone space */
  8397. BONE = 2
  8398. }
  8399. /** Defines the 3 main axes */
  8400. export class Axis {
  8401. /** X axis */
  8402. static X: Vector3;
  8403. /** Y axis */
  8404. static Y: Vector3;
  8405. /** Z axis */
  8406. static Z: Vector3;
  8407. }
  8408. }
  8409. declare module "babylonjs/Cameras/targetCamera" {
  8410. import { Nullable } from "babylonjs/types";
  8411. import { Camera } from "babylonjs/Cameras/camera";
  8412. import { Scene } from "babylonjs/scene";
  8413. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8414. /**
  8415. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8416. * This is the base of the follow, arc rotate cameras and Free camera
  8417. * @see http://doc.babylonjs.com/features/cameras
  8418. */
  8419. export class TargetCamera extends Camera {
  8420. private static _RigCamTransformMatrix;
  8421. private static _TargetTransformMatrix;
  8422. private static _TargetFocalPoint;
  8423. /**
  8424. * Define the current direction the camera is moving to
  8425. */
  8426. cameraDirection: Vector3;
  8427. /**
  8428. * Define the current rotation the camera is rotating to
  8429. */
  8430. cameraRotation: Vector2;
  8431. /**
  8432. * When set, the up vector of the camera will be updated by the rotation of the camera
  8433. */
  8434. updateUpVectorFromRotation: boolean;
  8435. private _tmpQuaternion;
  8436. /**
  8437. * Define the current rotation of the camera
  8438. */
  8439. rotation: Vector3;
  8440. /**
  8441. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8442. */
  8443. rotationQuaternion: Quaternion;
  8444. /**
  8445. * Define the current speed of the camera
  8446. */
  8447. speed: number;
  8448. /**
  8449. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8450. * around all axis.
  8451. */
  8452. noRotationConstraint: boolean;
  8453. /**
  8454. * Define the current target of the camera as an object or a position.
  8455. */
  8456. lockedTarget: any;
  8457. /** @hidden */
  8458. _currentTarget: Vector3;
  8459. /** @hidden */
  8460. _initialFocalDistance: number;
  8461. /** @hidden */
  8462. _viewMatrix: Matrix;
  8463. /** @hidden */
  8464. _camMatrix: Matrix;
  8465. /** @hidden */
  8466. _cameraTransformMatrix: Matrix;
  8467. /** @hidden */
  8468. _cameraRotationMatrix: Matrix;
  8469. /** @hidden */
  8470. _referencePoint: Vector3;
  8471. /** @hidden */
  8472. _transformedReferencePoint: Vector3;
  8473. protected _globalCurrentTarget: Vector3;
  8474. protected _globalCurrentUpVector: Vector3;
  8475. /** @hidden */
  8476. _reset: () => void;
  8477. private _defaultUp;
  8478. /**
  8479. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8480. * This is the base of the follow, arc rotate cameras and Free camera
  8481. * @see http://doc.babylonjs.com/features/cameras
  8482. * @param name Defines the name of the camera in the scene
  8483. * @param position Defines the start position of the camera in the scene
  8484. * @param scene Defines the scene the camera belongs to
  8485. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8486. */
  8487. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8488. /**
  8489. * Gets the position in front of the camera at a given distance.
  8490. * @param distance The distance from the camera we want the position to be
  8491. * @returns the position
  8492. */
  8493. getFrontPosition(distance: number): Vector3;
  8494. /** @hidden */
  8495. _getLockedTargetPosition(): Nullable<Vector3>;
  8496. private _storedPosition;
  8497. private _storedRotation;
  8498. private _storedRotationQuaternion;
  8499. /**
  8500. * Store current camera state of the camera (fov, position, rotation, etc..)
  8501. * @returns the camera
  8502. */
  8503. storeState(): Camera;
  8504. /**
  8505. * Restored camera state. You must call storeState() first
  8506. * @returns whether it was successful or not
  8507. * @hidden
  8508. */
  8509. _restoreStateValues(): boolean;
  8510. /** @hidden */
  8511. _initCache(): void;
  8512. /** @hidden */
  8513. _updateCache(ignoreParentClass?: boolean): void;
  8514. /** @hidden */
  8515. _isSynchronizedViewMatrix(): boolean;
  8516. /** @hidden */
  8517. _computeLocalCameraSpeed(): number;
  8518. /**
  8519. * Defines the target the camera should look at.
  8520. * @param target Defines the new target as a Vector or a mesh
  8521. */
  8522. setTarget(target: Vector3): void;
  8523. /**
  8524. * Return the current target position of the camera. This value is expressed in local space.
  8525. * @returns the target position
  8526. */
  8527. getTarget(): Vector3;
  8528. /** @hidden */
  8529. _decideIfNeedsToMove(): boolean;
  8530. /** @hidden */
  8531. _updatePosition(): void;
  8532. /** @hidden */
  8533. _checkInputs(): void;
  8534. protected _updateCameraRotationMatrix(): void;
  8535. /**
  8536. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8537. * @returns the current camera
  8538. */
  8539. private _rotateUpVectorWithCameraRotationMatrix;
  8540. private _cachedRotationZ;
  8541. private _cachedQuaternionRotationZ;
  8542. /** @hidden */
  8543. _getViewMatrix(): Matrix;
  8544. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8545. /**
  8546. * @hidden
  8547. */
  8548. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8549. /**
  8550. * @hidden
  8551. */
  8552. _updateRigCameras(): void;
  8553. private _getRigCamPositionAndTarget;
  8554. /**
  8555. * Gets the current object class name.
  8556. * @return the class name
  8557. */
  8558. getClassName(): string;
  8559. }
  8560. }
  8561. declare module "babylonjs/Events/keyboardEvents" {
  8562. /**
  8563. * Gather the list of keyboard event types as constants.
  8564. */
  8565. export class KeyboardEventTypes {
  8566. /**
  8567. * The keydown event is fired when a key becomes active (pressed).
  8568. */
  8569. static readonly KEYDOWN: number;
  8570. /**
  8571. * The keyup event is fired when a key has been released.
  8572. */
  8573. static readonly KEYUP: number;
  8574. }
  8575. /**
  8576. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8577. */
  8578. export class KeyboardInfo {
  8579. /**
  8580. * Defines the type of event (KeyboardEventTypes)
  8581. */
  8582. type: number;
  8583. /**
  8584. * Defines the related dom event
  8585. */
  8586. event: KeyboardEvent;
  8587. /**
  8588. * Instantiates a new keyboard info.
  8589. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8590. * @param type Defines the type of event (KeyboardEventTypes)
  8591. * @param event Defines the related dom event
  8592. */
  8593. constructor(
  8594. /**
  8595. * Defines the type of event (KeyboardEventTypes)
  8596. */
  8597. type: number,
  8598. /**
  8599. * Defines the related dom event
  8600. */
  8601. event: KeyboardEvent);
  8602. }
  8603. /**
  8604. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8605. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8606. */
  8607. export class KeyboardInfoPre extends KeyboardInfo {
  8608. /**
  8609. * Defines the type of event (KeyboardEventTypes)
  8610. */
  8611. type: number;
  8612. /**
  8613. * Defines the related dom event
  8614. */
  8615. event: KeyboardEvent;
  8616. /**
  8617. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8618. */
  8619. skipOnPointerObservable: boolean;
  8620. /**
  8621. * Instantiates a new keyboard pre info.
  8622. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8623. * @param type Defines the type of event (KeyboardEventTypes)
  8624. * @param event Defines the related dom event
  8625. */
  8626. constructor(
  8627. /**
  8628. * Defines the type of event (KeyboardEventTypes)
  8629. */
  8630. type: number,
  8631. /**
  8632. * Defines the related dom event
  8633. */
  8634. event: KeyboardEvent);
  8635. }
  8636. }
  8637. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8638. import { Nullable } from "babylonjs/types";
  8639. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8640. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8641. /**
  8642. * Manage the keyboard inputs to control the movement of a free camera.
  8643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8644. */
  8645. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8646. /**
  8647. * Defines the camera the input is attached to.
  8648. */
  8649. camera: FreeCamera;
  8650. /**
  8651. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8652. */
  8653. keysUp: number[];
  8654. /**
  8655. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8656. */
  8657. keysDown: number[];
  8658. /**
  8659. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8660. */
  8661. keysLeft: number[];
  8662. /**
  8663. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8664. */
  8665. keysRight: number[];
  8666. private _keys;
  8667. private _onCanvasBlurObserver;
  8668. private _onKeyboardObserver;
  8669. private _engine;
  8670. private _scene;
  8671. /**
  8672. * Attach the input controls to a specific dom element to get the input from.
  8673. * @param element Defines the element the controls should be listened from
  8674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8675. */
  8676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8677. /**
  8678. * Detach the current controls from the specified dom element.
  8679. * @param element Defines the element to stop listening the inputs from
  8680. */
  8681. detachControl(element: Nullable<HTMLElement>): void;
  8682. /**
  8683. * Update the current camera state depending on the inputs that have been used this frame.
  8684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8685. */
  8686. checkInputs(): void;
  8687. /**
  8688. * Gets the class name of the current intput.
  8689. * @returns the class name
  8690. */
  8691. getClassName(): string;
  8692. /** @hidden */
  8693. _onLostFocus(): void;
  8694. /**
  8695. * Get the friendly name associated with the input class.
  8696. * @returns the input friendly name
  8697. */
  8698. getSimpleName(): string;
  8699. }
  8700. }
  8701. declare module "babylonjs/Lights/shadowLight" {
  8702. import { Camera } from "babylonjs/Cameras/camera";
  8703. import { Scene } from "babylonjs/scene";
  8704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8706. import { Light } from "babylonjs/Lights/light";
  8707. /**
  8708. * Interface describing all the common properties and methods a shadow light needs to implement.
  8709. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8710. * as well as binding the different shadow properties to the effects.
  8711. */
  8712. export interface IShadowLight extends Light {
  8713. /**
  8714. * The light id in the scene (used in scene.findLighById for instance)
  8715. */
  8716. id: string;
  8717. /**
  8718. * The position the shdow will be casted from.
  8719. */
  8720. position: Vector3;
  8721. /**
  8722. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8723. */
  8724. direction: Vector3;
  8725. /**
  8726. * The transformed position. Position of the light in world space taking parenting in account.
  8727. */
  8728. transformedPosition: Vector3;
  8729. /**
  8730. * The transformed direction. Direction of the light in world space taking parenting in account.
  8731. */
  8732. transformedDirection: Vector3;
  8733. /**
  8734. * The friendly name of the light in the scene.
  8735. */
  8736. name: string;
  8737. /**
  8738. * Defines the shadow projection clipping minimum z value.
  8739. */
  8740. shadowMinZ: number;
  8741. /**
  8742. * Defines the shadow projection clipping maximum z value.
  8743. */
  8744. shadowMaxZ: number;
  8745. /**
  8746. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8747. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8748. */
  8749. computeTransformedInformation(): boolean;
  8750. /**
  8751. * Gets the scene the light belongs to.
  8752. * @returns The scene
  8753. */
  8754. getScene(): Scene;
  8755. /**
  8756. * Callback defining a custom Projection Matrix Builder.
  8757. * This can be used to override the default projection matrix computation.
  8758. */
  8759. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8760. /**
  8761. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8762. * @param matrix The materix to updated with the projection information
  8763. * @param viewMatrix The transform matrix of the light
  8764. * @param renderList The list of mesh to render in the map
  8765. * @returns The current light
  8766. */
  8767. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8768. /**
  8769. * Gets the current depth scale used in ESM.
  8770. * @returns The scale
  8771. */
  8772. getDepthScale(): number;
  8773. /**
  8774. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8775. * @returns true if a cube texture needs to be use
  8776. */
  8777. needCube(): boolean;
  8778. /**
  8779. * Detects if the projection matrix requires to be recomputed this frame.
  8780. * @returns true if it requires to be recomputed otherwise, false.
  8781. */
  8782. needProjectionMatrixCompute(): boolean;
  8783. /**
  8784. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8785. */
  8786. forceProjectionMatrixCompute(): void;
  8787. /**
  8788. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8789. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8790. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8791. */
  8792. getShadowDirection(faceIndex?: number): Vector3;
  8793. /**
  8794. * Gets the minZ used for shadow according to both the scene and the light.
  8795. * @param activeCamera The camera we are returning the min for
  8796. * @returns the depth min z
  8797. */
  8798. getDepthMinZ(activeCamera: Camera): number;
  8799. /**
  8800. * Gets the maxZ used for shadow according to both the scene and the light.
  8801. * @param activeCamera The camera we are returning the max for
  8802. * @returns the depth max z
  8803. */
  8804. getDepthMaxZ(activeCamera: Camera): number;
  8805. }
  8806. /**
  8807. * Base implementation IShadowLight
  8808. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8809. */
  8810. export abstract class ShadowLight extends Light implements IShadowLight {
  8811. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8812. protected _position: Vector3;
  8813. protected _setPosition(value: Vector3): void;
  8814. /**
  8815. * Sets the position the shadow will be casted from. Also use as the light position for both
  8816. * point and spot lights.
  8817. */
  8818. /**
  8819. * Sets the position the shadow will be casted from. Also use as the light position for both
  8820. * point and spot lights.
  8821. */
  8822. position: Vector3;
  8823. protected _direction: Vector3;
  8824. protected _setDirection(value: Vector3): void;
  8825. /**
  8826. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8827. * Also use as the light direction on spot and directional lights.
  8828. */
  8829. /**
  8830. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8831. * Also use as the light direction on spot and directional lights.
  8832. */
  8833. direction: Vector3;
  8834. private _shadowMinZ;
  8835. /**
  8836. * Gets the shadow projection clipping minimum z value.
  8837. */
  8838. /**
  8839. * Sets the shadow projection clipping minimum z value.
  8840. */
  8841. shadowMinZ: number;
  8842. private _shadowMaxZ;
  8843. /**
  8844. * Sets the shadow projection clipping maximum z value.
  8845. */
  8846. /**
  8847. * Gets the shadow projection clipping maximum z value.
  8848. */
  8849. shadowMaxZ: number;
  8850. /**
  8851. * Callback defining a custom Projection Matrix Builder.
  8852. * This can be used to override the default projection matrix computation.
  8853. */
  8854. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8855. /**
  8856. * The transformed position. Position of the light in world space taking parenting in account.
  8857. */
  8858. transformedPosition: Vector3;
  8859. /**
  8860. * The transformed direction. Direction of the light in world space taking parenting in account.
  8861. */
  8862. transformedDirection: Vector3;
  8863. private _needProjectionMatrixCompute;
  8864. /**
  8865. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8866. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8867. */
  8868. computeTransformedInformation(): boolean;
  8869. /**
  8870. * Return the depth scale used for the shadow map.
  8871. * @returns the depth scale.
  8872. */
  8873. getDepthScale(): number;
  8874. /**
  8875. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8878. */
  8879. getShadowDirection(faceIndex?: number): Vector3;
  8880. /**
  8881. * Returns the ShadowLight absolute position in the World.
  8882. * @returns the position vector in world space
  8883. */
  8884. getAbsolutePosition(): Vector3;
  8885. /**
  8886. * Sets the ShadowLight direction toward the passed target.
  8887. * @param target The point to target in local space
  8888. * @returns the updated ShadowLight direction
  8889. */
  8890. setDirectionToTarget(target: Vector3): Vector3;
  8891. /**
  8892. * Returns the light rotation in euler definition.
  8893. * @returns the x y z rotation in local space.
  8894. */
  8895. getRotation(): Vector3;
  8896. /**
  8897. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8898. * @returns true if a cube texture needs to be use
  8899. */
  8900. needCube(): boolean;
  8901. /**
  8902. * Detects if the projection matrix requires to be recomputed this frame.
  8903. * @returns true if it requires to be recomputed otherwise, false.
  8904. */
  8905. needProjectionMatrixCompute(): boolean;
  8906. /**
  8907. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8908. */
  8909. forceProjectionMatrixCompute(): void;
  8910. /** @hidden */
  8911. _initCache(): void;
  8912. /** @hidden */
  8913. _isSynchronized(): boolean;
  8914. /**
  8915. * Computes the world matrix of the node
  8916. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8917. * @returns the world matrix
  8918. */
  8919. computeWorldMatrix(force?: boolean): Matrix;
  8920. /**
  8921. * Gets the minZ used for shadow according to both the scene and the light.
  8922. * @param activeCamera The camera we are returning the min for
  8923. * @returns the depth min z
  8924. */
  8925. getDepthMinZ(activeCamera: Camera): number;
  8926. /**
  8927. * Gets the maxZ used for shadow according to both the scene and the light.
  8928. * @param activeCamera The camera we are returning the max for
  8929. * @returns the depth max z
  8930. */
  8931. getDepthMaxZ(activeCamera: Camera): number;
  8932. /**
  8933. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8934. * @param matrix The materix to updated with the projection information
  8935. * @param viewMatrix The transform matrix of the light
  8936. * @param renderList The list of mesh to render in the map
  8937. * @returns The current light
  8938. */
  8939. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8940. }
  8941. }
  8942. declare module "babylonjs/Materials/effectFallbacks" {
  8943. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  8944. import { Effect } from "babylonjs/Materials/effect";
  8945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8946. /**
  8947. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8948. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8949. */
  8950. export class EffectFallbacks implements IEffectFallbacks {
  8951. private _defines;
  8952. private _currentRank;
  8953. private _maxRank;
  8954. private _mesh;
  8955. /**
  8956. * Removes the fallback from the bound mesh.
  8957. */
  8958. unBindMesh(): void;
  8959. /**
  8960. * Adds a fallback on the specified property.
  8961. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8962. * @param define The name of the define in the shader
  8963. */
  8964. addFallback(rank: number, define: string): void;
  8965. /**
  8966. * Sets the mesh to use CPU skinning when needing to fallback.
  8967. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8968. * @param mesh The mesh to use the fallbacks.
  8969. */
  8970. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8971. /**
  8972. * Checks to see if more fallbacks are still availible.
  8973. */
  8974. readonly hasMoreFallbacks: boolean;
  8975. /**
  8976. * Removes the defines that should be removed when falling back.
  8977. * @param currentDefines defines the current define statements for the shader.
  8978. * @param effect defines the current effect we try to compile
  8979. * @returns The resulting defines with defines of the current rank removed.
  8980. */
  8981. reduce(currentDefines: string, effect: Effect): string;
  8982. }
  8983. }
  8984. declare module "babylonjs/Materials/materialHelper" {
  8985. import { Nullable } from "babylonjs/types";
  8986. import { Scene } from "babylonjs/scene";
  8987. import { Engine } from "babylonjs/Engines/engine";
  8988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8989. import { Light } from "babylonjs/Lights/light";
  8990. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8991. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  8992. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8994. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  8995. /**
  8996. * "Static Class" containing the most commonly used helper while dealing with material for
  8997. * rendering purpose.
  8998. *
  8999. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9000. *
  9001. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9002. */
  9003. export class MaterialHelper {
  9004. /**
  9005. * Bind the current view position to an effect.
  9006. * @param effect The effect to be bound
  9007. * @param scene The scene the eyes position is used from
  9008. */
  9009. static BindEyePosition(effect: Effect, scene: Scene): void;
  9010. /**
  9011. * Helps preparing the defines values about the UVs in used in the effect.
  9012. * UVs are shared as much as we can accross channels in the shaders.
  9013. * @param texture The texture we are preparing the UVs for
  9014. * @param defines The defines to update
  9015. * @param key The channel key "diffuse", "specular"... used in the shader
  9016. */
  9017. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9018. /**
  9019. * Binds a texture matrix value to its corrsponding uniform
  9020. * @param texture The texture to bind the matrix for
  9021. * @param uniformBuffer The uniform buffer receivin the data
  9022. * @param key The channel key "diffuse", "specular"... used in the shader
  9023. */
  9024. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9025. /**
  9026. * Gets the current status of the fog (should it be enabled?)
  9027. * @param mesh defines the mesh to evaluate for fog support
  9028. * @param scene defines the hosting scene
  9029. * @returns true if fog must be enabled
  9030. */
  9031. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9032. /**
  9033. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9034. * @param mesh defines the current mesh
  9035. * @param scene defines the current scene
  9036. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9037. * @param pointsCloud defines if point cloud rendering has to be turned on
  9038. * @param fogEnabled defines if fog has to be turned on
  9039. * @param alphaTest defines if alpha testing has to be turned on
  9040. * @param defines defines the current list of defines
  9041. */
  9042. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9043. /**
  9044. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9045. * @param scene defines the current scene
  9046. * @param engine defines the current engine
  9047. * @param defines specifies the list of active defines
  9048. * @param useInstances defines if instances have to be turned on
  9049. * @param useClipPlane defines if clip plane have to be turned on
  9050. */
  9051. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9052. /**
  9053. * Prepares the defines for bones
  9054. * @param mesh The mesh containing the geometry data we will draw
  9055. * @param defines The defines to update
  9056. */
  9057. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9058. /**
  9059. * Prepares the defines for morph targets
  9060. * @param mesh The mesh containing the geometry data we will draw
  9061. * @param defines The defines to update
  9062. */
  9063. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9064. /**
  9065. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9066. * @param mesh The mesh containing the geometry data we will draw
  9067. * @param defines The defines to update
  9068. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9069. * @param useBones Precise whether bones should be used or not (override mesh info)
  9070. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9071. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9072. * @returns false if defines are considered not dirty and have not been checked
  9073. */
  9074. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9075. /**
  9076. * Prepares the defines related to multiview
  9077. * @param scene The scene we are intending to draw
  9078. * @param defines The defines to update
  9079. */
  9080. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9081. /**
  9082. * Prepares the defines related to the light information passed in parameter
  9083. * @param scene The scene we are intending to draw
  9084. * @param mesh The mesh the effect is compiling for
  9085. * @param light The light the effect is compiling for
  9086. * @param lightIndex The index of the light
  9087. * @param defines The defines to update
  9088. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9089. * @param state Defines the current state regarding what is needed (normals, etc...)
  9090. */
  9091. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9092. needNormals: boolean;
  9093. needRebuild: boolean;
  9094. shadowEnabled: boolean;
  9095. specularEnabled: boolean;
  9096. lightmapMode: boolean;
  9097. }): void;
  9098. /**
  9099. * Prepares the defines related to the light information passed in parameter
  9100. * @param scene The scene we are intending to draw
  9101. * @param mesh The mesh the effect is compiling for
  9102. * @param defines The defines to update
  9103. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9104. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9105. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9106. * @returns true if normals will be required for the rest of the effect
  9107. */
  9108. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9109. /**
  9110. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9111. * @param lightIndex defines the light index
  9112. * @param uniformsList The uniform list
  9113. * @param samplersList The sampler list
  9114. * @param projectedLightTexture defines if projected texture must be used
  9115. * @param uniformBuffersList defines an optional list of uniform buffers
  9116. */
  9117. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9118. /**
  9119. * Prepares the uniforms and samplers list to be used in the effect
  9120. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9121. * @param samplersList The sampler list
  9122. * @param defines The defines helping in the list generation
  9123. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9124. */
  9125. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9126. /**
  9127. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9128. * @param defines The defines to update while falling back
  9129. * @param fallbacks The authorized effect fallbacks
  9130. * @param maxSimultaneousLights The maximum number of lights allowed
  9131. * @param rank the current rank of the Effect
  9132. * @returns The newly affected rank
  9133. */
  9134. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9135. private static _TmpMorphInfluencers;
  9136. /**
  9137. * Prepares the list of attributes required for morph targets according to the effect defines.
  9138. * @param attribs The current list of supported attribs
  9139. * @param mesh The mesh to prepare the morph targets attributes for
  9140. * @param influencers The number of influencers
  9141. */
  9142. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9143. /**
  9144. * Prepares the list of attributes required for morph targets according to the effect defines.
  9145. * @param attribs The current list of supported attribs
  9146. * @param mesh The mesh to prepare the morph targets attributes for
  9147. * @param defines The current Defines of the effect
  9148. */
  9149. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9150. /**
  9151. * Prepares the list of attributes required for bones according to the effect defines.
  9152. * @param attribs The current list of supported attribs
  9153. * @param mesh The mesh to prepare the bones attributes for
  9154. * @param defines The current Defines of the effect
  9155. * @param fallbacks The current efffect fallback strategy
  9156. */
  9157. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9158. /**
  9159. * Check and prepare the list of attributes required for instances according to the effect defines.
  9160. * @param attribs The current list of supported attribs
  9161. * @param defines The current MaterialDefines of the effect
  9162. */
  9163. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9164. /**
  9165. * Add the list of attributes required for instances to the attribs array.
  9166. * @param attribs The current list of supported attribs
  9167. */
  9168. static PushAttributesForInstances(attribs: string[]): void;
  9169. /**
  9170. * Binds the light information to the effect.
  9171. * @param light The light containing the generator
  9172. * @param effect The effect we are binding the data to
  9173. * @param lightIndex The light index in the effect used to render
  9174. */
  9175. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9176. /**
  9177. * Binds the lights information from the scene to the effect for the given mesh.
  9178. * @param light Light to bind
  9179. * @param lightIndex Light index
  9180. * @param scene The scene where the light belongs to
  9181. * @param effect The effect we are binding the data to
  9182. * @param useSpecular Defines if specular is supported
  9183. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9184. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9185. */
  9186. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9187. /**
  9188. * Binds the lights information from the scene to the effect for the given mesh.
  9189. * @param scene The scene the lights belongs to
  9190. * @param mesh The mesh we are binding the information to render
  9191. * @param effect The effect we are binding the data to
  9192. * @param defines The generated defines for the effect
  9193. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9194. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9195. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9196. */
  9197. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9198. private static _tempFogColor;
  9199. /**
  9200. * Binds the fog information from the scene to the effect for the given mesh.
  9201. * @param scene The scene the lights belongs to
  9202. * @param mesh The mesh we are binding the information to render
  9203. * @param effect The effect we are binding the data to
  9204. * @param linearSpace Defines if the fog effect is applied in linear space
  9205. */
  9206. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9207. /**
  9208. * Binds the bones information from the mesh to the effect.
  9209. * @param mesh The mesh we are binding the information to render
  9210. * @param effect The effect we are binding the data to
  9211. */
  9212. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9213. /**
  9214. * Binds the morph targets information from the mesh to the effect.
  9215. * @param abstractMesh The mesh we are binding the information to render
  9216. * @param effect The effect we are binding the data to
  9217. */
  9218. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9219. /**
  9220. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9221. * @param defines The generated defines used in the effect
  9222. * @param effect The effect we are binding the data to
  9223. * @param scene The scene we are willing to render with logarithmic scale for
  9224. */
  9225. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9226. /**
  9227. * Binds the clip plane information from the scene to the effect.
  9228. * @param scene The scene the clip plane information are extracted from
  9229. * @param effect The effect we are binding the data to
  9230. */
  9231. static BindClipPlane(effect: Effect, scene: Scene): void;
  9232. }
  9233. }
  9234. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9235. /** @hidden */
  9236. export var packingFunctions: {
  9237. name: string;
  9238. shader: string;
  9239. };
  9240. }
  9241. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9242. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9243. /** @hidden */
  9244. export var shadowMapPixelShader: {
  9245. name: string;
  9246. shader: string;
  9247. };
  9248. }
  9249. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9250. /** @hidden */
  9251. export var bonesDeclaration: {
  9252. name: string;
  9253. shader: string;
  9254. };
  9255. }
  9256. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9257. /** @hidden */
  9258. export var morphTargetsVertexGlobalDeclaration: {
  9259. name: string;
  9260. shader: string;
  9261. };
  9262. }
  9263. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9264. /** @hidden */
  9265. export var morphTargetsVertexDeclaration: {
  9266. name: string;
  9267. shader: string;
  9268. };
  9269. }
  9270. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9271. /** @hidden */
  9272. export var instancesDeclaration: {
  9273. name: string;
  9274. shader: string;
  9275. };
  9276. }
  9277. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9278. /** @hidden */
  9279. export var helperFunctions: {
  9280. name: string;
  9281. shader: string;
  9282. };
  9283. }
  9284. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9285. /** @hidden */
  9286. export var morphTargetsVertex: {
  9287. name: string;
  9288. shader: string;
  9289. };
  9290. }
  9291. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9292. /** @hidden */
  9293. export var instancesVertex: {
  9294. name: string;
  9295. shader: string;
  9296. };
  9297. }
  9298. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9299. /** @hidden */
  9300. export var bonesVertex: {
  9301. name: string;
  9302. shader: string;
  9303. };
  9304. }
  9305. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9306. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9309. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9310. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9312. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9313. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9314. /** @hidden */
  9315. export var shadowMapVertexShader: {
  9316. name: string;
  9317. shader: string;
  9318. };
  9319. }
  9320. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9321. /** @hidden */
  9322. export var depthBoxBlurPixelShader: {
  9323. name: string;
  9324. shader: string;
  9325. };
  9326. }
  9327. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9328. import { Nullable } from "babylonjs/types";
  9329. import { Scene } from "babylonjs/scene";
  9330. import { Matrix } from "babylonjs/Maths/math.vector";
  9331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9333. import { Mesh } from "babylonjs/Meshes/mesh";
  9334. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9335. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9336. import { Effect } from "babylonjs/Materials/effect";
  9337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9338. import "babylonjs/Shaders/shadowMap.fragment";
  9339. import "babylonjs/Shaders/shadowMap.vertex";
  9340. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9341. import { Observable } from "babylonjs/Misc/observable";
  9342. /**
  9343. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9344. */
  9345. export interface ICustomShaderOptions {
  9346. /**
  9347. * Gets or sets the custom shader name to use
  9348. */
  9349. shaderName: string;
  9350. /**
  9351. * The list of attribute names used in the shader
  9352. */
  9353. attributes?: string[];
  9354. /**
  9355. * The list of unifrom names used in the shader
  9356. */
  9357. uniforms?: string[];
  9358. /**
  9359. * The list of sampler names used in the shader
  9360. */
  9361. samplers?: string[];
  9362. /**
  9363. * The list of defines used in the shader
  9364. */
  9365. defines?: string[];
  9366. }
  9367. /**
  9368. * Interface to implement to create a shadow generator compatible with BJS.
  9369. */
  9370. export interface IShadowGenerator {
  9371. /**
  9372. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9373. * @returns The render target texture if present otherwise, null
  9374. */
  9375. getShadowMap(): Nullable<RenderTargetTexture>;
  9376. /**
  9377. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9378. * @returns The render target texture if the shadow map is present otherwise, null
  9379. */
  9380. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9381. /**
  9382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9383. * @param subMesh The submesh we want to render in the shadow map
  9384. * @param useInstances Defines wether will draw in the map using instances
  9385. * @returns true if ready otherwise, false
  9386. */
  9387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9388. /**
  9389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9390. * @param defines Defines of the material we want to update
  9391. * @param lightIndex Index of the light in the enabled light list of the material
  9392. */
  9393. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9394. /**
  9395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9396. * defined in the generator but impacting the effect).
  9397. * It implies the unifroms available on the materials are the standard BJS ones.
  9398. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9399. * @param effect The effect we are binfing the information for
  9400. */
  9401. bindShadowLight(lightIndex: string, effect: Effect): void;
  9402. /**
  9403. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9404. * (eq to shadow prjection matrix * light transform matrix)
  9405. * @returns The transform matrix used to create the shadow map
  9406. */
  9407. getTransformMatrix(): Matrix;
  9408. /**
  9409. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9410. * Cube and 2D textures for instance.
  9411. */
  9412. recreateShadowMap(): void;
  9413. /**
  9414. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9415. * @param onCompiled Callback triggered at the and of the effects compilation
  9416. * @param options Sets of optional options forcing the compilation with different modes
  9417. */
  9418. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9419. useInstances: boolean;
  9420. }>): void;
  9421. /**
  9422. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9423. * @param options Sets of optional options forcing the compilation with different modes
  9424. * @returns A promise that resolves when the compilation completes
  9425. */
  9426. forceCompilationAsync(options?: Partial<{
  9427. useInstances: boolean;
  9428. }>): Promise<void>;
  9429. /**
  9430. * Serializes the shadow generator setup to a json object.
  9431. * @returns The serialized JSON object
  9432. */
  9433. serialize(): any;
  9434. /**
  9435. * Disposes the Shadow map and related Textures and effects.
  9436. */
  9437. dispose(): void;
  9438. }
  9439. /**
  9440. * Default implementation IShadowGenerator.
  9441. * This is the main object responsible of generating shadows in the framework.
  9442. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9443. */
  9444. export class ShadowGenerator implements IShadowGenerator {
  9445. /**
  9446. * Shadow generator mode None: no filtering applied.
  9447. */
  9448. static readonly FILTER_NONE: number;
  9449. /**
  9450. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9451. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9452. */
  9453. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9454. /**
  9455. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9456. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9457. */
  9458. static readonly FILTER_POISSONSAMPLING: number;
  9459. /**
  9460. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9461. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9462. */
  9463. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9464. /**
  9465. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9466. * edge artifacts on steep falloff.
  9467. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9468. */
  9469. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9470. /**
  9471. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9472. * edge artifacts on steep falloff.
  9473. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9474. */
  9475. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9476. /**
  9477. * Shadow generator mode PCF: Percentage Closer Filtering
  9478. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9479. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9480. */
  9481. static readonly FILTER_PCF: number;
  9482. /**
  9483. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9484. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9485. * Contact Hardening
  9486. */
  9487. static readonly FILTER_PCSS: number;
  9488. /**
  9489. * Reserved for PCF and PCSS
  9490. * Highest Quality.
  9491. *
  9492. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9493. *
  9494. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9495. */
  9496. static readonly QUALITY_HIGH: number;
  9497. /**
  9498. * Reserved for PCF and PCSS
  9499. * Good tradeoff for quality/perf cross devices
  9500. *
  9501. * Execute PCF on a 3*3 kernel.
  9502. *
  9503. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9504. */
  9505. static readonly QUALITY_MEDIUM: number;
  9506. /**
  9507. * Reserved for PCF and PCSS
  9508. * The lowest quality but the fastest.
  9509. *
  9510. * Execute PCF on a 1*1 kernel.
  9511. *
  9512. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9513. */
  9514. static readonly QUALITY_LOW: number;
  9515. /** Gets or sets the custom shader name to use */
  9516. customShaderOptions: ICustomShaderOptions;
  9517. /**
  9518. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9519. */
  9520. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9521. /**
  9522. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9523. */
  9524. onAfterShadowMapRenderObservable: Observable<Effect>;
  9525. /**
  9526. * Observable triggered before a mesh is rendered in the shadow map.
  9527. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9528. */
  9529. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9530. /**
  9531. * Observable triggered after a mesh is rendered in the shadow map.
  9532. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9533. */
  9534. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9535. private _bias;
  9536. /**
  9537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9538. */
  9539. /**
  9540. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9541. */
  9542. bias: number;
  9543. private _normalBias;
  9544. /**
  9545. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9546. */
  9547. /**
  9548. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9549. */
  9550. normalBias: number;
  9551. private _blurBoxOffset;
  9552. /**
  9553. * Gets the blur box offset: offset applied during the blur pass.
  9554. * Only useful if useKernelBlur = false
  9555. */
  9556. /**
  9557. * Sets the blur box offset: offset applied during the blur pass.
  9558. * Only useful if useKernelBlur = false
  9559. */
  9560. blurBoxOffset: number;
  9561. private _blurScale;
  9562. /**
  9563. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9564. * 2 means half of the size.
  9565. */
  9566. /**
  9567. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9568. * 2 means half of the size.
  9569. */
  9570. blurScale: number;
  9571. private _blurKernel;
  9572. /**
  9573. * Gets the blur kernel: kernel size of the blur pass.
  9574. * Only useful if useKernelBlur = true
  9575. */
  9576. /**
  9577. * Sets the blur kernel: kernel size of the blur pass.
  9578. * Only useful if useKernelBlur = true
  9579. */
  9580. blurKernel: number;
  9581. private _useKernelBlur;
  9582. /**
  9583. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9584. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9585. */
  9586. /**
  9587. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9588. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9589. */
  9590. useKernelBlur: boolean;
  9591. private _depthScale;
  9592. /**
  9593. * Gets the depth scale used in ESM mode.
  9594. */
  9595. /**
  9596. * Sets the depth scale used in ESM mode.
  9597. * This can override the scale stored on the light.
  9598. */
  9599. depthScale: number;
  9600. private _filter;
  9601. /**
  9602. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9603. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9604. */
  9605. /**
  9606. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9607. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9608. */
  9609. filter: number;
  9610. /**
  9611. * Gets if the current filter is set to Poisson Sampling.
  9612. */
  9613. /**
  9614. * Sets the current filter to Poisson Sampling.
  9615. */
  9616. usePoissonSampling: boolean;
  9617. /**
  9618. * Gets if the current filter is set to ESM.
  9619. */
  9620. /**
  9621. * Sets the current filter is to ESM.
  9622. */
  9623. useExponentialShadowMap: boolean;
  9624. /**
  9625. * Gets if the current filter is set to filtered ESM.
  9626. */
  9627. /**
  9628. * Gets if the current filter is set to filtered ESM.
  9629. */
  9630. useBlurExponentialShadowMap: boolean;
  9631. /**
  9632. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9633. * exponential to prevent steep falloff artifacts).
  9634. */
  9635. /**
  9636. * Sets the current filter to "close ESM" (using the inverse of the
  9637. * exponential to prevent steep falloff artifacts).
  9638. */
  9639. useCloseExponentialShadowMap: boolean;
  9640. /**
  9641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9642. * exponential to prevent steep falloff artifacts).
  9643. */
  9644. /**
  9645. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9646. * exponential to prevent steep falloff artifacts).
  9647. */
  9648. useBlurCloseExponentialShadowMap: boolean;
  9649. /**
  9650. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9651. */
  9652. /**
  9653. * Sets the current filter to "PCF" (percentage closer filtering).
  9654. */
  9655. usePercentageCloserFiltering: boolean;
  9656. private _filteringQuality;
  9657. /**
  9658. * Gets the PCF or PCSS Quality.
  9659. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9660. */
  9661. /**
  9662. * Sets the PCF or PCSS Quality.
  9663. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9664. */
  9665. filteringQuality: number;
  9666. /**
  9667. * Gets if the current filter is set to "PCSS" (contact hardening).
  9668. */
  9669. /**
  9670. * Sets the current filter to "PCSS" (contact hardening).
  9671. */
  9672. useContactHardeningShadow: boolean;
  9673. private _contactHardeningLightSizeUVRatio;
  9674. /**
  9675. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9676. * Using a ratio helps keeping shape stability independently of the map size.
  9677. *
  9678. * It does not account for the light projection as it was having too much
  9679. * instability during the light setup or during light position changes.
  9680. *
  9681. * Only valid if useContactHardeningShadow is true.
  9682. */
  9683. /**
  9684. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9685. * Using a ratio helps keeping shape stability independently of the map size.
  9686. *
  9687. * It does not account for the light projection as it was having too much
  9688. * instability during the light setup or during light position changes.
  9689. *
  9690. * Only valid if useContactHardeningShadow is true.
  9691. */
  9692. contactHardeningLightSizeUVRatio: number;
  9693. private _darkness;
  9694. /** Gets or sets the actual darkness of a shadow */
  9695. darkness: number;
  9696. /**
  9697. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9698. * 0 means strongest and 1 would means no shadow.
  9699. * @returns the darkness.
  9700. */
  9701. getDarkness(): number;
  9702. /**
  9703. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9704. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9705. * @returns the shadow generator allowing fluent coding.
  9706. */
  9707. setDarkness(darkness: number): ShadowGenerator;
  9708. private _transparencyShadow;
  9709. /** Gets or sets the ability to have transparent shadow */
  9710. transparencyShadow: boolean;
  9711. /**
  9712. * Sets the ability to have transparent shadow (boolean).
  9713. * @param transparent True if transparent else False
  9714. * @returns the shadow generator allowing fluent coding
  9715. */
  9716. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9717. private _shadowMap;
  9718. private _shadowMap2;
  9719. /**
  9720. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9721. * @returns The render target texture if present otherwise, null
  9722. */
  9723. getShadowMap(): Nullable<RenderTargetTexture>;
  9724. /**
  9725. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9726. * @returns The render target texture if the shadow map is present otherwise, null
  9727. */
  9728. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9729. /**
  9730. * Gets the class name of that object
  9731. * @returns "ShadowGenerator"
  9732. */
  9733. getClassName(): string;
  9734. /**
  9735. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9736. * @param mesh Mesh to add
  9737. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9738. * @returns the Shadow Generator itself
  9739. */
  9740. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9741. /**
  9742. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9743. * @param mesh Mesh to remove
  9744. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9745. * @returns the Shadow Generator itself
  9746. */
  9747. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9748. /**
  9749. * Controls the extent to which the shadows fade out at the edge of the frustum
  9750. * Used only by directionals and spots
  9751. */
  9752. frustumEdgeFalloff: number;
  9753. private _light;
  9754. /**
  9755. * Returns the associated light object.
  9756. * @returns the light generating the shadow
  9757. */
  9758. getLight(): IShadowLight;
  9759. /**
  9760. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9761. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9762. * It might on the other hand introduce peter panning.
  9763. */
  9764. forceBackFacesOnly: boolean;
  9765. private _scene;
  9766. private _lightDirection;
  9767. private _effect;
  9768. private _viewMatrix;
  9769. private _projectionMatrix;
  9770. private _transformMatrix;
  9771. private _cachedPosition;
  9772. private _cachedDirection;
  9773. private _cachedDefines;
  9774. private _currentRenderID;
  9775. private _boxBlurPostprocess;
  9776. private _kernelBlurXPostprocess;
  9777. private _kernelBlurYPostprocess;
  9778. private _blurPostProcesses;
  9779. private _mapSize;
  9780. private _currentFaceIndex;
  9781. private _currentFaceIndexCache;
  9782. private _textureType;
  9783. private _defaultTextureMatrix;
  9784. private _storedUniqueId;
  9785. /** @hidden */
  9786. static _SceneComponentInitialization: (scene: Scene) => void;
  9787. /**
  9788. * Creates a ShadowGenerator object.
  9789. * A ShadowGenerator is the required tool to use the shadows.
  9790. * Each light casting shadows needs to use its own ShadowGenerator.
  9791. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9792. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9793. * @param light The light object generating the shadows.
  9794. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9795. */
  9796. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9797. private _initializeGenerator;
  9798. private _initializeShadowMap;
  9799. private _initializeBlurRTTAndPostProcesses;
  9800. private _renderForShadowMap;
  9801. private _renderSubMeshForShadowMap;
  9802. private _applyFilterValues;
  9803. /**
  9804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9805. * @param onCompiled Callback triggered at the and of the effects compilation
  9806. * @param options Sets of optional options forcing the compilation with different modes
  9807. */
  9808. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9809. useInstances: boolean;
  9810. }>): void;
  9811. /**
  9812. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9813. * @param options Sets of optional options forcing the compilation with different modes
  9814. * @returns A promise that resolves when the compilation completes
  9815. */
  9816. forceCompilationAsync(options?: Partial<{
  9817. useInstances: boolean;
  9818. }>): Promise<void>;
  9819. /**
  9820. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9821. * @param subMesh The submesh we want to render in the shadow map
  9822. * @param useInstances Defines wether will draw in the map using instances
  9823. * @returns true if ready otherwise, false
  9824. */
  9825. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9826. /**
  9827. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9828. * @param defines Defines of the material we want to update
  9829. * @param lightIndex Index of the light in the enabled light list of the material
  9830. */
  9831. prepareDefines(defines: any, lightIndex: number): void;
  9832. /**
  9833. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9834. * defined in the generator but impacting the effect).
  9835. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9836. * @param effect The effect we are binfing the information for
  9837. */
  9838. bindShadowLight(lightIndex: string, effect: Effect): void;
  9839. /**
  9840. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9841. * (eq to shadow prjection matrix * light transform matrix)
  9842. * @returns The transform matrix used to create the shadow map
  9843. */
  9844. getTransformMatrix(): Matrix;
  9845. /**
  9846. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9847. * Cube and 2D textures for instance.
  9848. */
  9849. recreateShadowMap(): void;
  9850. private _disposeBlurPostProcesses;
  9851. private _disposeRTTandPostProcesses;
  9852. /**
  9853. * Disposes the ShadowGenerator.
  9854. * Returns nothing.
  9855. */
  9856. dispose(): void;
  9857. /**
  9858. * Serializes the shadow generator setup to a json object.
  9859. * @returns The serialized JSON object
  9860. */
  9861. serialize(): any;
  9862. /**
  9863. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9864. * @param parsedShadowGenerator The JSON object to parse
  9865. * @param scene The scene to create the shadow map for
  9866. * @returns The parsed shadow generator
  9867. */
  9868. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9869. }
  9870. }
  9871. declare module "babylonjs/Lights/light" {
  9872. import { Nullable } from "babylonjs/types";
  9873. import { Scene } from "babylonjs/scene";
  9874. import { Vector3 } from "babylonjs/Maths/math.vector";
  9875. import { Color3 } from "babylonjs/Maths/math.color";
  9876. import { Node } from "babylonjs/node";
  9877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9878. import { Effect } from "babylonjs/Materials/effect";
  9879. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9880. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9881. /**
  9882. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9883. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9884. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9885. */
  9886. export abstract class Light extends Node {
  9887. /**
  9888. * Falloff Default: light is falling off following the material specification:
  9889. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9890. */
  9891. static readonly FALLOFF_DEFAULT: number;
  9892. /**
  9893. * Falloff Physical: light is falling off following the inverse squared distance law.
  9894. */
  9895. static readonly FALLOFF_PHYSICAL: number;
  9896. /**
  9897. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9898. * to enhance interoperability with other engines.
  9899. */
  9900. static readonly FALLOFF_GLTF: number;
  9901. /**
  9902. * Falloff Standard: light is falling off like in the standard material
  9903. * to enhance interoperability with other materials.
  9904. */
  9905. static readonly FALLOFF_STANDARD: number;
  9906. /**
  9907. * If every light affecting the material is in this lightmapMode,
  9908. * material.lightmapTexture adds or multiplies
  9909. * (depends on material.useLightmapAsShadowmap)
  9910. * after every other light calculations.
  9911. */
  9912. static readonly LIGHTMAP_DEFAULT: number;
  9913. /**
  9914. * material.lightmapTexture as only diffuse lighting from this light
  9915. * adds only specular lighting from this light
  9916. * adds dynamic shadows
  9917. */
  9918. static readonly LIGHTMAP_SPECULAR: number;
  9919. /**
  9920. * material.lightmapTexture as only lighting
  9921. * no light calculation from this light
  9922. * only adds dynamic shadows from this light
  9923. */
  9924. static readonly LIGHTMAP_SHADOWSONLY: number;
  9925. /**
  9926. * Each light type uses the default quantity according to its type:
  9927. * point/spot lights use luminous intensity
  9928. * directional lights use illuminance
  9929. */
  9930. static readonly INTENSITYMODE_AUTOMATIC: number;
  9931. /**
  9932. * lumen (lm)
  9933. */
  9934. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9935. /**
  9936. * candela (lm/sr)
  9937. */
  9938. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9939. /**
  9940. * lux (lm/m^2)
  9941. */
  9942. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9943. /**
  9944. * nit (cd/m^2)
  9945. */
  9946. static readonly INTENSITYMODE_LUMINANCE: number;
  9947. /**
  9948. * Light type const id of the point light.
  9949. */
  9950. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9951. /**
  9952. * Light type const id of the directional light.
  9953. */
  9954. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9955. /**
  9956. * Light type const id of the spot light.
  9957. */
  9958. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9959. /**
  9960. * Light type const id of the hemispheric light.
  9961. */
  9962. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9963. /**
  9964. * Diffuse gives the basic color to an object.
  9965. */
  9966. diffuse: Color3;
  9967. /**
  9968. * Specular produces a highlight color on an object.
  9969. * Note: This is note affecting PBR materials.
  9970. */
  9971. specular: Color3;
  9972. /**
  9973. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9974. * falling off base on range or angle.
  9975. * This can be set to any values in Light.FALLOFF_x.
  9976. *
  9977. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9978. * other types of materials.
  9979. */
  9980. falloffType: number;
  9981. /**
  9982. * Strength of the light.
  9983. * Note: By default it is define in the framework own unit.
  9984. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9985. */
  9986. intensity: number;
  9987. private _range;
  9988. protected _inverseSquaredRange: number;
  9989. /**
  9990. * Defines how far from the source the light is impacting in scene units.
  9991. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9992. */
  9993. /**
  9994. * Defines how far from the source the light is impacting in scene units.
  9995. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9996. */
  9997. range: number;
  9998. /**
  9999. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10000. * of light.
  10001. */
  10002. private _photometricScale;
  10003. private _intensityMode;
  10004. /**
  10005. * Gets the photometric scale used to interpret the intensity.
  10006. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10007. */
  10008. /**
  10009. * Sets the photometric scale used to interpret the intensity.
  10010. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10011. */
  10012. intensityMode: number;
  10013. private _radius;
  10014. /**
  10015. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10016. */
  10017. /**
  10018. * sets the light radius used by PBR Materials to simulate soft area lights.
  10019. */
  10020. radius: number;
  10021. private _renderPriority;
  10022. /**
  10023. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10024. * exceeding the number allowed of the materials.
  10025. */
  10026. renderPriority: number;
  10027. private _shadowEnabled;
  10028. /**
  10029. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10030. * the current shadow generator.
  10031. */
  10032. /**
  10033. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10034. * the current shadow generator.
  10035. */
  10036. shadowEnabled: boolean;
  10037. private _includedOnlyMeshes;
  10038. /**
  10039. * Gets the only meshes impacted by this light.
  10040. */
  10041. /**
  10042. * Sets the only meshes impacted by this light.
  10043. */
  10044. includedOnlyMeshes: AbstractMesh[];
  10045. private _excludedMeshes;
  10046. /**
  10047. * Gets the meshes not impacted by this light.
  10048. */
  10049. /**
  10050. * Sets the meshes not impacted by this light.
  10051. */
  10052. excludedMeshes: AbstractMesh[];
  10053. private _excludeWithLayerMask;
  10054. /**
  10055. * Gets the layer id use to find what meshes are not impacted by the light.
  10056. * Inactive if 0
  10057. */
  10058. /**
  10059. * Sets the layer id use to find what meshes are not impacted by the light.
  10060. * Inactive if 0
  10061. */
  10062. excludeWithLayerMask: number;
  10063. private _includeOnlyWithLayerMask;
  10064. /**
  10065. * Gets the layer id use to find what meshes are impacted by the light.
  10066. * Inactive if 0
  10067. */
  10068. /**
  10069. * Sets the layer id use to find what meshes are impacted by the light.
  10070. * Inactive if 0
  10071. */
  10072. includeOnlyWithLayerMask: number;
  10073. private _lightmapMode;
  10074. /**
  10075. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10076. */
  10077. /**
  10078. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10079. */
  10080. lightmapMode: number;
  10081. /**
  10082. * Shadow generator associted to the light.
  10083. * @hidden Internal use only.
  10084. */
  10085. _shadowGenerator: Nullable<IShadowGenerator>;
  10086. /**
  10087. * @hidden Internal use only.
  10088. */
  10089. _excludedMeshesIds: string[];
  10090. /**
  10091. * @hidden Internal use only.
  10092. */
  10093. _includedOnlyMeshesIds: string[];
  10094. /**
  10095. * The current light unifom buffer.
  10096. * @hidden Internal use only.
  10097. */
  10098. _uniformBuffer: UniformBuffer;
  10099. /** @hidden */
  10100. _renderId: number;
  10101. /**
  10102. * Creates a Light object in the scene.
  10103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10104. * @param name The firendly name of the light
  10105. * @param scene The scene the light belongs too
  10106. */
  10107. constructor(name: string, scene: Scene);
  10108. protected abstract _buildUniformLayout(): void;
  10109. /**
  10110. * Sets the passed Effect "effect" with the Light information.
  10111. * @param effect The effect to update
  10112. * @param lightIndex The index of the light in the effect to update
  10113. * @returns The light
  10114. */
  10115. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10116. /**
  10117. * Sets the passed Effect "effect" with the Light information.
  10118. * @param effect The effect to update
  10119. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10120. * @returns The light
  10121. */
  10122. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10123. /**
  10124. * Returns the string "Light".
  10125. * @returns the class name
  10126. */
  10127. getClassName(): string;
  10128. /** @hidden */
  10129. readonly _isLight: boolean;
  10130. /**
  10131. * Converts the light information to a readable string for debug purpose.
  10132. * @param fullDetails Supports for multiple levels of logging within scene loading
  10133. * @returns the human readable light info
  10134. */
  10135. toString(fullDetails?: boolean): string;
  10136. /** @hidden */
  10137. protected _syncParentEnabledState(): void;
  10138. /**
  10139. * Set the enabled state of this node.
  10140. * @param value - the new enabled state
  10141. */
  10142. setEnabled(value: boolean): void;
  10143. /**
  10144. * Returns the Light associated shadow generator if any.
  10145. * @return the associated shadow generator.
  10146. */
  10147. getShadowGenerator(): Nullable<IShadowGenerator>;
  10148. /**
  10149. * Returns a Vector3, the absolute light position in the World.
  10150. * @returns the world space position of the light
  10151. */
  10152. getAbsolutePosition(): Vector3;
  10153. /**
  10154. * Specifies if the light will affect the passed mesh.
  10155. * @param mesh The mesh to test against the light
  10156. * @return true the mesh is affected otherwise, false.
  10157. */
  10158. canAffectMesh(mesh: AbstractMesh): boolean;
  10159. /**
  10160. * Sort function to order lights for rendering.
  10161. * @param a First Light object to compare to second.
  10162. * @param b Second Light object to compare first.
  10163. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10164. */
  10165. static CompareLightsPriority(a: Light, b: Light): number;
  10166. /**
  10167. * Releases resources associated with this node.
  10168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10170. */
  10171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10172. /**
  10173. * Returns the light type ID (integer).
  10174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10175. */
  10176. getTypeID(): number;
  10177. /**
  10178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10179. * @returns the scaled intensity in intensity mode unit
  10180. */
  10181. getScaledIntensity(): number;
  10182. /**
  10183. * Returns a new Light object, named "name", from the current one.
  10184. * @param name The name of the cloned light
  10185. * @returns the new created light
  10186. */
  10187. clone(name: string): Nullable<Light>;
  10188. /**
  10189. * Serializes the current light into a Serialization object.
  10190. * @returns the serialized object.
  10191. */
  10192. serialize(): any;
  10193. /**
  10194. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10195. * This new light is named "name" and added to the passed scene.
  10196. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10197. * @param name The friendly name of the light
  10198. * @param scene The scene the new light will belong to
  10199. * @returns the constructor function
  10200. */
  10201. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10202. /**
  10203. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10204. * @param parsedLight The JSON representation of the light
  10205. * @param scene The scene to create the parsed light in
  10206. * @returns the created light after parsing
  10207. */
  10208. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10209. private _hookArrayForExcluded;
  10210. private _hookArrayForIncludedOnly;
  10211. private _resyncMeshes;
  10212. /**
  10213. * Forces the meshes to update their light related information in their rendering used effects
  10214. * @hidden Internal Use Only
  10215. */
  10216. _markMeshesAsLightDirty(): void;
  10217. /**
  10218. * Recomputes the cached photometric scale if needed.
  10219. */
  10220. private _computePhotometricScale;
  10221. /**
  10222. * Returns the Photometric Scale according to the light type and intensity mode.
  10223. */
  10224. private _getPhotometricScale;
  10225. /**
  10226. * Reorder the light in the scene according to their defined priority.
  10227. * @hidden Internal Use Only
  10228. */
  10229. _reorderLightsInScene(): void;
  10230. /**
  10231. * Prepares the list of defines specific to the light type.
  10232. * @param defines the list of defines
  10233. * @param lightIndex defines the index of the light for the effect
  10234. */
  10235. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10236. }
  10237. }
  10238. declare module "babylonjs/Actions/action" {
  10239. import { Observable } from "babylonjs/Misc/observable";
  10240. import { Condition } from "babylonjs/Actions/condition";
  10241. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10242. import { ActionManager } from "babylonjs/Actions/actionManager";
  10243. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10244. /**
  10245. * Interface used to define Action
  10246. */
  10247. export interface IAction {
  10248. /**
  10249. * Trigger for the action
  10250. */
  10251. trigger: number;
  10252. /** Options of the trigger */
  10253. triggerOptions: any;
  10254. /**
  10255. * Gets the trigger parameters
  10256. * @returns the trigger parameters
  10257. */
  10258. getTriggerParameter(): any;
  10259. /**
  10260. * Internal only - executes current action event
  10261. * @hidden
  10262. */
  10263. _executeCurrent(evt?: ActionEvent): void;
  10264. /**
  10265. * Serialize placeholder for child classes
  10266. * @param parent of child
  10267. * @returns the serialized object
  10268. */
  10269. serialize(parent: any): any;
  10270. /**
  10271. * Internal only
  10272. * @hidden
  10273. */
  10274. _prepare(): void;
  10275. /**
  10276. * Internal only - manager for action
  10277. * @hidden
  10278. */
  10279. _actionManager: AbstractActionManager;
  10280. /**
  10281. * Adds action to chain of actions, may be a DoNothingAction
  10282. * @param action defines the next action to execute
  10283. * @returns The action passed in
  10284. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10285. */
  10286. then(action: IAction): IAction;
  10287. }
  10288. /**
  10289. * The action to be carried out following a trigger
  10290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10291. */
  10292. export class Action implements IAction {
  10293. /** the trigger, with or without parameters, for the action */
  10294. triggerOptions: any;
  10295. /**
  10296. * Trigger for the action
  10297. */
  10298. trigger: number;
  10299. /**
  10300. * Internal only - manager for action
  10301. * @hidden
  10302. */
  10303. _actionManager: ActionManager;
  10304. private _nextActiveAction;
  10305. private _child;
  10306. private _condition?;
  10307. private _triggerParameter;
  10308. /**
  10309. * An event triggered prior to action being executed.
  10310. */
  10311. onBeforeExecuteObservable: Observable<Action>;
  10312. /**
  10313. * Creates a new Action
  10314. * @param triggerOptions the trigger, with or without parameters, for the action
  10315. * @param condition an optional determinant of action
  10316. */
  10317. constructor(
  10318. /** the trigger, with or without parameters, for the action */
  10319. triggerOptions: any, condition?: Condition);
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. _prepare(): void;
  10325. /**
  10326. * Gets the trigger parameters
  10327. * @returns the trigger parameters
  10328. */
  10329. getTriggerParameter(): any;
  10330. /**
  10331. * Internal only - executes current action event
  10332. * @hidden
  10333. */
  10334. _executeCurrent(evt?: ActionEvent): void;
  10335. /**
  10336. * Execute placeholder for child classes
  10337. * @param evt optional action event
  10338. */
  10339. execute(evt?: ActionEvent): void;
  10340. /**
  10341. * Skips to next active action
  10342. */
  10343. skipToNextActiveAction(): void;
  10344. /**
  10345. * Adds action to chain of actions, may be a DoNothingAction
  10346. * @param action defines the next action to execute
  10347. * @returns The action passed in
  10348. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10349. */
  10350. then(action: Action): Action;
  10351. /**
  10352. * Internal only
  10353. * @hidden
  10354. */
  10355. _getProperty(propertyPath: string): string;
  10356. /**
  10357. * Internal only
  10358. * @hidden
  10359. */
  10360. _getEffectiveTarget(target: any, propertyPath: string): any;
  10361. /**
  10362. * Serialize placeholder for child classes
  10363. * @param parent of child
  10364. * @returns the serialized object
  10365. */
  10366. serialize(parent: any): any;
  10367. /**
  10368. * Internal only called by serialize
  10369. * @hidden
  10370. */
  10371. protected _serialize(serializedAction: any, parent?: any): any;
  10372. /**
  10373. * Internal only
  10374. * @hidden
  10375. */
  10376. static _SerializeValueAsString: (value: any) => string;
  10377. /**
  10378. * Internal only
  10379. * @hidden
  10380. */
  10381. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10382. name: string;
  10383. targetType: string;
  10384. value: string;
  10385. };
  10386. }
  10387. }
  10388. declare module "babylonjs/Actions/condition" {
  10389. import { ActionManager } from "babylonjs/Actions/actionManager";
  10390. /**
  10391. * A Condition applied to an Action
  10392. */
  10393. export class Condition {
  10394. /**
  10395. * Internal only - manager for action
  10396. * @hidden
  10397. */
  10398. _actionManager: ActionManager;
  10399. /**
  10400. * Internal only
  10401. * @hidden
  10402. */
  10403. _evaluationId: number;
  10404. /**
  10405. * Internal only
  10406. * @hidden
  10407. */
  10408. _currentResult: boolean;
  10409. /**
  10410. * Creates a new Condition
  10411. * @param actionManager the manager of the action the condition is applied to
  10412. */
  10413. constructor(actionManager: ActionManager);
  10414. /**
  10415. * Check if the current condition is valid
  10416. * @returns a boolean
  10417. */
  10418. isValid(): boolean;
  10419. /**
  10420. * Internal only
  10421. * @hidden
  10422. */
  10423. _getProperty(propertyPath: string): string;
  10424. /**
  10425. * Internal only
  10426. * @hidden
  10427. */
  10428. _getEffectiveTarget(target: any, propertyPath: string): any;
  10429. /**
  10430. * Serialize placeholder for child classes
  10431. * @returns the serialized object
  10432. */
  10433. serialize(): any;
  10434. /**
  10435. * Internal only
  10436. * @hidden
  10437. */
  10438. protected _serialize(serializedCondition: any): any;
  10439. }
  10440. /**
  10441. * Defines specific conditional operators as extensions of Condition
  10442. */
  10443. export class ValueCondition extends Condition {
  10444. /** path to specify the property of the target the conditional operator uses */
  10445. propertyPath: string;
  10446. /** the value compared by the conditional operator against the current value of the property */
  10447. value: any;
  10448. /** the conditional operator, default ValueCondition.IsEqual */
  10449. operator: number;
  10450. /**
  10451. * Internal only
  10452. * @hidden
  10453. */
  10454. private static _IsEqual;
  10455. /**
  10456. * Internal only
  10457. * @hidden
  10458. */
  10459. private static _IsDifferent;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private static _IsGreater;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. private static _IsLesser;
  10470. /**
  10471. * returns the number for IsEqual
  10472. */
  10473. static readonly IsEqual: number;
  10474. /**
  10475. * Returns the number for IsDifferent
  10476. */
  10477. static readonly IsDifferent: number;
  10478. /**
  10479. * Returns the number for IsGreater
  10480. */
  10481. static readonly IsGreater: number;
  10482. /**
  10483. * Returns the number for IsLesser
  10484. */
  10485. static readonly IsLesser: number;
  10486. /**
  10487. * Internal only The action manager for the condition
  10488. * @hidden
  10489. */
  10490. _actionManager: ActionManager;
  10491. /**
  10492. * Internal only
  10493. * @hidden
  10494. */
  10495. private _target;
  10496. /**
  10497. * Internal only
  10498. * @hidden
  10499. */
  10500. private _effectiveTarget;
  10501. /**
  10502. * Internal only
  10503. * @hidden
  10504. */
  10505. private _property;
  10506. /**
  10507. * Creates a new ValueCondition
  10508. * @param actionManager manager for the action the condition applies to
  10509. * @param target for the action
  10510. * @param propertyPath path to specify the property of the target the conditional operator uses
  10511. * @param value the value compared by the conditional operator against the current value of the property
  10512. * @param operator the conditional operator, default ValueCondition.IsEqual
  10513. */
  10514. constructor(actionManager: ActionManager, target: any,
  10515. /** path to specify the property of the target the conditional operator uses */
  10516. propertyPath: string,
  10517. /** the value compared by the conditional operator against the current value of the property */
  10518. value: any,
  10519. /** the conditional operator, default ValueCondition.IsEqual */
  10520. operator?: number);
  10521. /**
  10522. * Compares the given value with the property value for the specified conditional operator
  10523. * @returns the result of the comparison
  10524. */
  10525. isValid(): boolean;
  10526. /**
  10527. * Serialize the ValueCondition into a JSON compatible object
  10528. * @returns serialization object
  10529. */
  10530. serialize(): any;
  10531. /**
  10532. * Gets the name of the conditional operator for the ValueCondition
  10533. * @param operator the conditional operator
  10534. * @returns the name
  10535. */
  10536. static GetOperatorName(operator: number): string;
  10537. }
  10538. /**
  10539. * Defines a predicate condition as an extension of Condition
  10540. */
  10541. export class PredicateCondition extends Condition {
  10542. /** defines the predicate function used to validate the condition */
  10543. predicate: () => boolean;
  10544. /**
  10545. * Internal only - manager for action
  10546. * @hidden
  10547. */
  10548. _actionManager: ActionManager;
  10549. /**
  10550. * Creates a new PredicateCondition
  10551. * @param actionManager manager for the action the condition applies to
  10552. * @param predicate defines the predicate function used to validate the condition
  10553. */
  10554. constructor(actionManager: ActionManager,
  10555. /** defines the predicate function used to validate the condition */
  10556. predicate: () => boolean);
  10557. /**
  10558. * @returns the validity of the predicate condition
  10559. */
  10560. isValid(): boolean;
  10561. }
  10562. /**
  10563. * Defines a state condition as an extension of Condition
  10564. */
  10565. export class StateCondition extends Condition {
  10566. /** Value to compare with target state */
  10567. value: string;
  10568. /**
  10569. * Internal only - manager for action
  10570. * @hidden
  10571. */
  10572. _actionManager: ActionManager;
  10573. /**
  10574. * Internal only
  10575. * @hidden
  10576. */
  10577. private _target;
  10578. /**
  10579. * Creates a new StateCondition
  10580. * @param actionManager manager for the action the condition applies to
  10581. * @param target of the condition
  10582. * @param value to compare with target state
  10583. */
  10584. constructor(actionManager: ActionManager, target: any,
  10585. /** Value to compare with target state */
  10586. value: string);
  10587. /**
  10588. * Gets a boolean indicating if the current condition is met
  10589. * @returns the validity of the state
  10590. */
  10591. isValid(): boolean;
  10592. /**
  10593. * Serialize the StateCondition into a JSON compatible object
  10594. * @returns serialization object
  10595. */
  10596. serialize(): any;
  10597. }
  10598. }
  10599. declare module "babylonjs/Actions/directActions" {
  10600. import { Action } from "babylonjs/Actions/action";
  10601. import { Condition } from "babylonjs/Actions/condition";
  10602. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10603. /**
  10604. * This defines an action responsible to toggle a boolean once triggered.
  10605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10606. */
  10607. export class SwitchBooleanAction extends Action {
  10608. /**
  10609. * The path to the boolean property in the target object
  10610. */
  10611. propertyPath: string;
  10612. private _target;
  10613. private _effectiveTarget;
  10614. private _property;
  10615. /**
  10616. * Instantiate the action
  10617. * @param triggerOptions defines the trigger options
  10618. * @param target defines the object containing the boolean
  10619. * @param propertyPath defines the path to the boolean property in the target object
  10620. * @param condition defines the trigger related conditions
  10621. */
  10622. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10623. /** @hidden */
  10624. _prepare(): void;
  10625. /**
  10626. * Execute the action toggle the boolean value.
  10627. */
  10628. execute(): void;
  10629. /**
  10630. * Serializes the actions and its related information.
  10631. * @param parent defines the object to serialize in
  10632. * @returns the serialized object
  10633. */
  10634. serialize(parent: any): any;
  10635. }
  10636. /**
  10637. * This defines an action responsible to set a the state field of the target
  10638. * to a desired value once triggered.
  10639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10640. */
  10641. export class SetStateAction extends Action {
  10642. /**
  10643. * The value to store in the state field.
  10644. */
  10645. value: string;
  10646. private _target;
  10647. /**
  10648. * Instantiate the action
  10649. * @param triggerOptions defines the trigger options
  10650. * @param target defines the object containing the state property
  10651. * @param value defines the value to store in the state field
  10652. * @param condition defines the trigger related conditions
  10653. */
  10654. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10655. /**
  10656. * Execute the action and store the value on the target state property.
  10657. */
  10658. execute(): void;
  10659. /**
  10660. * Serializes the actions and its related information.
  10661. * @param parent defines the object to serialize in
  10662. * @returns the serialized object
  10663. */
  10664. serialize(parent: any): any;
  10665. }
  10666. /**
  10667. * This defines an action responsible to set a property of the target
  10668. * to a desired value once triggered.
  10669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10670. */
  10671. export class SetValueAction extends Action {
  10672. /**
  10673. * The path of the property to set in the target.
  10674. */
  10675. propertyPath: string;
  10676. /**
  10677. * The value to set in the property
  10678. */
  10679. value: any;
  10680. private _target;
  10681. private _effectiveTarget;
  10682. private _property;
  10683. /**
  10684. * Instantiate the action
  10685. * @param triggerOptions defines the trigger options
  10686. * @param target defines the object containing the property
  10687. * @param propertyPath defines the path of the property to set in the target
  10688. * @param value defines the value to set in the property
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10692. /** @hidden */
  10693. _prepare(): void;
  10694. /**
  10695. * Execute the action and set the targetted property to the desired value.
  10696. */
  10697. execute(): void;
  10698. /**
  10699. * Serializes the actions and its related information.
  10700. * @param parent defines the object to serialize in
  10701. * @returns the serialized object
  10702. */
  10703. serialize(parent: any): any;
  10704. }
  10705. /**
  10706. * This defines an action responsible to increment the target value
  10707. * to a desired value once triggered.
  10708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10709. */
  10710. export class IncrementValueAction extends Action {
  10711. /**
  10712. * The path of the property to increment in the target.
  10713. */
  10714. propertyPath: string;
  10715. /**
  10716. * The value we should increment the property by.
  10717. */
  10718. value: any;
  10719. private _target;
  10720. private _effectiveTarget;
  10721. private _property;
  10722. /**
  10723. * Instantiate the action
  10724. * @param triggerOptions defines the trigger options
  10725. * @param target defines the object containing the property
  10726. * @param propertyPath defines the path of the property to increment in the target
  10727. * @param value defines the value value we should increment the property by
  10728. * @param condition defines the trigger related conditions
  10729. */
  10730. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10731. /** @hidden */
  10732. _prepare(): void;
  10733. /**
  10734. * Execute the action and increment the target of the value amount.
  10735. */
  10736. execute(): void;
  10737. /**
  10738. * Serializes the actions and its related information.
  10739. * @param parent defines the object to serialize in
  10740. * @returns the serialized object
  10741. */
  10742. serialize(parent: any): any;
  10743. }
  10744. /**
  10745. * This defines an action responsible to start an animation once triggered.
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10747. */
  10748. export class PlayAnimationAction extends Action {
  10749. /**
  10750. * Where the animation should start (animation frame)
  10751. */
  10752. from: number;
  10753. /**
  10754. * Where the animation should stop (animation frame)
  10755. */
  10756. to: number;
  10757. /**
  10758. * Define if the animation should loop or stop after the first play.
  10759. */
  10760. loop?: boolean;
  10761. private _target;
  10762. /**
  10763. * Instantiate the action
  10764. * @param triggerOptions defines the trigger options
  10765. * @param target defines the target animation or animation name
  10766. * @param from defines from where the animation should start (animation frame)
  10767. * @param end defines where the animation should stop (animation frame)
  10768. * @param loop defines if the animation should loop or stop after the first play
  10769. * @param condition defines the trigger related conditions
  10770. */
  10771. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10772. /** @hidden */
  10773. _prepare(): void;
  10774. /**
  10775. * Execute the action and play the animation.
  10776. */
  10777. execute(): void;
  10778. /**
  10779. * Serializes the actions and its related information.
  10780. * @param parent defines the object to serialize in
  10781. * @returns the serialized object
  10782. */
  10783. serialize(parent: any): any;
  10784. }
  10785. /**
  10786. * This defines an action responsible to stop an animation once triggered.
  10787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10788. */
  10789. export class StopAnimationAction extends Action {
  10790. private _target;
  10791. /**
  10792. * Instantiate the action
  10793. * @param triggerOptions defines the trigger options
  10794. * @param target defines the target animation or animation name
  10795. * @param condition defines the trigger related conditions
  10796. */
  10797. constructor(triggerOptions: any, target: any, condition?: Condition);
  10798. /** @hidden */
  10799. _prepare(): void;
  10800. /**
  10801. * Execute the action and stop the animation.
  10802. */
  10803. execute(): void;
  10804. /**
  10805. * Serializes the actions and its related information.
  10806. * @param parent defines the object to serialize in
  10807. * @returns the serialized object
  10808. */
  10809. serialize(parent: any): any;
  10810. }
  10811. /**
  10812. * This defines an action responsible that does nothing once triggered.
  10813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10814. */
  10815. export class DoNothingAction extends Action {
  10816. /**
  10817. * Instantiate the action
  10818. * @param triggerOptions defines the trigger options
  10819. * @param condition defines the trigger related conditions
  10820. */
  10821. constructor(triggerOptions?: any, condition?: Condition);
  10822. /**
  10823. * Execute the action and do nothing.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to trigger several actions once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class CombineAction extends Action {
  10838. /**
  10839. * The list of aggregated animations to run.
  10840. */
  10841. children: Action[];
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param children defines the list of aggregated animations to run
  10846. * @param condition defines the trigger related conditions
  10847. */
  10848. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10849. /** @hidden */
  10850. _prepare(): void;
  10851. /**
  10852. * Execute the action and executes all the aggregated actions.
  10853. */
  10854. execute(evt: ActionEvent): void;
  10855. /**
  10856. * Serializes the actions and its related information.
  10857. * @param parent defines the object to serialize in
  10858. * @returns the serialized object
  10859. */
  10860. serialize(parent: any): any;
  10861. }
  10862. /**
  10863. * This defines an action responsible to run code (external event) once triggered.
  10864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10865. */
  10866. export class ExecuteCodeAction extends Action {
  10867. /**
  10868. * The callback function to run.
  10869. */
  10870. func: (evt: ActionEvent) => void;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param func defines the callback function to run
  10875. * @param condition defines the trigger related conditions
  10876. */
  10877. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10878. /**
  10879. * Execute the action and run the attached code.
  10880. */
  10881. execute(evt: ActionEvent): void;
  10882. }
  10883. /**
  10884. * This defines an action responsible to set the parent property of the target once triggered.
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10886. */
  10887. export class SetParentAction extends Action {
  10888. private _parent;
  10889. private _target;
  10890. /**
  10891. * Instantiate the action
  10892. * @param triggerOptions defines the trigger options
  10893. * @param target defines the target containing the parent property
  10894. * @param parent defines from where the animation should start (animation frame)
  10895. * @param condition defines the trigger related conditions
  10896. */
  10897. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10898. /** @hidden */
  10899. _prepare(): void;
  10900. /**
  10901. * Execute the action and set the parent property.
  10902. */
  10903. execute(): void;
  10904. /**
  10905. * Serializes the actions and its related information.
  10906. * @param parent defines the object to serialize in
  10907. * @returns the serialized object
  10908. */
  10909. serialize(parent: any): any;
  10910. }
  10911. }
  10912. declare module "babylonjs/Actions/actionManager" {
  10913. import { Nullable } from "babylonjs/types";
  10914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10915. import { Scene } from "babylonjs/scene";
  10916. import { IAction } from "babylonjs/Actions/action";
  10917. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10918. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10919. /**
  10920. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10921. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class ActionManager extends AbstractActionManager {
  10925. /**
  10926. * Nothing
  10927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10928. */
  10929. static readonly NothingTrigger: number;
  10930. /**
  10931. * On pick
  10932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10933. */
  10934. static readonly OnPickTrigger: number;
  10935. /**
  10936. * On left pick
  10937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10938. */
  10939. static readonly OnLeftPickTrigger: number;
  10940. /**
  10941. * On right pick
  10942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10943. */
  10944. static readonly OnRightPickTrigger: number;
  10945. /**
  10946. * On center pick
  10947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10948. */
  10949. static readonly OnCenterPickTrigger: number;
  10950. /**
  10951. * On pick down
  10952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10953. */
  10954. static readonly OnPickDownTrigger: number;
  10955. /**
  10956. * On double pick
  10957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10958. */
  10959. static readonly OnDoublePickTrigger: number;
  10960. /**
  10961. * On pick up
  10962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10963. */
  10964. static readonly OnPickUpTrigger: number;
  10965. /**
  10966. * On pick out.
  10967. * This trigger will only be raised if you also declared a OnPickDown
  10968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10969. */
  10970. static readonly OnPickOutTrigger: number;
  10971. /**
  10972. * On long press
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10974. */
  10975. static readonly OnLongPressTrigger: number;
  10976. /**
  10977. * On pointer over
  10978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10979. */
  10980. static readonly OnPointerOverTrigger: number;
  10981. /**
  10982. * On pointer out
  10983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10984. */
  10985. static readonly OnPointerOutTrigger: number;
  10986. /**
  10987. * On every frame
  10988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10989. */
  10990. static readonly OnEveryFrameTrigger: number;
  10991. /**
  10992. * On intersection enter
  10993. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10994. */
  10995. static readonly OnIntersectionEnterTrigger: number;
  10996. /**
  10997. * On intersection exit
  10998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10999. */
  11000. static readonly OnIntersectionExitTrigger: number;
  11001. /**
  11002. * On key down
  11003. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11004. */
  11005. static readonly OnKeyDownTrigger: number;
  11006. /**
  11007. * On key up
  11008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11009. */
  11010. static readonly OnKeyUpTrigger: number;
  11011. private _scene;
  11012. /**
  11013. * Creates a new action manager
  11014. * @param scene defines the hosting scene
  11015. */
  11016. constructor(scene: Scene);
  11017. /**
  11018. * Releases all associated resources
  11019. */
  11020. dispose(): void;
  11021. /**
  11022. * Gets hosting scene
  11023. * @returns the hosting scene
  11024. */
  11025. getScene(): Scene;
  11026. /**
  11027. * Does this action manager handles actions of any of the given triggers
  11028. * @param triggers defines the triggers to be tested
  11029. * @return a boolean indicating whether one (or more) of the triggers is handled
  11030. */
  11031. hasSpecificTriggers(triggers: number[]): boolean;
  11032. /**
  11033. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11034. * speed.
  11035. * @param triggerA defines the trigger to be tested
  11036. * @param triggerB defines the trigger to be tested
  11037. * @return a boolean indicating whether one (or more) of the triggers is handled
  11038. */
  11039. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11040. /**
  11041. * Does this action manager handles actions of a given trigger
  11042. * @param trigger defines the trigger to be tested
  11043. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11044. * @return whether the trigger is handled
  11045. */
  11046. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11047. /**
  11048. * Does this action manager has pointer triggers
  11049. */
  11050. readonly hasPointerTriggers: boolean;
  11051. /**
  11052. * Does this action manager has pick triggers
  11053. */
  11054. readonly hasPickTriggers: boolean;
  11055. /**
  11056. * Registers an action to this action manager
  11057. * @param action defines the action to be registered
  11058. * @return the action amended (prepared) after registration
  11059. */
  11060. registerAction(action: IAction): Nullable<IAction>;
  11061. /**
  11062. * Unregisters an action to this action manager
  11063. * @param action defines the action to be unregistered
  11064. * @return a boolean indicating whether the action has been unregistered
  11065. */
  11066. unregisterAction(action: IAction): Boolean;
  11067. /**
  11068. * Process a specific trigger
  11069. * @param trigger defines the trigger to process
  11070. * @param evt defines the event details to be processed
  11071. */
  11072. processTrigger(trigger: number, evt?: IActionEvent): void;
  11073. /** @hidden */
  11074. _getEffectiveTarget(target: any, propertyPath: string): any;
  11075. /** @hidden */
  11076. _getProperty(propertyPath: string): string;
  11077. /**
  11078. * Serialize this manager to a JSON object
  11079. * @param name defines the property name to store this manager
  11080. * @returns a JSON representation of this manager
  11081. */
  11082. serialize(name: string): any;
  11083. /**
  11084. * Creates a new ActionManager from a JSON data
  11085. * @param parsedActions defines the JSON data to read from
  11086. * @param object defines the hosting mesh
  11087. * @param scene defines the hosting scene
  11088. */
  11089. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11090. /**
  11091. * Get a trigger name by index
  11092. * @param trigger defines the trigger index
  11093. * @returns a trigger name
  11094. */
  11095. static GetTriggerName(trigger: number): string;
  11096. }
  11097. }
  11098. declare module "babylonjs/Culling/ray" {
  11099. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11100. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11102. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11103. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11104. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11105. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11106. import { Plane } from "babylonjs/Maths/math.plane";
  11107. /**
  11108. * Class representing a ray with position and direction
  11109. */
  11110. export class Ray {
  11111. /** origin point */
  11112. origin: Vector3;
  11113. /** direction */
  11114. direction: Vector3;
  11115. /** length of the ray */
  11116. length: number;
  11117. private static readonly TmpVector3;
  11118. private _tmpRay;
  11119. /**
  11120. * Creates a new ray
  11121. * @param origin origin point
  11122. * @param direction direction
  11123. * @param length length of the ray
  11124. */
  11125. constructor(
  11126. /** origin point */
  11127. origin: Vector3,
  11128. /** direction */
  11129. direction: Vector3,
  11130. /** length of the ray */
  11131. length?: number);
  11132. /**
  11133. * Checks if the ray intersects a box
  11134. * @param minimum bound of the box
  11135. * @param maximum bound of the box
  11136. * @param intersectionTreshold extra extend to be added to the box in all direction
  11137. * @returns if the box was hit
  11138. */
  11139. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11140. /**
  11141. * Checks if the ray intersects a box
  11142. * @param box the bounding box to check
  11143. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11144. * @returns if the box was hit
  11145. */
  11146. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11147. /**
  11148. * If the ray hits a sphere
  11149. * @param sphere the bounding sphere to check
  11150. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11151. * @returns true if it hits the sphere
  11152. */
  11153. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11154. /**
  11155. * If the ray hits a triange
  11156. * @param vertex0 triangle vertex
  11157. * @param vertex1 triangle vertex
  11158. * @param vertex2 triangle vertex
  11159. * @returns intersection information if hit
  11160. */
  11161. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11162. /**
  11163. * Checks if ray intersects a plane
  11164. * @param plane the plane to check
  11165. * @returns the distance away it was hit
  11166. */
  11167. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11168. /**
  11169. * Calculate the intercept of a ray on a given axis
  11170. * @param axis to check 'x' | 'y' | 'z'
  11171. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11172. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11173. */
  11174. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11175. /**
  11176. * Checks if ray intersects a mesh
  11177. * @param mesh the mesh to check
  11178. * @param fastCheck if only the bounding box should checked
  11179. * @returns picking info of the intersecton
  11180. */
  11181. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11182. /**
  11183. * Checks if ray intersects a mesh
  11184. * @param meshes the meshes to check
  11185. * @param fastCheck if only the bounding box should checked
  11186. * @param results array to store result in
  11187. * @returns Array of picking infos
  11188. */
  11189. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11190. private _comparePickingInfo;
  11191. private static smallnum;
  11192. private static rayl;
  11193. /**
  11194. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11195. * @param sega the first point of the segment to test the intersection against
  11196. * @param segb the second point of the segment to test the intersection against
  11197. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11198. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11199. */
  11200. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11201. /**
  11202. * Update the ray from viewport position
  11203. * @param x position
  11204. * @param y y position
  11205. * @param viewportWidth viewport width
  11206. * @param viewportHeight viewport height
  11207. * @param world world matrix
  11208. * @param view view matrix
  11209. * @param projection projection matrix
  11210. * @returns this ray updated
  11211. */
  11212. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11213. /**
  11214. * Creates a ray with origin and direction of 0,0,0
  11215. * @returns the new ray
  11216. */
  11217. static Zero(): Ray;
  11218. /**
  11219. * Creates a new ray from screen space and viewport
  11220. * @param x position
  11221. * @param y y position
  11222. * @param viewportWidth viewport width
  11223. * @param viewportHeight viewport height
  11224. * @param world world matrix
  11225. * @param view view matrix
  11226. * @param projection projection matrix
  11227. * @returns new ray
  11228. */
  11229. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11230. /**
  11231. * 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
  11232. * transformed to the given world matrix.
  11233. * @param origin The origin point
  11234. * @param end The end point
  11235. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11236. * @returns the new ray
  11237. */
  11238. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11239. /**
  11240. * Transforms a ray by a matrix
  11241. * @param ray ray to transform
  11242. * @param matrix matrix to apply
  11243. * @returns the resulting new ray
  11244. */
  11245. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11246. /**
  11247. * Transforms a ray by a matrix
  11248. * @param ray ray to transform
  11249. * @param matrix matrix to apply
  11250. * @param result ray to store result in
  11251. */
  11252. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11253. /**
  11254. * Unproject a ray from screen space to object space
  11255. * @param sourceX defines the screen space x coordinate to use
  11256. * @param sourceY defines the screen space y coordinate to use
  11257. * @param viewportWidth defines the current width of the viewport
  11258. * @param viewportHeight defines the current height of the viewport
  11259. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11260. * @param view defines the view matrix to use
  11261. * @param projection defines the projection matrix to use
  11262. */
  11263. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11264. }
  11265. /**
  11266. * Type used to define predicate used to select faces when a mesh intersection is detected
  11267. */
  11268. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11269. module "babylonjs/scene" {
  11270. interface Scene {
  11271. /** @hidden */
  11272. _tempPickingRay: Nullable<Ray>;
  11273. /** @hidden */
  11274. _cachedRayForTransform: Ray;
  11275. /** @hidden */
  11276. _pickWithRayInverseMatrix: Matrix;
  11277. /** @hidden */
  11278. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11279. /** @hidden */
  11280. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11281. }
  11282. }
  11283. }
  11284. declare module "babylonjs/sceneComponent" {
  11285. import { Scene } from "babylonjs/scene";
  11286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11287. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11288. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11289. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11290. import { Nullable } from "babylonjs/types";
  11291. import { Camera } from "babylonjs/Cameras/camera";
  11292. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11293. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11294. import { AbstractScene } from "babylonjs/abstractScene";
  11295. import { Mesh } from "babylonjs/Meshes/mesh";
  11296. /**
  11297. * Groups all the scene component constants in one place to ease maintenance.
  11298. * @hidden
  11299. */
  11300. export class SceneComponentConstants {
  11301. static readonly NAME_EFFECTLAYER: string;
  11302. static readonly NAME_LAYER: string;
  11303. static readonly NAME_LENSFLARESYSTEM: string;
  11304. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11305. static readonly NAME_PARTICLESYSTEM: string;
  11306. static readonly NAME_GAMEPAD: string;
  11307. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11308. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11309. static readonly NAME_DEPTHRENDERER: string;
  11310. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11311. static readonly NAME_SPRITE: string;
  11312. static readonly NAME_OUTLINERENDERER: string;
  11313. static readonly NAME_PROCEDURALTEXTURE: string;
  11314. static readonly NAME_SHADOWGENERATOR: string;
  11315. static readonly NAME_OCTREE: string;
  11316. static readonly NAME_PHYSICSENGINE: string;
  11317. static readonly NAME_AUDIO: string;
  11318. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11319. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11320. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11321. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11322. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11323. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11324. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11325. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11326. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11327. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11328. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11329. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11330. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11331. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11332. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11333. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11334. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11335. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11336. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11337. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11338. static readonly STEP_AFTERRENDER_AUDIO: number;
  11339. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11340. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11341. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11342. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11343. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11344. static readonly STEP_POINTERMOVE_SPRITE: number;
  11345. static readonly STEP_POINTERDOWN_SPRITE: number;
  11346. static readonly STEP_POINTERUP_SPRITE: number;
  11347. }
  11348. /**
  11349. * This represents a scene component.
  11350. *
  11351. * This is used to decouple the dependency the scene is having on the different workloads like
  11352. * layers, post processes...
  11353. */
  11354. export interface ISceneComponent {
  11355. /**
  11356. * The name of the component. Each component must have a unique name.
  11357. */
  11358. name: string;
  11359. /**
  11360. * The scene the component belongs to.
  11361. */
  11362. scene: Scene;
  11363. /**
  11364. * Register the component to one instance of a scene.
  11365. */
  11366. register(): void;
  11367. /**
  11368. * Rebuilds the elements related to this component in case of
  11369. * context lost for instance.
  11370. */
  11371. rebuild(): void;
  11372. /**
  11373. * Disposes the component and the associated ressources.
  11374. */
  11375. dispose(): void;
  11376. }
  11377. /**
  11378. * This represents a SERIALIZABLE scene component.
  11379. *
  11380. * This extends Scene Component to add Serialization methods on top.
  11381. */
  11382. export interface ISceneSerializableComponent extends ISceneComponent {
  11383. /**
  11384. * Adds all the elements from the container to the scene
  11385. * @param container the container holding the elements
  11386. */
  11387. addFromContainer(container: AbstractScene): void;
  11388. /**
  11389. * Removes all the elements in the container from the scene
  11390. * @param container contains the elements to remove
  11391. * @param dispose if the removed element should be disposed (default: false)
  11392. */
  11393. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11394. /**
  11395. * Serializes the component data to the specified json object
  11396. * @param serializationObject The object to serialize to
  11397. */
  11398. serialize(serializationObject: any): void;
  11399. }
  11400. /**
  11401. * Strong typing of a Mesh related stage step action
  11402. */
  11403. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11404. /**
  11405. * Strong typing of a Evaluate Sub Mesh related stage step action
  11406. */
  11407. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11408. /**
  11409. * Strong typing of a Active Mesh related stage step action
  11410. */
  11411. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11412. /**
  11413. * Strong typing of a Camera related stage step action
  11414. */
  11415. export type CameraStageAction = (camera: Camera) => void;
  11416. /**
  11417. * Strong typing of a Camera Frame buffer related stage step action
  11418. */
  11419. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11420. /**
  11421. * Strong typing of a Render Target related stage step action
  11422. */
  11423. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11424. /**
  11425. * Strong typing of a RenderingGroup related stage step action
  11426. */
  11427. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11428. /**
  11429. * Strong typing of a Mesh Render related stage step action
  11430. */
  11431. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11432. /**
  11433. * Strong typing of a simple stage step action
  11434. */
  11435. export type SimpleStageAction = () => void;
  11436. /**
  11437. * Strong typing of a render target action.
  11438. */
  11439. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11440. /**
  11441. * Strong typing of a pointer move action.
  11442. */
  11443. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11444. /**
  11445. * Strong typing of a pointer up/down action.
  11446. */
  11447. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11448. /**
  11449. * Representation of a stage in the scene (Basically a list of ordered steps)
  11450. * @hidden
  11451. */
  11452. export class Stage<T extends Function> extends Array<{
  11453. index: number;
  11454. component: ISceneComponent;
  11455. action: T;
  11456. }> {
  11457. /**
  11458. * Hide ctor from the rest of the world.
  11459. * @param items The items to add.
  11460. */
  11461. private constructor();
  11462. /**
  11463. * Creates a new Stage.
  11464. * @returns A new instance of a Stage
  11465. */
  11466. static Create<T extends Function>(): Stage<T>;
  11467. /**
  11468. * Registers a step in an ordered way in the targeted stage.
  11469. * @param index Defines the position to register the step in
  11470. * @param component Defines the component attached to the step
  11471. * @param action Defines the action to launch during the step
  11472. */
  11473. registerStep(index: number, component: ISceneComponent, action: T): void;
  11474. /**
  11475. * Clears all the steps from the stage.
  11476. */
  11477. clear(): void;
  11478. }
  11479. }
  11480. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11481. import { Nullable } from "babylonjs/types";
  11482. import { Observable } from "babylonjs/Misc/observable";
  11483. import { Scene } from "babylonjs/scene";
  11484. import { Sprite } from "babylonjs/Sprites/sprite";
  11485. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11486. import { Ray } from "babylonjs/Culling/ray";
  11487. import { Camera } from "babylonjs/Cameras/camera";
  11488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11489. import { ISceneComponent } from "babylonjs/sceneComponent";
  11490. module "babylonjs/scene" {
  11491. interface Scene {
  11492. /** @hidden */
  11493. _pointerOverSprite: Nullable<Sprite>;
  11494. /** @hidden */
  11495. _pickedDownSprite: Nullable<Sprite>;
  11496. /** @hidden */
  11497. _tempSpritePickingRay: Nullable<Ray>;
  11498. /**
  11499. * All of the sprite managers added to this scene
  11500. * @see http://doc.babylonjs.com/babylon101/sprites
  11501. */
  11502. spriteManagers: Array<ISpriteManager>;
  11503. /**
  11504. * An event triggered when sprites rendering is about to start
  11505. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11506. */
  11507. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11508. /**
  11509. * An event triggered when sprites rendering is done
  11510. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11511. */
  11512. onAfterSpritesRenderingObservable: Observable<Scene>;
  11513. /** @hidden */
  11514. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11515. /** Launch a ray to try to pick a sprite in the scene
  11516. * @param x position on screen
  11517. * @param y position on screen
  11518. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11520. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11521. * @returns a PickingInfo
  11522. */
  11523. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11524. /** Use the given ray to pick a sprite in the scene
  11525. * @param ray The ray (in world space) to use to pick meshes
  11526. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11527. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11528. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11529. * @returns a PickingInfo
  11530. */
  11531. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11532. /** @hidden */
  11533. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11534. /** Launch a ray to try to pick sprites in the scene
  11535. * @param x position on screen
  11536. * @param y position on screen
  11537. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11538. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11539. * @returns a PickingInfo array
  11540. */
  11541. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11542. /** Use the given ray to pick sprites in the scene
  11543. * @param ray The ray (in world space) to use to pick meshes
  11544. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11545. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11546. * @returns a PickingInfo array
  11547. */
  11548. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11549. /**
  11550. * Force the sprite under the pointer
  11551. * @param sprite defines the sprite to use
  11552. */
  11553. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11554. /**
  11555. * Gets the sprite under the pointer
  11556. * @returns a Sprite or null if no sprite is under the pointer
  11557. */
  11558. getPointerOverSprite(): Nullable<Sprite>;
  11559. }
  11560. }
  11561. /**
  11562. * Defines the sprite scene component responsible to manage sprites
  11563. * in a given scene.
  11564. */
  11565. export class SpriteSceneComponent implements ISceneComponent {
  11566. /**
  11567. * The component name helpfull to identify the component in the list of scene components.
  11568. */
  11569. readonly name: string;
  11570. /**
  11571. * The scene the component belongs to.
  11572. */
  11573. scene: Scene;
  11574. /** @hidden */
  11575. private _spritePredicate;
  11576. /**
  11577. * Creates a new instance of the component for the given scene
  11578. * @param scene Defines the scene to register the component in
  11579. */
  11580. constructor(scene: Scene);
  11581. /**
  11582. * Registers the component in a given scene
  11583. */
  11584. register(): void;
  11585. /**
  11586. * Rebuilds the elements related to this component in case of
  11587. * context lost for instance.
  11588. */
  11589. rebuild(): void;
  11590. /**
  11591. * Disposes the component and the associated ressources.
  11592. */
  11593. dispose(): void;
  11594. private _pickSpriteButKeepRay;
  11595. private _pointerMove;
  11596. private _pointerDown;
  11597. private _pointerUp;
  11598. }
  11599. }
  11600. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11601. /** @hidden */
  11602. export var fogFragmentDeclaration: {
  11603. name: string;
  11604. shader: string;
  11605. };
  11606. }
  11607. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11608. /** @hidden */
  11609. export var fogFragment: {
  11610. name: string;
  11611. shader: string;
  11612. };
  11613. }
  11614. declare module "babylonjs/Shaders/sprites.fragment" {
  11615. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11616. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11617. /** @hidden */
  11618. export var spritesPixelShader: {
  11619. name: string;
  11620. shader: string;
  11621. };
  11622. }
  11623. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11624. /** @hidden */
  11625. export var fogVertexDeclaration: {
  11626. name: string;
  11627. shader: string;
  11628. };
  11629. }
  11630. declare module "babylonjs/Shaders/sprites.vertex" {
  11631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11632. /** @hidden */
  11633. export var spritesVertexShader: {
  11634. name: string;
  11635. shader: string;
  11636. };
  11637. }
  11638. declare module "babylonjs/Sprites/spriteManager" {
  11639. import { IDisposable, Scene } from "babylonjs/scene";
  11640. import { Nullable } from "babylonjs/types";
  11641. import { Observable } from "babylonjs/Misc/observable";
  11642. import { Sprite } from "babylonjs/Sprites/sprite";
  11643. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11644. import { Camera } from "babylonjs/Cameras/camera";
  11645. import { Texture } from "babylonjs/Materials/Textures/texture";
  11646. import "babylonjs/Shaders/sprites.fragment";
  11647. import "babylonjs/Shaders/sprites.vertex";
  11648. import { Ray } from "babylonjs/Culling/ray";
  11649. /**
  11650. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11651. */
  11652. export interface ISpriteManager extends IDisposable {
  11653. /**
  11654. * Restricts the camera to viewing objects with the same layerMask.
  11655. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11656. */
  11657. layerMask: number;
  11658. /**
  11659. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11660. */
  11661. isPickable: boolean;
  11662. /**
  11663. * Specifies the rendering group id for this mesh (0 by default)
  11664. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11665. */
  11666. renderingGroupId: number;
  11667. /**
  11668. * Defines the list of sprites managed by the manager.
  11669. */
  11670. sprites: Array<Sprite>;
  11671. /**
  11672. * Tests the intersection of a sprite with a specific ray.
  11673. * @param ray The ray we are sending to test the collision
  11674. * @param camera The camera space we are sending rays in
  11675. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11676. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11677. * @returns picking info or null.
  11678. */
  11679. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11680. /**
  11681. * Intersects the sprites with a ray
  11682. * @param ray defines the ray to intersect with
  11683. * @param camera defines the current active camera
  11684. * @param predicate defines a predicate used to select candidate sprites
  11685. * @returns null if no hit or a PickingInfo array
  11686. */
  11687. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11688. /**
  11689. * Renders the list of sprites on screen.
  11690. */
  11691. render(): void;
  11692. }
  11693. /**
  11694. * Class used to manage multiple sprites on the same spritesheet
  11695. * @see http://doc.babylonjs.com/babylon101/sprites
  11696. */
  11697. export class SpriteManager implements ISpriteManager {
  11698. /** defines the manager's name */
  11699. name: string;
  11700. /** Gets the list of sprites */
  11701. sprites: Sprite[];
  11702. /** Gets or sets the rendering group id (0 by default) */
  11703. renderingGroupId: number;
  11704. /** Gets or sets camera layer mask */
  11705. layerMask: number;
  11706. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11707. fogEnabled: boolean;
  11708. /** Gets or sets a boolean indicating if the sprites are pickable */
  11709. isPickable: boolean;
  11710. /** Defines the default width of a cell in the spritesheet */
  11711. cellWidth: number;
  11712. /** Defines the default height of a cell in the spritesheet */
  11713. cellHeight: number;
  11714. /** Associative array from JSON sprite data file */
  11715. private _cellData;
  11716. /** Array of sprite names from JSON sprite data file */
  11717. private _spriteMap;
  11718. /** True when packed cell data from JSON file is ready*/
  11719. private _packedAndReady;
  11720. /**
  11721. * An event triggered when the manager is disposed.
  11722. */
  11723. onDisposeObservable: Observable<SpriteManager>;
  11724. private _onDisposeObserver;
  11725. /**
  11726. * Callback called when the manager is disposed
  11727. */
  11728. onDispose: () => void;
  11729. private _capacity;
  11730. private _fromPacked;
  11731. private _spriteTexture;
  11732. private _epsilon;
  11733. private _scene;
  11734. private _vertexData;
  11735. private _buffer;
  11736. private _vertexBuffers;
  11737. private _indexBuffer;
  11738. private _effectBase;
  11739. private _effectFog;
  11740. /**
  11741. * Gets or sets the spritesheet texture
  11742. */
  11743. texture: Texture;
  11744. /**
  11745. * Creates a new sprite manager
  11746. * @param name defines the manager's name
  11747. * @param imgUrl defines the sprite sheet url
  11748. * @param capacity defines the maximum allowed number of sprites
  11749. * @param cellSize defines the size of a sprite cell
  11750. * @param scene defines the hosting scene
  11751. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11752. * @param samplingMode defines the smapling mode to use with spritesheet
  11753. * @param fromPacked set to false; do not alter
  11754. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11755. */
  11756. constructor(
  11757. /** defines the manager's name */
  11758. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11759. private _makePacked;
  11760. private _appendSpriteVertex;
  11761. /**
  11762. * Intersects the sprites with a ray
  11763. * @param ray defines the ray to intersect with
  11764. * @param camera defines the current active camera
  11765. * @param predicate defines a predicate used to select candidate sprites
  11766. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11767. * @returns null if no hit or a PickingInfo
  11768. */
  11769. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11770. /**
  11771. * Intersects the sprites with a ray
  11772. * @param ray defines the ray to intersect with
  11773. * @param camera defines the current active camera
  11774. * @param predicate defines a predicate used to select candidate sprites
  11775. * @returns null if no hit or a PickingInfo array
  11776. */
  11777. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11778. /**
  11779. * Render all child sprites
  11780. */
  11781. render(): void;
  11782. /**
  11783. * Release associated resources
  11784. */
  11785. dispose(): void;
  11786. }
  11787. }
  11788. declare module "babylonjs/Sprites/sprite" {
  11789. import { Vector3 } from "babylonjs/Maths/math.vector";
  11790. import { Nullable } from "babylonjs/types";
  11791. import { ActionManager } from "babylonjs/Actions/actionManager";
  11792. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11793. import { Color4 } from "babylonjs/Maths/math.color";
  11794. /**
  11795. * Class used to represent a sprite
  11796. * @see http://doc.babylonjs.com/babylon101/sprites
  11797. */
  11798. export class Sprite {
  11799. /** defines the name */
  11800. name: string;
  11801. /** Gets or sets the current world position */
  11802. position: Vector3;
  11803. /** Gets or sets the main color */
  11804. color: Color4;
  11805. /** Gets or sets the width */
  11806. width: number;
  11807. /** Gets or sets the height */
  11808. height: number;
  11809. /** Gets or sets rotation angle */
  11810. angle: number;
  11811. /** Gets or sets the cell index in the sprite sheet */
  11812. cellIndex: number;
  11813. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11814. cellRef: string;
  11815. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11816. invertU: number;
  11817. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11818. invertV: number;
  11819. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11820. disposeWhenFinishedAnimating: boolean;
  11821. /** Gets the list of attached animations */
  11822. animations: Animation[];
  11823. /** Gets or sets a boolean indicating if the sprite can be picked */
  11824. isPickable: boolean;
  11825. /**
  11826. * Gets or sets the associated action manager
  11827. */
  11828. actionManager: Nullable<ActionManager>;
  11829. private _animationStarted;
  11830. private _loopAnimation;
  11831. private _fromIndex;
  11832. private _toIndex;
  11833. private _delay;
  11834. private _direction;
  11835. private _manager;
  11836. private _time;
  11837. private _onAnimationEnd;
  11838. /**
  11839. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11840. */
  11841. isVisible: boolean;
  11842. /**
  11843. * Gets or sets the sprite size
  11844. */
  11845. size: number;
  11846. /**
  11847. * Creates a new Sprite
  11848. * @param name defines the name
  11849. * @param manager defines the manager
  11850. */
  11851. constructor(
  11852. /** defines the name */
  11853. name: string, manager: ISpriteManager);
  11854. /**
  11855. * Starts an animation
  11856. * @param from defines the initial key
  11857. * @param to defines the end key
  11858. * @param loop defines if the animation must loop
  11859. * @param delay defines the start delay (in ms)
  11860. * @param onAnimationEnd defines a callback to call when animation ends
  11861. */
  11862. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11863. /** Stops current animation (if any) */
  11864. stopAnimation(): void;
  11865. /** @hidden */
  11866. _animate(deltaTime: number): void;
  11867. /** Release associated resources */
  11868. dispose(): void;
  11869. }
  11870. }
  11871. declare module "babylonjs/Collisions/pickingInfo" {
  11872. import { Nullable } from "babylonjs/types";
  11873. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11875. import { Sprite } from "babylonjs/Sprites/sprite";
  11876. import { Ray } from "babylonjs/Culling/ray";
  11877. /**
  11878. * Information about the result of picking within a scene
  11879. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11880. */
  11881. export class PickingInfo {
  11882. /** @hidden */
  11883. _pickingUnavailable: boolean;
  11884. /**
  11885. * If the pick collided with an object
  11886. */
  11887. hit: boolean;
  11888. /**
  11889. * Distance away where the pick collided
  11890. */
  11891. distance: number;
  11892. /**
  11893. * The location of pick collision
  11894. */
  11895. pickedPoint: Nullable<Vector3>;
  11896. /**
  11897. * The mesh corresponding the the pick collision
  11898. */
  11899. pickedMesh: Nullable<AbstractMesh>;
  11900. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11901. bu: number;
  11902. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11903. bv: number;
  11904. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11905. faceId: number;
  11906. /** Id of the the submesh that was picked */
  11907. subMeshId: number;
  11908. /** If a sprite was picked, this will be the sprite the pick collided with */
  11909. pickedSprite: Nullable<Sprite>;
  11910. /**
  11911. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11912. */
  11913. originMesh: Nullable<AbstractMesh>;
  11914. /**
  11915. * The ray that was used to perform the picking.
  11916. */
  11917. ray: Nullable<Ray>;
  11918. /**
  11919. * Gets the normal correspodning to the face the pick collided with
  11920. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11921. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11922. * @returns The normal correspodning to the face the pick collided with
  11923. */
  11924. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11925. /**
  11926. * Gets the texture coordinates of where the pick occured
  11927. * @returns the vector containing the coordnates of the texture
  11928. */
  11929. getTextureCoordinates(): Nullable<Vector2>;
  11930. }
  11931. }
  11932. declare module "babylonjs/Events/pointerEvents" {
  11933. import { Nullable } from "babylonjs/types";
  11934. import { Vector2 } from "babylonjs/Maths/math.vector";
  11935. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11936. import { Ray } from "babylonjs/Culling/ray";
  11937. /**
  11938. * Gather the list of pointer event types as constants.
  11939. */
  11940. export class PointerEventTypes {
  11941. /**
  11942. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11943. */
  11944. static readonly POINTERDOWN: number;
  11945. /**
  11946. * The pointerup event is fired when a pointer is no longer active.
  11947. */
  11948. static readonly POINTERUP: number;
  11949. /**
  11950. * The pointermove event is fired when a pointer changes coordinates.
  11951. */
  11952. static readonly POINTERMOVE: number;
  11953. /**
  11954. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11955. */
  11956. static readonly POINTERWHEEL: number;
  11957. /**
  11958. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11959. */
  11960. static readonly POINTERPICK: number;
  11961. /**
  11962. * The pointertap event is fired when a the object has been touched and released without drag.
  11963. */
  11964. static readonly POINTERTAP: number;
  11965. /**
  11966. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11967. */
  11968. static readonly POINTERDOUBLETAP: number;
  11969. }
  11970. /**
  11971. * Base class of pointer info types.
  11972. */
  11973. export class PointerInfoBase {
  11974. /**
  11975. * Defines the type of event (PointerEventTypes)
  11976. */
  11977. type: number;
  11978. /**
  11979. * Defines the related dom event
  11980. */
  11981. event: PointerEvent | MouseWheelEvent;
  11982. /**
  11983. * Instantiates the base class of pointers info.
  11984. * @param type Defines the type of event (PointerEventTypes)
  11985. * @param event Defines the related dom event
  11986. */
  11987. constructor(
  11988. /**
  11989. * Defines the type of event (PointerEventTypes)
  11990. */
  11991. type: number,
  11992. /**
  11993. * Defines the related dom event
  11994. */
  11995. event: PointerEvent | MouseWheelEvent);
  11996. }
  11997. /**
  11998. * This class is used to store pointer related info for the onPrePointerObservable event.
  11999. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12000. */
  12001. export class PointerInfoPre extends PointerInfoBase {
  12002. /**
  12003. * Ray from a pointer if availible (eg. 6dof controller)
  12004. */
  12005. ray: Nullable<Ray>;
  12006. /**
  12007. * Defines the local position of the pointer on the canvas.
  12008. */
  12009. localPosition: Vector2;
  12010. /**
  12011. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12012. */
  12013. skipOnPointerObservable: boolean;
  12014. /**
  12015. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12016. * @param type Defines the type of event (PointerEventTypes)
  12017. * @param event Defines the related dom event
  12018. * @param localX Defines the local x coordinates of the pointer when the event occured
  12019. * @param localY Defines the local y coordinates of the pointer when the event occured
  12020. */
  12021. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12022. }
  12023. /**
  12024. * This type contains all the data related to a pointer event in Babylon.js.
  12025. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  12026. */
  12027. export class PointerInfo extends PointerInfoBase {
  12028. /**
  12029. * Defines the picking info associated to the info (if any)\
  12030. */
  12031. pickInfo: Nullable<PickingInfo>;
  12032. /**
  12033. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12034. * @param type Defines the type of event (PointerEventTypes)
  12035. * @param event Defines the related dom event
  12036. * @param pickInfo Defines the picking info associated to the info (if any)\
  12037. */
  12038. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12039. /**
  12040. * Defines the picking info associated to the info (if any)\
  12041. */
  12042. pickInfo: Nullable<PickingInfo>);
  12043. }
  12044. /**
  12045. * Data relating to a touch event on the screen.
  12046. */
  12047. export interface PointerTouch {
  12048. /**
  12049. * X coordinate of touch.
  12050. */
  12051. x: number;
  12052. /**
  12053. * Y coordinate of touch.
  12054. */
  12055. y: number;
  12056. /**
  12057. * Id of touch. Unique for each finger.
  12058. */
  12059. pointerId: number;
  12060. /**
  12061. * Event type passed from DOM.
  12062. */
  12063. type: any;
  12064. }
  12065. }
  12066. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12067. import { Observable } from "babylonjs/Misc/observable";
  12068. import { Nullable } from "babylonjs/types";
  12069. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12070. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12071. /**
  12072. * Manage the mouse inputs to control the movement of a free camera.
  12073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12074. */
  12075. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12076. /**
  12077. * Define if touch is enabled in the mouse input
  12078. */
  12079. touchEnabled: boolean;
  12080. /**
  12081. * Defines the camera the input is attached to.
  12082. */
  12083. camera: FreeCamera;
  12084. /**
  12085. * Defines the buttons associated with the input to handle camera move.
  12086. */
  12087. buttons: number[];
  12088. /**
  12089. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12090. */
  12091. angularSensibility: number;
  12092. private _pointerInput;
  12093. private _onMouseMove;
  12094. private _observer;
  12095. private previousPosition;
  12096. /**
  12097. * Observable for when a pointer move event occurs containing the move offset
  12098. */
  12099. onPointerMovedObservable: Observable<{
  12100. offsetX: number;
  12101. offsetY: number;
  12102. }>;
  12103. /**
  12104. * @hidden
  12105. * If the camera should be rotated automatically based on pointer movement
  12106. */
  12107. _allowCameraRotation: boolean;
  12108. /**
  12109. * Manage the mouse inputs to control the movement of a free camera.
  12110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12111. * @param touchEnabled Defines if touch is enabled or not
  12112. */
  12113. constructor(
  12114. /**
  12115. * Define if touch is enabled in the mouse input
  12116. */
  12117. touchEnabled?: boolean);
  12118. /**
  12119. * Attach the input controls to a specific dom element to get the input from.
  12120. * @param element Defines the element the controls should be listened from
  12121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12122. */
  12123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12124. /**
  12125. * Called on JS contextmenu event.
  12126. * Override this method to provide functionality.
  12127. */
  12128. protected onContextMenu(evt: PointerEvent): void;
  12129. /**
  12130. * Detach the current controls from the specified dom element.
  12131. * @param element Defines the element to stop listening the inputs from
  12132. */
  12133. detachControl(element: Nullable<HTMLElement>): void;
  12134. /**
  12135. * Gets the class name of the current intput.
  12136. * @returns the class name
  12137. */
  12138. getClassName(): string;
  12139. /**
  12140. * Get the friendly name associated with the input class.
  12141. * @returns the input friendly name
  12142. */
  12143. getSimpleName(): string;
  12144. }
  12145. }
  12146. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12147. import { Nullable } from "babylonjs/types";
  12148. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12149. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12150. /**
  12151. * Manage the touch inputs to control the movement of a free camera.
  12152. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12153. */
  12154. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12155. /**
  12156. * Defines the camera the input is attached to.
  12157. */
  12158. camera: FreeCamera;
  12159. /**
  12160. * Defines the touch sensibility for rotation.
  12161. * The higher the faster.
  12162. */
  12163. touchAngularSensibility: number;
  12164. /**
  12165. * Defines the touch sensibility for move.
  12166. * The higher the faster.
  12167. */
  12168. touchMoveSensibility: number;
  12169. private _offsetX;
  12170. private _offsetY;
  12171. private _pointerPressed;
  12172. private _pointerInput;
  12173. private _observer;
  12174. private _onLostFocus;
  12175. /**
  12176. * Attach the input controls to a specific dom element to get the input from.
  12177. * @param element Defines the element the controls should be listened from
  12178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12179. */
  12180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12181. /**
  12182. * Detach the current controls from the specified dom element.
  12183. * @param element Defines the element to stop listening the inputs from
  12184. */
  12185. detachControl(element: Nullable<HTMLElement>): void;
  12186. /**
  12187. * Update the current camera state depending on the inputs that have been used this frame.
  12188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12189. */
  12190. checkInputs(): void;
  12191. /**
  12192. * Gets the class name of the current intput.
  12193. * @returns the class name
  12194. */
  12195. getClassName(): string;
  12196. /**
  12197. * Get the friendly name associated with the input class.
  12198. * @returns the input friendly name
  12199. */
  12200. getSimpleName(): string;
  12201. }
  12202. }
  12203. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12204. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12205. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12206. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12207. import { Nullable } from "babylonjs/types";
  12208. /**
  12209. * Default Inputs manager for the FreeCamera.
  12210. * It groups all the default supported inputs for ease of use.
  12211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12212. */
  12213. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12214. /**
  12215. * @hidden
  12216. */
  12217. _mouseInput: Nullable<FreeCameraMouseInput>;
  12218. /**
  12219. * Instantiates a new FreeCameraInputsManager.
  12220. * @param camera Defines the camera the inputs belong to
  12221. */
  12222. constructor(camera: FreeCamera);
  12223. /**
  12224. * Add keyboard input support to the input manager.
  12225. * @returns the current input manager
  12226. */
  12227. addKeyboard(): FreeCameraInputsManager;
  12228. /**
  12229. * Add mouse input support to the input manager.
  12230. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12231. * @returns the current input manager
  12232. */
  12233. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12234. /**
  12235. * Removes the mouse input support from the manager
  12236. * @returns the current input manager
  12237. */
  12238. removeMouse(): FreeCameraInputsManager;
  12239. /**
  12240. * Add touch input support to the input manager.
  12241. * @returns the current input manager
  12242. */
  12243. addTouch(): FreeCameraInputsManager;
  12244. /**
  12245. * Remove all attached input methods from a camera
  12246. */
  12247. clear(): void;
  12248. }
  12249. }
  12250. declare module "babylonjs/Cameras/freeCamera" {
  12251. import { Vector3 } from "babylonjs/Maths/math.vector";
  12252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12253. import { Scene } from "babylonjs/scene";
  12254. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12255. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12256. /**
  12257. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12258. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12260. */
  12261. export class FreeCamera extends TargetCamera {
  12262. /**
  12263. * Define the collision ellipsoid of the camera.
  12264. * This is helpful to simulate a camera body like the player body around the camera
  12265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12266. */
  12267. ellipsoid: Vector3;
  12268. /**
  12269. * Define an offset for the position of the ellipsoid around the camera.
  12270. * This can be helpful to determine the center of the body near the gravity center of the body
  12271. * instead of its head.
  12272. */
  12273. ellipsoidOffset: Vector3;
  12274. /**
  12275. * Enable or disable collisions of the camera with the rest of the scene objects.
  12276. */
  12277. checkCollisions: boolean;
  12278. /**
  12279. * Enable or disable gravity on the camera.
  12280. */
  12281. applyGravity: boolean;
  12282. /**
  12283. * Define the input manager associated to the camera.
  12284. */
  12285. inputs: FreeCameraInputsManager;
  12286. /**
  12287. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12288. * Higher values reduce sensitivity.
  12289. */
  12290. /**
  12291. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12292. * Higher values reduce sensitivity.
  12293. */
  12294. angularSensibility: number;
  12295. /**
  12296. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12297. */
  12298. keysUp: number[];
  12299. /**
  12300. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12301. */
  12302. keysDown: number[];
  12303. /**
  12304. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12305. */
  12306. keysLeft: number[];
  12307. /**
  12308. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12309. */
  12310. keysRight: number[];
  12311. /**
  12312. * Event raised when the camera collide with a mesh in the scene.
  12313. */
  12314. onCollide: (collidedMesh: AbstractMesh) => void;
  12315. private _collider;
  12316. private _needMoveForGravity;
  12317. private _oldPosition;
  12318. private _diffPosition;
  12319. private _newPosition;
  12320. /** @hidden */
  12321. _localDirection: Vector3;
  12322. /** @hidden */
  12323. _transformedDirection: Vector3;
  12324. /**
  12325. * Instantiates a Free Camera.
  12326. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12327. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12328. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12329. * @param name Define the name of the camera in the scene
  12330. * @param position Define the start position of the camera in the scene
  12331. * @param scene Define the scene the camera belongs to
  12332. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12333. */
  12334. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12335. /**
  12336. * Attached controls to the current camera.
  12337. * @param element Defines the element the controls should be listened from
  12338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12339. */
  12340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12341. /**
  12342. * Detach the current controls from the camera.
  12343. * The camera will stop reacting to inputs.
  12344. * @param element Defines the element to stop listening the inputs from
  12345. */
  12346. detachControl(element: HTMLElement): void;
  12347. private _collisionMask;
  12348. /**
  12349. * Define a collision mask to limit the list of object the camera can collide with
  12350. */
  12351. collisionMask: number;
  12352. /** @hidden */
  12353. _collideWithWorld(displacement: Vector3): void;
  12354. private _onCollisionPositionChange;
  12355. /** @hidden */
  12356. _checkInputs(): void;
  12357. /** @hidden */
  12358. _decideIfNeedsToMove(): boolean;
  12359. /** @hidden */
  12360. _updatePosition(): void;
  12361. /**
  12362. * Destroy the camera and release the current resources hold by it.
  12363. */
  12364. dispose(): void;
  12365. /**
  12366. * Gets the current object class name.
  12367. * @return the class name
  12368. */
  12369. getClassName(): string;
  12370. }
  12371. }
  12372. declare module "babylonjs/Gamepads/gamepad" {
  12373. import { Observable } from "babylonjs/Misc/observable";
  12374. /**
  12375. * Represents a gamepad control stick position
  12376. */
  12377. export class StickValues {
  12378. /**
  12379. * The x component of the control stick
  12380. */
  12381. x: number;
  12382. /**
  12383. * The y component of the control stick
  12384. */
  12385. y: number;
  12386. /**
  12387. * Initializes the gamepad x and y control stick values
  12388. * @param x The x component of the gamepad control stick value
  12389. * @param y The y component of the gamepad control stick value
  12390. */
  12391. constructor(
  12392. /**
  12393. * The x component of the control stick
  12394. */
  12395. x: number,
  12396. /**
  12397. * The y component of the control stick
  12398. */
  12399. y: number);
  12400. }
  12401. /**
  12402. * An interface which manages callbacks for gamepad button changes
  12403. */
  12404. export interface GamepadButtonChanges {
  12405. /**
  12406. * Called when a gamepad has been changed
  12407. */
  12408. changed: boolean;
  12409. /**
  12410. * Called when a gamepad press event has been triggered
  12411. */
  12412. pressChanged: boolean;
  12413. /**
  12414. * Called when a touch event has been triggered
  12415. */
  12416. touchChanged: boolean;
  12417. /**
  12418. * Called when a value has changed
  12419. */
  12420. valueChanged: boolean;
  12421. }
  12422. /**
  12423. * Represents a gamepad
  12424. */
  12425. export class Gamepad {
  12426. /**
  12427. * The id of the gamepad
  12428. */
  12429. id: string;
  12430. /**
  12431. * The index of the gamepad
  12432. */
  12433. index: number;
  12434. /**
  12435. * The browser gamepad
  12436. */
  12437. browserGamepad: any;
  12438. /**
  12439. * Specifies what type of gamepad this represents
  12440. */
  12441. type: number;
  12442. private _leftStick;
  12443. private _rightStick;
  12444. /** @hidden */
  12445. _isConnected: boolean;
  12446. private _leftStickAxisX;
  12447. private _leftStickAxisY;
  12448. private _rightStickAxisX;
  12449. private _rightStickAxisY;
  12450. /**
  12451. * Triggered when the left control stick has been changed
  12452. */
  12453. private _onleftstickchanged;
  12454. /**
  12455. * Triggered when the right control stick has been changed
  12456. */
  12457. private _onrightstickchanged;
  12458. /**
  12459. * Represents a gamepad controller
  12460. */
  12461. static GAMEPAD: number;
  12462. /**
  12463. * Represents a generic controller
  12464. */
  12465. static GENERIC: number;
  12466. /**
  12467. * Represents an XBox controller
  12468. */
  12469. static XBOX: number;
  12470. /**
  12471. * Represents a pose-enabled controller
  12472. */
  12473. static POSE_ENABLED: number;
  12474. /**
  12475. * Represents an Dual Shock controller
  12476. */
  12477. static DUALSHOCK: number;
  12478. /**
  12479. * Specifies whether the left control stick should be Y-inverted
  12480. */
  12481. protected _invertLeftStickY: boolean;
  12482. /**
  12483. * Specifies if the gamepad has been connected
  12484. */
  12485. readonly isConnected: boolean;
  12486. /**
  12487. * Initializes the gamepad
  12488. * @param id The id of the gamepad
  12489. * @param index The index of the gamepad
  12490. * @param browserGamepad The browser gamepad
  12491. * @param leftStickX The x component of the left joystick
  12492. * @param leftStickY The y component of the left joystick
  12493. * @param rightStickX The x component of the right joystick
  12494. * @param rightStickY The y component of the right joystick
  12495. */
  12496. constructor(
  12497. /**
  12498. * The id of the gamepad
  12499. */
  12500. id: string,
  12501. /**
  12502. * The index of the gamepad
  12503. */
  12504. index: number,
  12505. /**
  12506. * The browser gamepad
  12507. */
  12508. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12509. /**
  12510. * Callback triggered when the left joystick has changed
  12511. * @param callback
  12512. */
  12513. onleftstickchanged(callback: (values: StickValues) => void): void;
  12514. /**
  12515. * Callback triggered when the right joystick has changed
  12516. * @param callback
  12517. */
  12518. onrightstickchanged(callback: (values: StickValues) => void): void;
  12519. /**
  12520. * Gets the left joystick
  12521. */
  12522. /**
  12523. * Sets the left joystick values
  12524. */
  12525. leftStick: StickValues;
  12526. /**
  12527. * Gets the right joystick
  12528. */
  12529. /**
  12530. * Sets the right joystick value
  12531. */
  12532. rightStick: StickValues;
  12533. /**
  12534. * Updates the gamepad joystick positions
  12535. */
  12536. update(): void;
  12537. /**
  12538. * Disposes the gamepad
  12539. */
  12540. dispose(): void;
  12541. }
  12542. /**
  12543. * Represents a generic gamepad
  12544. */
  12545. export class GenericPad extends Gamepad {
  12546. private _buttons;
  12547. private _onbuttondown;
  12548. private _onbuttonup;
  12549. /**
  12550. * Observable triggered when a button has been pressed
  12551. */
  12552. onButtonDownObservable: Observable<number>;
  12553. /**
  12554. * Observable triggered when a button has been released
  12555. */
  12556. onButtonUpObservable: Observable<number>;
  12557. /**
  12558. * Callback triggered when a button has been pressed
  12559. * @param callback Called when a button has been pressed
  12560. */
  12561. onbuttondown(callback: (buttonPressed: number) => void): void;
  12562. /**
  12563. * Callback triggered when a button has been released
  12564. * @param callback Called when a button has been released
  12565. */
  12566. onbuttonup(callback: (buttonReleased: number) => void): void;
  12567. /**
  12568. * Initializes the generic gamepad
  12569. * @param id The id of the generic gamepad
  12570. * @param index The index of the generic gamepad
  12571. * @param browserGamepad The browser gamepad
  12572. */
  12573. constructor(id: string, index: number, browserGamepad: any);
  12574. private _setButtonValue;
  12575. /**
  12576. * Updates the generic gamepad
  12577. */
  12578. update(): void;
  12579. /**
  12580. * Disposes the generic gamepad
  12581. */
  12582. dispose(): void;
  12583. }
  12584. }
  12585. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12586. import { Nullable } from "babylonjs/types";
  12587. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12588. import { Scene } from "babylonjs/scene";
  12589. module "babylonjs/Engines/engine" {
  12590. interface Engine {
  12591. /**
  12592. * Creates a raw texture
  12593. * @param data defines the data to store in the texture
  12594. * @param width defines the width of the texture
  12595. * @param height defines the height of the texture
  12596. * @param format defines the format of the data
  12597. * @param generateMipMaps defines if the engine should generate the mip levels
  12598. * @param invertY defines if data must be stored with Y axis inverted
  12599. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12600. * @param compression defines the compression used (null by default)
  12601. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12602. * @returns the raw texture inside an InternalTexture
  12603. */
  12604. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12605. /**
  12606. * Update a raw texture
  12607. * @param texture defines the texture to update
  12608. * @param data defines the data to store in the texture
  12609. * @param format defines the format of the data
  12610. * @param invertY defines if data must be stored with Y axis inverted
  12611. */
  12612. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12613. /**
  12614. * Update a raw texture
  12615. * @param texture defines the texture to update
  12616. * @param data defines the data to store in the texture
  12617. * @param format defines the format of the data
  12618. * @param invertY defines if data must be stored with Y axis inverted
  12619. * @param compression defines the compression used (null by default)
  12620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12621. */
  12622. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12623. /**
  12624. * Creates a new raw cube texture
  12625. * @param data defines the array of data to use to create each face
  12626. * @param size defines the size of the textures
  12627. * @param format defines the format of the data
  12628. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12629. * @param generateMipMaps defines if the engine should generate the mip levels
  12630. * @param invertY defines if data must be stored with Y axis inverted
  12631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12632. * @param compression defines the compression used (null by default)
  12633. * @returns the cube texture as an InternalTexture
  12634. */
  12635. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12636. /**
  12637. * Update a raw cube texture
  12638. * @param texture defines the texture to udpdate
  12639. * @param data defines the data to store
  12640. * @param format defines the data format
  12641. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12642. * @param invertY defines if data must be stored with Y axis inverted
  12643. */
  12644. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12645. /**
  12646. * Update a raw cube texture
  12647. * @param texture defines the texture to udpdate
  12648. * @param data defines the data to store
  12649. * @param format defines the data format
  12650. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12651. * @param invertY defines if data must be stored with Y axis inverted
  12652. * @param compression defines the compression used (null by default)
  12653. */
  12654. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12655. /**
  12656. * Update a raw cube texture
  12657. * @param texture defines the texture to udpdate
  12658. * @param data defines the data to store
  12659. * @param format defines the data format
  12660. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12661. * @param invertY defines if data must be stored with Y axis inverted
  12662. * @param compression defines the compression used (null by default)
  12663. * @param level defines which level of the texture to update
  12664. */
  12665. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12666. /**
  12667. * Creates a new raw cube texture from a specified url
  12668. * @param url defines the url where the data is located
  12669. * @param scene defines the current scene
  12670. * @param size defines the size of the textures
  12671. * @param format defines the format of the data
  12672. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12673. * @param noMipmap defines if the engine should avoid generating the mip levels
  12674. * @param callback defines a callback used to extract texture data from loaded data
  12675. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12676. * @param onLoad defines a callback called when texture is loaded
  12677. * @param onError defines a callback called if there is an error
  12678. * @returns the cube texture as an InternalTexture
  12679. */
  12680. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12681. /**
  12682. * Creates a new raw cube texture from a specified url
  12683. * @param url defines the url where the data is located
  12684. * @param scene defines the current scene
  12685. * @param size defines the size of the textures
  12686. * @param format defines the format of the data
  12687. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12688. * @param noMipmap defines if the engine should avoid generating the mip levels
  12689. * @param callback defines a callback used to extract texture data from loaded data
  12690. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12691. * @param onLoad defines a callback called when texture is loaded
  12692. * @param onError defines a callback called if there is an error
  12693. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12694. * @param invertY defines if data must be stored with Y axis inverted
  12695. * @returns the cube texture as an InternalTexture
  12696. */
  12697. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12698. /**
  12699. * Creates a new raw 3D texture
  12700. * @param data defines the data used to create the texture
  12701. * @param width defines the width of the texture
  12702. * @param height defines the height of the texture
  12703. * @param depth defines the depth of the texture
  12704. * @param format defines the format of the texture
  12705. * @param generateMipMaps defines if the engine must generate mip levels
  12706. * @param invertY defines if data must be stored with Y axis inverted
  12707. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12708. * @param compression defines the compressed used (can be null)
  12709. * @param textureType defines the compressed used (can be null)
  12710. * @returns a new raw 3D texture (stored in an InternalTexture)
  12711. */
  12712. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12713. /**
  12714. * Update a raw 3D texture
  12715. * @param texture defines the texture to update
  12716. * @param data defines the data to store
  12717. * @param format defines the data format
  12718. * @param invertY defines if data must be stored with Y axis inverted
  12719. */
  12720. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12721. /**
  12722. * Update a raw 3D texture
  12723. * @param texture defines the texture to update
  12724. * @param data defines the data to store
  12725. * @param format defines the data format
  12726. * @param invertY defines if data must be stored with Y axis inverted
  12727. * @param compression defines the used compression (can be null)
  12728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12729. */
  12730. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12731. }
  12732. }
  12733. }
  12734. declare module "babylonjs/Materials/Textures/rawTexture" {
  12735. import { Scene } from "babylonjs/scene";
  12736. import { Texture } from "babylonjs/Materials/Textures/texture";
  12737. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12738. /**
  12739. * Raw texture can help creating a texture directly from an array of data.
  12740. * This can be super useful if you either get the data from an uncompressed source or
  12741. * if you wish to create your texture pixel by pixel.
  12742. */
  12743. export class RawTexture extends Texture {
  12744. /**
  12745. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12746. */
  12747. format: number;
  12748. private _engine;
  12749. /**
  12750. * Instantiates a new RawTexture.
  12751. * Raw texture can help creating a texture directly from an array of data.
  12752. * This can be super useful if you either get the data from an uncompressed source or
  12753. * if you wish to create your texture pixel by pixel.
  12754. * @param data define the array of data to use to create the texture
  12755. * @param width define the width of the texture
  12756. * @param height define the height of the texture
  12757. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12758. * @param scene define the scene the texture belongs to
  12759. * @param generateMipMaps define whether mip maps should be generated or not
  12760. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12761. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12762. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12763. */
  12764. constructor(data: ArrayBufferView, width: number, height: number,
  12765. /**
  12766. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12767. */
  12768. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12769. /**
  12770. * Updates the texture underlying data.
  12771. * @param data Define the new data of the texture
  12772. */
  12773. update(data: ArrayBufferView): void;
  12774. /**
  12775. * Creates a luminance texture from some data.
  12776. * @param data Define the texture data
  12777. * @param width Define the width of the texture
  12778. * @param height Define the height of the texture
  12779. * @param scene Define the scene the texture belongs to
  12780. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12781. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12782. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12783. * @returns the luminance texture
  12784. */
  12785. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12786. /**
  12787. * Creates a luminance alpha texture from some data.
  12788. * @param data Define the texture data
  12789. * @param width Define the width of the texture
  12790. * @param height Define the height of the texture
  12791. * @param scene Define the scene the texture belongs to
  12792. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12793. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12794. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12795. * @returns the luminance alpha texture
  12796. */
  12797. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12798. /**
  12799. * Creates an alpha texture from some data.
  12800. * @param data Define the texture data
  12801. * @param width Define the width of the texture
  12802. * @param height Define the height of the texture
  12803. * @param scene Define the scene the texture belongs to
  12804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12807. * @returns the alpha texture
  12808. */
  12809. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12810. /**
  12811. * Creates a RGB texture from some data.
  12812. * @param data Define the texture data
  12813. * @param width Define the width of the texture
  12814. * @param height Define the height of the texture
  12815. * @param scene Define the scene the texture belongs to
  12816. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12817. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12818. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12819. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12820. * @returns the RGB alpha texture
  12821. */
  12822. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12823. /**
  12824. * Creates a RGBA texture from some data.
  12825. * @param data Define the texture data
  12826. * @param width Define the width of the texture
  12827. * @param height Define the height of the texture
  12828. * @param scene Define the scene the texture belongs to
  12829. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12830. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12831. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12832. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12833. * @returns the RGBA texture
  12834. */
  12835. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12836. /**
  12837. * Creates a R texture from some data.
  12838. * @param data Define the texture data
  12839. * @param width Define the width of the texture
  12840. * @param height Define the height of the texture
  12841. * @param scene Define the scene the texture belongs to
  12842. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12843. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12844. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12845. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12846. * @returns the R texture
  12847. */
  12848. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12849. }
  12850. }
  12851. declare module "babylonjs/Maths/math.size" {
  12852. /**
  12853. * Interface for the size containing width and height
  12854. */
  12855. export interface ISize {
  12856. /**
  12857. * Width
  12858. */
  12859. width: number;
  12860. /**
  12861. * Heighht
  12862. */
  12863. height: number;
  12864. }
  12865. /**
  12866. * Size containing widht and height
  12867. */
  12868. export class Size implements ISize {
  12869. /**
  12870. * Width
  12871. */
  12872. width: number;
  12873. /**
  12874. * Height
  12875. */
  12876. height: number;
  12877. /**
  12878. * Creates a Size object from the given width and height (floats).
  12879. * @param width width of the new size
  12880. * @param height height of the new size
  12881. */
  12882. constructor(width: number, height: number);
  12883. /**
  12884. * Returns a string with the Size width and height
  12885. * @returns a string with the Size width and height
  12886. */
  12887. toString(): string;
  12888. /**
  12889. * "Size"
  12890. * @returns the string "Size"
  12891. */
  12892. getClassName(): string;
  12893. /**
  12894. * Returns the Size hash code.
  12895. * @returns a hash code for a unique width and height
  12896. */
  12897. getHashCode(): number;
  12898. /**
  12899. * Updates the current size from the given one.
  12900. * @param src the given size
  12901. */
  12902. copyFrom(src: Size): void;
  12903. /**
  12904. * Updates in place the current Size from the given floats.
  12905. * @param width width of the new size
  12906. * @param height height of the new size
  12907. * @returns the updated Size.
  12908. */
  12909. copyFromFloats(width: number, height: number): Size;
  12910. /**
  12911. * Updates in place the current Size from the given floats.
  12912. * @param width width to set
  12913. * @param height height to set
  12914. * @returns the updated Size.
  12915. */
  12916. set(width: number, height: number): Size;
  12917. /**
  12918. * Multiplies the width and height by numbers
  12919. * @param w factor to multiple the width by
  12920. * @param h factor to multiple the height by
  12921. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12922. */
  12923. multiplyByFloats(w: number, h: number): Size;
  12924. /**
  12925. * Clones the size
  12926. * @returns a new Size copied from the given one.
  12927. */
  12928. clone(): Size;
  12929. /**
  12930. * True if the current Size and the given one width and height are strictly equal.
  12931. * @param other the other size to compare against
  12932. * @returns True if the current Size and the given one width and height are strictly equal.
  12933. */
  12934. equals(other: Size): boolean;
  12935. /**
  12936. * The surface of the Size : width * height (float).
  12937. */
  12938. readonly surface: number;
  12939. /**
  12940. * Create a new size of zero
  12941. * @returns a new Size set to (0.0, 0.0)
  12942. */
  12943. static Zero(): Size;
  12944. /**
  12945. * Sums the width and height of two sizes
  12946. * @param otherSize size to add to this size
  12947. * @returns a new Size set as the addition result of the current Size and the given one.
  12948. */
  12949. add(otherSize: Size): Size;
  12950. /**
  12951. * Subtracts the width and height of two
  12952. * @param otherSize size to subtract to this size
  12953. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12954. */
  12955. subtract(otherSize: Size): Size;
  12956. /**
  12957. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12958. * @param start starting size to lerp between
  12959. * @param end end size to lerp between
  12960. * @param amount amount to lerp between the start and end values
  12961. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12962. */
  12963. static Lerp(start: Size, end: Size, amount: number): Size;
  12964. }
  12965. }
  12966. declare module "babylonjs/Animations/runtimeAnimation" {
  12967. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12968. import { Animatable } from "babylonjs/Animations/animatable";
  12969. import { Scene } from "babylonjs/scene";
  12970. /**
  12971. * Defines a runtime animation
  12972. */
  12973. export class RuntimeAnimation {
  12974. private _events;
  12975. /**
  12976. * The current frame of the runtime animation
  12977. */
  12978. private _currentFrame;
  12979. /**
  12980. * The animation used by the runtime animation
  12981. */
  12982. private _animation;
  12983. /**
  12984. * The target of the runtime animation
  12985. */
  12986. private _target;
  12987. /**
  12988. * The initiating animatable
  12989. */
  12990. private _host;
  12991. /**
  12992. * The original value of the runtime animation
  12993. */
  12994. private _originalValue;
  12995. /**
  12996. * The original blend value of the runtime animation
  12997. */
  12998. private _originalBlendValue;
  12999. /**
  13000. * The offsets cache of the runtime animation
  13001. */
  13002. private _offsetsCache;
  13003. /**
  13004. * The high limits cache of the runtime animation
  13005. */
  13006. private _highLimitsCache;
  13007. /**
  13008. * Specifies if the runtime animation has been stopped
  13009. */
  13010. private _stopped;
  13011. /**
  13012. * The blending factor of the runtime animation
  13013. */
  13014. private _blendingFactor;
  13015. /**
  13016. * The BabylonJS scene
  13017. */
  13018. private _scene;
  13019. /**
  13020. * The current value of the runtime animation
  13021. */
  13022. private _currentValue;
  13023. /** @hidden */
  13024. _animationState: _IAnimationState;
  13025. /**
  13026. * The active target of the runtime animation
  13027. */
  13028. private _activeTargets;
  13029. private _currentActiveTarget;
  13030. private _directTarget;
  13031. /**
  13032. * The target path of the runtime animation
  13033. */
  13034. private _targetPath;
  13035. /**
  13036. * The weight of the runtime animation
  13037. */
  13038. private _weight;
  13039. /**
  13040. * The ratio offset of the runtime animation
  13041. */
  13042. private _ratioOffset;
  13043. /**
  13044. * The previous delay of the runtime animation
  13045. */
  13046. private _previousDelay;
  13047. /**
  13048. * The previous ratio of the runtime animation
  13049. */
  13050. private _previousRatio;
  13051. private _enableBlending;
  13052. private _keys;
  13053. private _minFrame;
  13054. private _maxFrame;
  13055. private _minValue;
  13056. private _maxValue;
  13057. private _targetIsArray;
  13058. /**
  13059. * Gets the current frame of the runtime animation
  13060. */
  13061. readonly currentFrame: number;
  13062. /**
  13063. * Gets the weight of the runtime animation
  13064. */
  13065. readonly weight: number;
  13066. /**
  13067. * Gets the current value of the runtime animation
  13068. */
  13069. readonly currentValue: any;
  13070. /**
  13071. * Gets the target path of the runtime animation
  13072. */
  13073. readonly targetPath: string;
  13074. /**
  13075. * Gets the actual target of the runtime animation
  13076. */
  13077. readonly target: any;
  13078. /** @hidden */
  13079. _onLoop: () => void;
  13080. /**
  13081. * Create a new RuntimeAnimation object
  13082. * @param target defines the target of the animation
  13083. * @param animation defines the source animation object
  13084. * @param scene defines the hosting scene
  13085. * @param host defines the initiating Animatable
  13086. */
  13087. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13088. private _preparePath;
  13089. /**
  13090. * Gets the animation from the runtime animation
  13091. */
  13092. readonly animation: Animation;
  13093. /**
  13094. * Resets the runtime animation to the beginning
  13095. * @param restoreOriginal defines whether to restore the target property to the original value
  13096. */
  13097. reset(restoreOriginal?: boolean): void;
  13098. /**
  13099. * Specifies if the runtime animation is stopped
  13100. * @returns Boolean specifying if the runtime animation is stopped
  13101. */
  13102. isStopped(): boolean;
  13103. /**
  13104. * Disposes of the runtime animation
  13105. */
  13106. dispose(): void;
  13107. /**
  13108. * Apply the interpolated value to the target
  13109. * @param currentValue defines the value computed by the animation
  13110. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13111. */
  13112. setValue(currentValue: any, weight: number): void;
  13113. private _getOriginalValues;
  13114. private _setValue;
  13115. /**
  13116. * Gets the loop pmode of the runtime animation
  13117. * @returns Loop Mode
  13118. */
  13119. private _getCorrectLoopMode;
  13120. /**
  13121. * Move the current animation to a given frame
  13122. * @param frame defines the frame to move to
  13123. */
  13124. goToFrame(frame: number): void;
  13125. /**
  13126. * @hidden Internal use only
  13127. */
  13128. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13129. /**
  13130. * Execute the current animation
  13131. * @param delay defines the delay to add to the current frame
  13132. * @param from defines the lower bound of the animation range
  13133. * @param to defines the upper bound of the animation range
  13134. * @param loop defines if the current animation must loop
  13135. * @param speedRatio defines the current speed ratio
  13136. * @param weight defines the weight of the animation (default is -1 so no weight)
  13137. * @param onLoop optional callback called when animation loops
  13138. * @returns a boolean indicating if the animation is running
  13139. */
  13140. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13141. }
  13142. }
  13143. declare module "babylonjs/Animations/animatable" {
  13144. import { Animation } from "babylonjs/Animations/animation";
  13145. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13146. import { Nullable } from "babylonjs/types";
  13147. import { Observable } from "babylonjs/Misc/observable";
  13148. import { Scene } from "babylonjs/scene";
  13149. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13150. import { Node } from "babylonjs/node";
  13151. /**
  13152. * Class used to store an actual running animation
  13153. */
  13154. export class Animatable {
  13155. /** defines the target object */
  13156. target: any;
  13157. /** defines the starting frame number (default is 0) */
  13158. fromFrame: number;
  13159. /** defines the ending frame number (default is 100) */
  13160. toFrame: number;
  13161. /** defines if the animation must loop (default is false) */
  13162. loopAnimation: boolean;
  13163. /** defines a callback to call when animation ends if it is not looping */
  13164. onAnimationEnd?: (() => void) | null | undefined;
  13165. /** defines a callback to call when animation loops */
  13166. onAnimationLoop?: (() => void) | null | undefined;
  13167. private _localDelayOffset;
  13168. private _pausedDelay;
  13169. private _runtimeAnimations;
  13170. private _paused;
  13171. private _scene;
  13172. private _speedRatio;
  13173. private _weight;
  13174. private _syncRoot;
  13175. /**
  13176. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13177. * This will only apply for non looping animation (default is true)
  13178. */
  13179. disposeOnEnd: boolean;
  13180. /**
  13181. * Gets a boolean indicating if the animation has started
  13182. */
  13183. animationStarted: boolean;
  13184. /**
  13185. * Observer raised when the animation ends
  13186. */
  13187. onAnimationEndObservable: Observable<Animatable>;
  13188. /**
  13189. * Observer raised when the animation loops
  13190. */
  13191. onAnimationLoopObservable: Observable<Animatable>;
  13192. /**
  13193. * Gets the root Animatable used to synchronize and normalize animations
  13194. */
  13195. readonly syncRoot: Nullable<Animatable>;
  13196. /**
  13197. * Gets the current frame of the first RuntimeAnimation
  13198. * Used to synchronize Animatables
  13199. */
  13200. readonly masterFrame: number;
  13201. /**
  13202. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13203. */
  13204. weight: number;
  13205. /**
  13206. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13207. */
  13208. speedRatio: number;
  13209. /**
  13210. * Creates a new Animatable
  13211. * @param scene defines the hosting scene
  13212. * @param target defines the target object
  13213. * @param fromFrame defines the starting frame number (default is 0)
  13214. * @param toFrame defines the ending frame number (default is 100)
  13215. * @param loopAnimation defines if the animation must loop (default is false)
  13216. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13217. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13218. * @param animations defines a group of animation to add to the new Animatable
  13219. * @param onAnimationLoop defines a callback to call when animation loops
  13220. */
  13221. constructor(scene: Scene,
  13222. /** defines the target object */
  13223. target: any,
  13224. /** defines the starting frame number (default is 0) */
  13225. fromFrame?: number,
  13226. /** defines the ending frame number (default is 100) */
  13227. toFrame?: number,
  13228. /** defines if the animation must loop (default is false) */
  13229. loopAnimation?: boolean, speedRatio?: number,
  13230. /** defines a callback to call when animation ends if it is not looping */
  13231. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13232. /** defines a callback to call when animation loops */
  13233. onAnimationLoop?: (() => void) | null | undefined);
  13234. /**
  13235. * Synchronize and normalize current Animatable with a source Animatable
  13236. * This is useful when using animation weights and when animations are not of the same length
  13237. * @param root defines the root Animatable to synchronize with
  13238. * @returns the current Animatable
  13239. */
  13240. syncWith(root: Animatable): Animatable;
  13241. /**
  13242. * Gets the list of runtime animations
  13243. * @returns an array of RuntimeAnimation
  13244. */
  13245. getAnimations(): RuntimeAnimation[];
  13246. /**
  13247. * Adds more animations to the current animatable
  13248. * @param target defines the target of the animations
  13249. * @param animations defines the new animations to add
  13250. */
  13251. appendAnimations(target: any, animations: Animation[]): void;
  13252. /**
  13253. * Gets the source animation for a specific property
  13254. * @param property defines the propertyu to look for
  13255. * @returns null or the source animation for the given property
  13256. */
  13257. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13258. /**
  13259. * Gets the runtime animation for a specific property
  13260. * @param property defines the propertyu to look for
  13261. * @returns null or the runtime animation for the given property
  13262. */
  13263. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13264. /**
  13265. * Resets the animatable to its original state
  13266. */
  13267. reset(): void;
  13268. /**
  13269. * Allows the animatable to blend with current running animations
  13270. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13271. * @param blendingSpeed defines the blending speed to use
  13272. */
  13273. enableBlending(blendingSpeed: number): void;
  13274. /**
  13275. * Disable animation blending
  13276. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13277. */
  13278. disableBlending(): void;
  13279. /**
  13280. * Jump directly to a given frame
  13281. * @param frame defines the frame to jump to
  13282. */
  13283. goToFrame(frame: number): void;
  13284. /**
  13285. * Pause the animation
  13286. */
  13287. pause(): void;
  13288. /**
  13289. * Restart the animation
  13290. */
  13291. restart(): void;
  13292. private _raiseOnAnimationEnd;
  13293. /**
  13294. * Stop and delete the current animation
  13295. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13296. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13297. */
  13298. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13299. /**
  13300. * Wait asynchronously for the animation to end
  13301. * @returns a promise which will be fullfilled when the animation ends
  13302. */
  13303. waitAsync(): Promise<Animatable>;
  13304. /** @hidden */
  13305. _animate(delay: number): boolean;
  13306. }
  13307. module "babylonjs/scene" {
  13308. interface Scene {
  13309. /** @hidden */
  13310. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13311. /** @hidden */
  13312. _processLateAnimationBindingsForMatrices(holder: {
  13313. totalWeight: number;
  13314. animations: RuntimeAnimation[];
  13315. originalValue: Matrix;
  13316. }): any;
  13317. /** @hidden */
  13318. _processLateAnimationBindingsForQuaternions(holder: {
  13319. totalWeight: number;
  13320. animations: RuntimeAnimation[];
  13321. originalValue: Quaternion;
  13322. }, refQuaternion: Quaternion): Quaternion;
  13323. /** @hidden */
  13324. _processLateAnimationBindings(): void;
  13325. /**
  13326. * Will start the animation sequence of a given target
  13327. * @param target defines the target
  13328. * @param from defines from which frame should animation start
  13329. * @param to defines until which frame should animation run.
  13330. * @param weight defines the weight to apply to the animation (1.0 by default)
  13331. * @param loop defines if the animation loops
  13332. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13333. * @param onAnimationEnd defines the function to be executed when the animation ends
  13334. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13335. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13336. * @param onAnimationLoop defines the callback to call when an animation loops
  13337. * @returns the animatable object created for this animation
  13338. */
  13339. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13340. /**
  13341. * Will start the animation sequence of a given target
  13342. * @param target defines the target
  13343. * @param from defines from which frame should animation start
  13344. * @param to defines until which frame should animation run.
  13345. * @param loop defines if the animation loops
  13346. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13347. * @param onAnimationEnd defines the function to be executed when the animation ends
  13348. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13349. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13350. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13351. * @param onAnimationLoop defines the callback to call when an animation loops
  13352. * @returns the animatable object created for this animation
  13353. */
  13354. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13355. /**
  13356. * Will start the animation sequence of a given target and its hierarchy
  13357. * @param target defines the target
  13358. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13359. * @param from defines from which frame should animation start
  13360. * @param to defines until which frame should animation run.
  13361. * @param loop defines if the animation loops
  13362. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13363. * @param onAnimationEnd defines the function to be executed when the animation ends
  13364. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13365. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13366. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13367. * @param onAnimationLoop defines the callback to call when an animation loops
  13368. * @returns the list of created animatables
  13369. */
  13370. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13371. /**
  13372. * Begin a new animation on a given node
  13373. * @param target defines the target where the animation will take place
  13374. * @param animations defines the list of animations to start
  13375. * @param from defines the initial value
  13376. * @param to defines the final value
  13377. * @param loop defines if you want animation to loop (off by default)
  13378. * @param speedRatio defines the speed ratio to apply to all animations
  13379. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13380. * @param onAnimationLoop defines the callback to call when an animation loops
  13381. * @returns the list of created animatables
  13382. */
  13383. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13384. /**
  13385. * Begin a new animation on a given node and its hierarchy
  13386. * @param target defines the root node where the animation will take place
  13387. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13388. * @param animations defines the list of animations to start
  13389. * @param from defines the initial value
  13390. * @param to defines the final value
  13391. * @param loop defines if you want animation to loop (off by default)
  13392. * @param speedRatio defines the speed ratio to apply to all animations
  13393. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13394. * @param onAnimationLoop defines the callback to call when an animation loops
  13395. * @returns the list of animatables created for all nodes
  13396. */
  13397. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13398. /**
  13399. * Gets the animatable associated with a specific target
  13400. * @param target defines the target of the animatable
  13401. * @returns the required animatable if found
  13402. */
  13403. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13404. /**
  13405. * Gets all animatables associated with a given target
  13406. * @param target defines the target to look animatables for
  13407. * @returns an array of Animatables
  13408. */
  13409. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13410. /**
  13411. * Stops and removes all animations that have been applied to the scene
  13412. */
  13413. stopAllAnimations(): void;
  13414. /**
  13415. * Gets the current delta time used by animation engine
  13416. */
  13417. deltaTime: number;
  13418. }
  13419. }
  13420. module "babylonjs/Bones/bone" {
  13421. interface Bone {
  13422. /**
  13423. * Copy an animation range from another bone
  13424. * @param source defines the source bone
  13425. * @param rangeName defines the range name to copy
  13426. * @param frameOffset defines the frame offset
  13427. * @param rescaleAsRequired defines if rescaling must be applied if required
  13428. * @param skelDimensionsRatio defines the scaling ratio
  13429. * @returns true if operation was successful
  13430. */
  13431. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13432. }
  13433. }
  13434. }
  13435. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13436. /**
  13437. * Class used to override all child animations of a given target
  13438. */
  13439. export class AnimationPropertiesOverride {
  13440. /**
  13441. * Gets or sets a value indicating if animation blending must be used
  13442. */
  13443. enableBlending: boolean;
  13444. /**
  13445. * Gets or sets the blending speed to use when enableBlending is true
  13446. */
  13447. blendingSpeed: number;
  13448. /**
  13449. * Gets or sets the default loop mode to use
  13450. */
  13451. loopMode: number;
  13452. }
  13453. }
  13454. declare module "babylonjs/Bones/skeleton" {
  13455. import { Bone } from "babylonjs/Bones/bone";
  13456. import { Observable } from "babylonjs/Misc/observable";
  13457. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13458. import { Scene } from "babylonjs/scene";
  13459. import { Nullable } from "babylonjs/types";
  13460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13461. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13462. import { Animatable } from "babylonjs/Animations/animatable";
  13463. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13464. import { Animation } from "babylonjs/Animations/animation";
  13465. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13466. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13467. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13468. /**
  13469. * Class used to handle skinning animations
  13470. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13471. */
  13472. export class Skeleton implements IAnimatable {
  13473. /** defines the skeleton name */
  13474. name: string;
  13475. /** defines the skeleton Id */
  13476. id: string;
  13477. /**
  13478. * Defines the list of child bones
  13479. */
  13480. bones: Bone[];
  13481. /**
  13482. * Defines an estimate of the dimension of the skeleton at rest
  13483. */
  13484. dimensionsAtRest: Vector3;
  13485. /**
  13486. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13487. */
  13488. needInitialSkinMatrix: boolean;
  13489. /**
  13490. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13491. */
  13492. overrideMesh: Nullable<AbstractMesh>;
  13493. /**
  13494. * Gets the list of animations attached to this skeleton
  13495. */
  13496. animations: Array<Animation>;
  13497. private _scene;
  13498. private _isDirty;
  13499. private _transformMatrices;
  13500. private _transformMatrixTexture;
  13501. private _meshesWithPoseMatrix;
  13502. private _animatables;
  13503. private _identity;
  13504. private _synchronizedWithMesh;
  13505. private _ranges;
  13506. private _lastAbsoluteTransformsUpdateId;
  13507. private _canUseTextureForBones;
  13508. private _uniqueId;
  13509. /** @hidden */
  13510. _numBonesWithLinkedTransformNode: number;
  13511. /** @hidden */
  13512. _hasWaitingData: Nullable<boolean>;
  13513. /**
  13514. * Specifies if the skeleton should be serialized
  13515. */
  13516. doNotSerialize: boolean;
  13517. private _useTextureToStoreBoneMatrices;
  13518. /**
  13519. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13520. * Please note that this option is not available if the hardware does not support it
  13521. */
  13522. useTextureToStoreBoneMatrices: boolean;
  13523. private _animationPropertiesOverride;
  13524. /**
  13525. * Gets or sets the animation properties override
  13526. */
  13527. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13528. /**
  13529. * List of inspectable custom properties (used by the Inspector)
  13530. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13531. */
  13532. inspectableCustomProperties: IInspectable[];
  13533. /**
  13534. * An observable triggered before computing the skeleton's matrices
  13535. */
  13536. onBeforeComputeObservable: Observable<Skeleton>;
  13537. /**
  13538. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13539. */
  13540. readonly isUsingTextureForMatrices: boolean;
  13541. /**
  13542. * Gets the unique ID of this skeleton
  13543. */
  13544. readonly uniqueId: number;
  13545. /**
  13546. * Creates a new skeleton
  13547. * @param name defines the skeleton name
  13548. * @param id defines the skeleton Id
  13549. * @param scene defines the hosting scene
  13550. */
  13551. constructor(
  13552. /** defines the skeleton name */
  13553. name: string,
  13554. /** defines the skeleton Id */
  13555. id: string, scene: Scene);
  13556. /**
  13557. * Gets the current object class name.
  13558. * @return the class name
  13559. */
  13560. getClassName(): string;
  13561. /**
  13562. * Returns an array containing the root bones
  13563. * @returns an array containing the root bones
  13564. */
  13565. getChildren(): Array<Bone>;
  13566. /**
  13567. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13568. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13569. * @returns a Float32Array containing matrices data
  13570. */
  13571. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13572. /**
  13573. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13574. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13575. * @returns a raw texture containing the data
  13576. */
  13577. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13578. /**
  13579. * Gets the current hosting scene
  13580. * @returns a scene object
  13581. */
  13582. getScene(): Scene;
  13583. /**
  13584. * Gets a string representing the current skeleton data
  13585. * @param fullDetails defines a boolean indicating if we want a verbose version
  13586. * @returns a string representing the current skeleton data
  13587. */
  13588. toString(fullDetails?: boolean): string;
  13589. /**
  13590. * Get bone's index searching by name
  13591. * @param name defines bone's name to search for
  13592. * @return the indice of the bone. Returns -1 if not found
  13593. */
  13594. getBoneIndexByName(name: string): number;
  13595. /**
  13596. * Creater a new animation range
  13597. * @param name defines the name of the range
  13598. * @param from defines the start key
  13599. * @param to defines the end key
  13600. */
  13601. createAnimationRange(name: string, from: number, to: number): void;
  13602. /**
  13603. * Delete a specific animation range
  13604. * @param name defines the name of the range
  13605. * @param deleteFrames defines if frames must be removed as well
  13606. */
  13607. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13608. /**
  13609. * Gets a specific animation range
  13610. * @param name defines the name of the range to look for
  13611. * @returns the requested animation range or null if not found
  13612. */
  13613. getAnimationRange(name: string): Nullable<AnimationRange>;
  13614. /**
  13615. * Gets the list of all animation ranges defined on this skeleton
  13616. * @returns an array
  13617. */
  13618. getAnimationRanges(): Nullable<AnimationRange>[];
  13619. /**
  13620. * Copy animation range from a source skeleton.
  13621. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13622. * @param source defines the source skeleton
  13623. * @param name defines the name of the range to copy
  13624. * @param rescaleAsRequired defines if rescaling must be applied if required
  13625. * @returns true if operation was successful
  13626. */
  13627. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13628. /**
  13629. * Forces the skeleton to go to rest pose
  13630. */
  13631. returnToRest(): void;
  13632. private _getHighestAnimationFrame;
  13633. /**
  13634. * Begin a specific animation range
  13635. * @param name defines the name of the range to start
  13636. * @param loop defines if looping must be turned on (false by default)
  13637. * @param speedRatio defines the speed ratio to apply (1 by default)
  13638. * @param onAnimationEnd defines a callback which will be called when animation will end
  13639. * @returns a new animatable
  13640. */
  13641. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13642. /** @hidden */
  13643. _markAsDirty(): void;
  13644. /** @hidden */
  13645. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13646. /** @hidden */
  13647. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13648. private _computeTransformMatrices;
  13649. /**
  13650. * Build all resources required to render a skeleton
  13651. */
  13652. prepare(): void;
  13653. /**
  13654. * Gets the list of animatables currently running for this skeleton
  13655. * @returns an array of animatables
  13656. */
  13657. getAnimatables(): IAnimatable[];
  13658. /**
  13659. * Clone the current skeleton
  13660. * @param name defines the name of the new skeleton
  13661. * @param id defines the id of the new skeleton
  13662. * @returns the new skeleton
  13663. */
  13664. clone(name: string, id: string): Skeleton;
  13665. /**
  13666. * Enable animation blending for this skeleton
  13667. * @param blendingSpeed defines the blending speed to apply
  13668. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13669. */
  13670. enableBlending(blendingSpeed?: number): void;
  13671. /**
  13672. * Releases all resources associated with the current skeleton
  13673. */
  13674. dispose(): void;
  13675. /**
  13676. * Serialize the skeleton in a JSON object
  13677. * @returns a JSON object
  13678. */
  13679. serialize(): any;
  13680. /**
  13681. * Creates a new skeleton from serialized data
  13682. * @param parsedSkeleton defines the serialized data
  13683. * @param scene defines the hosting scene
  13684. * @returns a new skeleton
  13685. */
  13686. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13687. /**
  13688. * Compute all node absolute transforms
  13689. * @param forceUpdate defines if computation must be done even if cache is up to date
  13690. */
  13691. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13692. /**
  13693. * Gets the root pose matrix
  13694. * @returns a matrix
  13695. */
  13696. getPoseMatrix(): Nullable<Matrix>;
  13697. /**
  13698. * Sorts bones per internal index
  13699. */
  13700. sortBones(): void;
  13701. private _sortBones;
  13702. }
  13703. }
  13704. declare module "babylonjs/Bones/bone" {
  13705. import { Skeleton } from "babylonjs/Bones/skeleton";
  13706. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13707. import { Nullable } from "babylonjs/types";
  13708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13710. import { Node } from "babylonjs/node";
  13711. import { Space } from "babylonjs/Maths/math.axis";
  13712. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13713. /**
  13714. * Class used to store bone information
  13715. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13716. */
  13717. export class Bone extends Node {
  13718. /**
  13719. * defines the bone name
  13720. */
  13721. name: string;
  13722. private static _tmpVecs;
  13723. private static _tmpQuat;
  13724. private static _tmpMats;
  13725. /**
  13726. * Gets the list of child bones
  13727. */
  13728. children: Bone[];
  13729. /** Gets the animations associated with this bone */
  13730. animations: import("babylonjs/Animations/animation").Animation[];
  13731. /**
  13732. * Gets or sets bone length
  13733. */
  13734. length: number;
  13735. /**
  13736. * @hidden Internal only
  13737. * Set this value to map this bone to a different index in the transform matrices
  13738. * Set this value to -1 to exclude the bone from the transform matrices
  13739. */
  13740. _index: Nullable<number>;
  13741. private _skeleton;
  13742. private _localMatrix;
  13743. private _restPose;
  13744. private _baseMatrix;
  13745. private _absoluteTransform;
  13746. private _invertedAbsoluteTransform;
  13747. private _parent;
  13748. private _scalingDeterminant;
  13749. private _worldTransform;
  13750. private _localScaling;
  13751. private _localRotation;
  13752. private _localPosition;
  13753. private _needToDecompose;
  13754. private _needToCompose;
  13755. /** @hidden */
  13756. _linkedTransformNode: Nullable<TransformNode>;
  13757. /** @hidden */
  13758. _waitingTransformNodeId: Nullable<string>;
  13759. /** @hidden */
  13760. /** @hidden */
  13761. _matrix: Matrix;
  13762. /**
  13763. * Create a new bone
  13764. * @param name defines the bone name
  13765. * @param skeleton defines the parent skeleton
  13766. * @param parentBone defines the parent (can be null if the bone is the root)
  13767. * @param localMatrix defines the local matrix
  13768. * @param restPose defines the rest pose matrix
  13769. * @param baseMatrix defines the base matrix
  13770. * @param index defines index of the bone in the hiearchy
  13771. */
  13772. constructor(
  13773. /**
  13774. * defines the bone name
  13775. */
  13776. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13777. /**
  13778. * Gets the current object class name.
  13779. * @return the class name
  13780. */
  13781. getClassName(): string;
  13782. /**
  13783. * Gets the parent skeleton
  13784. * @returns a skeleton
  13785. */
  13786. getSkeleton(): Skeleton;
  13787. /**
  13788. * Gets parent bone
  13789. * @returns a bone or null if the bone is the root of the bone hierarchy
  13790. */
  13791. getParent(): Nullable<Bone>;
  13792. /**
  13793. * Returns an array containing the root bones
  13794. * @returns an array containing the root bones
  13795. */
  13796. getChildren(): Array<Bone>;
  13797. /**
  13798. * Sets the parent bone
  13799. * @param parent defines the parent (can be null if the bone is the root)
  13800. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13801. */
  13802. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13803. /**
  13804. * Gets the local matrix
  13805. * @returns a matrix
  13806. */
  13807. getLocalMatrix(): Matrix;
  13808. /**
  13809. * Gets the base matrix (initial matrix which remains unchanged)
  13810. * @returns a matrix
  13811. */
  13812. getBaseMatrix(): Matrix;
  13813. /**
  13814. * Gets the rest pose matrix
  13815. * @returns a matrix
  13816. */
  13817. getRestPose(): Matrix;
  13818. /**
  13819. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13820. */
  13821. getWorldMatrix(): Matrix;
  13822. /**
  13823. * Sets the local matrix to rest pose matrix
  13824. */
  13825. returnToRest(): void;
  13826. /**
  13827. * Gets the inverse of the absolute transform matrix.
  13828. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13829. * @returns a matrix
  13830. */
  13831. getInvertedAbsoluteTransform(): Matrix;
  13832. /**
  13833. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13834. * @returns a matrix
  13835. */
  13836. getAbsoluteTransform(): Matrix;
  13837. /**
  13838. * Links with the given transform node.
  13839. * The local matrix of this bone is copied from the transform node every frame.
  13840. * @param transformNode defines the transform node to link to
  13841. */
  13842. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13843. /**
  13844. * Gets the node used to drive the bone's transformation
  13845. * @returns a transform node or null
  13846. */
  13847. getTransformNode(): Nullable<TransformNode>;
  13848. /** Gets or sets current position (in local space) */
  13849. position: Vector3;
  13850. /** Gets or sets current rotation (in local space) */
  13851. rotation: Vector3;
  13852. /** Gets or sets current rotation quaternion (in local space) */
  13853. rotationQuaternion: Quaternion;
  13854. /** Gets or sets current scaling (in local space) */
  13855. scaling: Vector3;
  13856. /**
  13857. * Gets the animation properties override
  13858. */
  13859. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13860. private _decompose;
  13861. private _compose;
  13862. /**
  13863. * Update the base and local matrices
  13864. * @param matrix defines the new base or local matrix
  13865. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13866. * @param updateLocalMatrix defines if the local matrix should be updated
  13867. */
  13868. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13869. /** @hidden */
  13870. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13871. /**
  13872. * Flag the bone as dirty (Forcing it to update everything)
  13873. */
  13874. markAsDirty(): void;
  13875. /** @hidden */
  13876. _markAsDirtyAndCompose(): void;
  13877. private _markAsDirtyAndDecompose;
  13878. /**
  13879. * Translate the bone in local or world space
  13880. * @param vec The amount to translate the bone
  13881. * @param space The space that the translation is in
  13882. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13883. */
  13884. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13885. /**
  13886. * Set the postion of the bone in local or world space
  13887. * @param position The position to set the bone
  13888. * @param space The space that the position is in
  13889. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13890. */
  13891. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13892. /**
  13893. * Set the absolute position of the bone (world space)
  13894. * @param position The position to set the bone
  13895. * @param mesh The mesh that this bone is attached to
  13896. */
  13897. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13898. /**
  13899. * Scale the bone on the x, y and z axes (in local space)
  13900. * @param x The amount to scale the bone on the x axis
  13901. * @param y The amount to scale the bone on the y axis
  13902. * @param z The amount to scale the bone on the z axis
  13903. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13904. */
  13905. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13906. /**
  13907. * Set the bone scaling in local space
  13908. * @param scale defines the scaling vector
  13909. */
  13910. setScale(scale: Vector3): void;
  13911. /**
  13912. * Gets the current scaling in local space
  13913. * @returns the current scaling vector
  13914. */
  13915. getScale(): Vector3;
  13916. /**
  13917. * Gets the current scaling in local space and stores it in a target vector
  13918. * @param result defines the target vector
  13919. */
  13920. getScaleToRef(result: Vector3): void;
  13921. /**
  13922. * Set the yaw, pitch, and roll of the bone in local or world space
  13923. * @param yaw The rotation of the bone on the y axis
  13924. * @param pitch The rotation of the bone on the x axis
  13925. * @param roll The rotation of the bone on the z axis
  13926. * @param space The space that the axes of rotation are in
  13927. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13928. */
  13929. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13930. /**
  13931. * Add a rotation to the bone on an axis in local or world space
  13932. * @param axis The axis to rotate the bone on
  13933. * @param amount The amount to rotate the bone
  13934. * @param space The space that the axis is in
  13935. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13936. */
  13937. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13938. /**
  13939. * Set the rotation of the bone to a particular axis angle in local or world space
  13940. * @param axis The axis to rotate the bone on
  13941. * @param angle The angle that the bone should be rotated to
  13942. * @param space The space that the axis is in
  13943. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13944. */
  13945. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13946. /**
  13947. * Set the euler rotation of the bone in local of world space
  13948. * @param rotation The euler rotation that the bone should be set to
  13949. * @param space The space that the rotation is in
  13950. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13951. */
  13952. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13953. /**
  13954. * Set the quaternion rotation of the bone in local of world space
  13955. * @param quat The quaternion rotation that the bone should be set to
  13956. * @param space The space that the rotation is in
  13957. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13958. */
  13959. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13960. /**
  13961. * Set the rotation matrix of the bone in local of world space
  13962. * @param rotMat The rotation matrix that the bone should be set to
  13963. * @param space The space that the rotation is in
  13964. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13965. */
  13966. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13967. private _rotateWithMatrix;
  13968. private _getNegativeRotationToRef;
  13969. /**
  13970. * Get the position of the bone in local or world space
  13971. * @param space The space that the returned position is in
  13972. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13973. * @returns The position of the bone
  13974. */
  13975. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13976. /**
  13977. * Copy the position of the bone to a vector3 in local or world space
  13978. * @param space The space that the returned position is in
  13979. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13980. * @param result The vector3 to copy the position to
  13981. */
  13982. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13983. /**
  13984. * Get the absolute position of the bone (world space)
  13985. * @param mesh The mesh that this bone is attached to
  13986. * @returns The absolute position of the bone
  13987. */
  13988. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13989. /**
  13990. * Copy the absolute position of the bone (world space) to the result param
  13991. * @param mesh The mesh that this bone is attached to
  13992. * @param result The vector3 to copy the absolute position to
  13993. */
  13994. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13995. /**
  13996. * Compute the absolute transforms of this bone and its children
  13997. */
  13998. computeAbsoluteTransforms(): void;
  13999. /**
  14000. * Get the world direction from an axis that is in the local space of the bone
  14001. * @param localAxis The local direction that is used to compute the world direction
  14002. * @param mesh The mesh that this bone is attached to
  14003. * @returns The world direction
  14004. */
  14005. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14006. /**
  14007. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14008. * @param localAxis The local direction that is used to compute the world direction
  14009. * @param mesh The mesh that this bone is attached to
  14010. * @param result The vector3 that the world direction will be copied to
  14011. */
  14012. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14013. /**
  14014. * Get the euler rotation of the bone in local or world space
  14015. * @param space The space that the rotation should be in
  14016. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14017. * @returns The euler rotation
  14018. */
  14019. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14020. /**
  14021. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14022. * @param space The space that the rotation should be in
  14023. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14024. * @param result The vector3 that the rotation should be copied to
  14025. */
  14026. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14027. /**
  14028. * Get the quaternion rotation of the bone in either local or world space
  14029. * @param space The space that the rotation should be in
  14030. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14031. * @returns The quaternion rotation
  14032. */
  14033. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14034. /**
  14035. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14036. * @param space The space that the rotation should be in
  14037. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14038. * @param result The quaternion that the rotation should be copied to
  14039. */
  14040. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14041. /**
  14042. * Get the rotation matrix of the bone in local or world space
  14043. * @param space The space that the rotation should be in
  14044. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14045. * @returns The rotation matrix
  14046. */
  14047. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14048. /**
  14049. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14050. * @param space The space that the rotation should be in
  14051. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14052. * @param result The quaternion that the rotation should be copied to
  14053. */
  14054. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14055. /**
  14056. * Get the world position of a point that is in the local space of the bone
  14057. * @param position The local position
  14058. * @param mesh The mesh that this bone is attached to
  14059. * @returns The world position
  14060. */
  14061. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14062. /**
  14063. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14064. * @param position The local position
  14065. * @param mesh The mesh that this bone is attached to
  14066. * @param result The vector3 that the world position should be copied to
  14067. */
  14068. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14069. /**
  14070. * Get the local position of a point that is in world space
  14071. * @param position The world position
  14072. * @param mesh The mesh that this bone is attached to
  14073. * @returns The local position
  14074. */
  14075. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14076. /**
  14077. * Get the local position of a point that is in world space and copy it to the result param
  14078. * @param position The world position
  14079. * @param mesh The mesh that this bone is attached to
  14080. * @param result The vector3 that the local position should be copied to
  14081. */
  14082. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14083. }
  14084. }
  14085. declare module "babylonjs/Meshes/transformNode" {
  14086. import { DeepImmutable } from "babylonjs/types";
  14087. import { Observable } from "babylonjs/Misc/observable";
  14088. import { Nullable } from "babylonjs/types";
  14089. import { Camera } from "babylonjs/Cameras/camera";
  14090. import { Scene } from "babylonjs/scene";
  14091. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14092. import { Node } from "babylonjs/node";
  14093. import { Bone } from "babylonjs/Bones/bone";
  14094. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14095. import { Space } from "babylonjs/Maths/math.axis";
  14096. /**
  14097. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  14098. * @see https://doc.babylonjs.com/how_to/transformnode
  14099. */
  14100. export class TransformNode extends Node {
  14101. /**
  14102. * Object will not rotate to face the camera
  14103. */
  14104. static BILLBOARDMODE_NONE: number;
  14105. /**
  14106. * Object will rotate to face the camera but only on the x axis
  14107. */
  14108. static BILLBOARDMODE_X: number;
  14109. /**
  14110. * Object will rotate to face the camera but only on the y axis
  14111. */
  14112. static BILLBOARDMODE_Y: number;
  14113. /**
  14114. * Object will rotate to face the camera but only on the z axis
  14115. */
  14116. static BILLBOARDMODE_Z: number;
  14117. /**
  14118. * Object will rotate to face the camera
  14119. */
  14120. static BILLBOARDMODE_ALL: number;
  14121. /**
  14122. * Object will rotate to face the camera's position instead of orientation
  14123. */
  14124. static BILLBOARDMODE_USE_POSITION: number;
  14125. private _forward;
  14126. private _forwardInverted;
  14127. private _up;
  14128. private _right;
  14129. private _rightInverted;
  14130. private _position;
  14131. private _rotation;
  14132. private _rotationQuaternion;
  14133. protected _scaling: Vector3;
  14134. protected _isDirty: boolean;
  14135. private _transformToBoneReferal;
  14136. private _isAbsoluteSynced;
  14137. private _billboardMode;
  14138. /**
  14139. * Gets or sets the billboard mode. Default is 0.
  14140. *
  14141. * | Value | Type | Description |
  14142. * | --- | --- | --- |
  14143. * | 0 | BILLBOARDMODE_NONE | |
  14144. * | 1 | BILLBOARDMODE_X | |
  14145. * | 2 | BILLBOARDMODE_Y | |
  14146. * | 4 | BILLBOARDMODE_Z | |
  14147. * | 7 | BILLBOARDMODE_ALL | |
  14148. *
  14149. */
  14150. billboardMode: number;
  14151. private _preserveParentRotationForBillboard;
  14152. /**
  14153. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14154. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14155. */
  14156. preserveParentRotationForBillboard: boolean;
  14157. /**
  14158. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14159. */
  14160. scalingDeterminant: number;
  14161. private _infiniteDistance;
  14162. /**
  14163. * Gets or sets the distance of the object to max, often used by skybox
  14164. */
  14165. infiniteDistance: boolean;
  14166. /**
  14167. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14168. * By default the system will update normals to compensate
  14169. */
  14170. ignoreNonUniformScaling: boolean;
  14171. /**
  14172. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14173. */
  14174. reIntegrateRotationIntoRotationQuaternion: boolean;
  14175. /** @hidden */
  14176. _poseMatrix: Nullable<Matrix>;
  14177. /** @hidden */
  14178. _localMatrix: Matrix;
  14179. private _usePivotMatrix;
  14180. private _absolutePosition;
  14181. private _absoluteScaling;
  14182. private _absoluteRotationQuaternion;
  14183. private _pivotMatrix;
  14184. private _pivotMatrixInverse;
  14185. protected _postMultiplyPivotMatrix: boolean;
  14186. protected _isWorldMatrixFrozen: boolean;
  14187. /** @hidden */
  14188. _indexInSceneTransformNodesArray: number;
  14189. /**
  14190. * An event triggered after the world matrix is updated
  14191. */
  14192. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14193. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14194. /**
  14195. * Gets a string identifying the name of the class
  14196. * @returns "TransformNode" string
  14197. */
  14198. getClassName(): string;
  14199. /**
  14200. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14201. */
  14202. position: Vector3;
  14203. /**
  14204. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14205. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14206. */
  14207. rotation: Vector3;
  14208. /**
  14209. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14210. */
  14211. scaling: Vector3;
  14212. /**
  14213. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14214. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14215. */
  14216. rotationQuaternion: Nullable<Quaternion>;
  14217. /**
  14218. * The forward direction of that transform in world space.
  14219. */
  14220. readonly forward: Vector3;
  14221. /**
  14222. * The up direction of that transform in world space.
  14223. */
  14224. readonly up: Vector3;
  14225. /**
  14226. * The right direction of that transform in world space.
  14227. */
  14228. readonly right: Vector3;
  14229. /**
  14230. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14231. * @param matrix the matrix to copy the pose from
  14232. * @returns this TransformNode.
  14233. */
  14234. updatePoseMatrix(matrix: Matrix): TransformNode;
  14235. /**
  14236. * Returns the mesh Pose matrix.
  14237. * @returns the pose matrix
  14238. */
  14239. getPoseMatrix(): Matrix;
  14240. /** @hidden */
  14241. _isSynchronized(): boolean;
  14242. /** @hidden */
  14243. _initCache(): void;
  14244. /**
  14245. * Flag the transform node as dirty (Forcing it to update everything)
  14246. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14247. * @returns this transform node
  14248. */
  14249. markAsDirty(property: string): TransformNode;
  14250. /**
  14251. * Returns the current mesh absolute position.
  14252. * Returns a Vector3.
  14253. */
  14254. readonly absolutePosition: Vector3;
  14255. /**
  14256. * Returns the current mesh absolute scaling.
  14257. * Returns a Vector3.
  14258. */
  14259. readonly absoluteScaling: Vector3;
  14260. /**
  14261. * Returns the current mesh absolute rotation.
  14262. * Returns a Quaternion.
  14263. */
  14264. readonly absoluteRotationQuaternion: Quaternion;
  14265. /**
  14266. * Sets a new matrix to apply before all other transformation
  14267. * @param matrix defines the transform matrix
  14268. * @returns the current TransformNode
  14269. */
  14270. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14271. /**
  14272. * Sets a new pivot matrix to the current node
  14273. * @param matrix defines the new pivot matrix to use
  14274. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14275. * @returns the current TransformNode
  14276. */
  14277. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14278. /**
  14279. * Returns the mesh pivot matrix.
  14280. * Default : Identity.
  14281. * @returns the matrix
  14282. */
  14283. getPivotMatrix(): Matrix;
  14284. /**
  14285. * Instantiate (when possible) or clone that node with its hierarchy
  14286. * @param newParent defines the new parent to use for the instance (or clone)
  14287. * @returns an instance (or a clone) of the current node with its hiearchy
  14288. */
  14289. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14290. /**
  14291. * Prevents the World matrix to be computed any longer
  14292. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14293. * @returns the TransformNode.
  14294. */
  14295. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14296. /**
  14297. * Allows back the World matrix computation.
  14298. * @returns the TransformNode.
  14299. */
  14300. unfreezeWorldMatrix(): this;
  14301. /**
  14302. * True if the World matrix has been frozen.
  14303. */
  14304. readonly isWorldMatrixFrozen: boolean;
  14305. /**
  14306. * Retuns the mesh absolute position in the World.
  14307. * @returns a Vector3.
  14308. */
  14309. getAbsolutePosition(): Vector3;
  14310. /**
  14311. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14312. * @param absolutePosition the absolute position to set
  14313. * @returns the TransformNode.
  14314. */
  14315. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14316. /**
  14317. * Sets the mesh position in its local space.
  14318. * @param vector3 the position to set in localspace
  14319. * @returns the TransformNode.
  14320. */
  14321. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14322. /**
  14323. * Returns the mesh position in the local space from the current World matrix values.
  14324. * @returns a new Vector3.
  14325. */
  14326. getPositionExpressedInLocalSpace(): Vector3;
  14327. /**
  14328. * Translates the mesh along the passed Vector3 in its local space.
  14329. * @param vector3 the distance to translate in localspace
  14330. * @returns the TransformNode.
  14331. */
  14332. locallyTranslate(vector3: Vector3): TransformNode;
  14333. private static _lookAtVectorCache;
  14334. /**
  14335. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14336. * @param targetPoint the position (must be in same space as current mesh) to look at
  14337. * @param yawCor optional yaw (y-axis) correction in radians
  14338. * @param pitchCor optional pitch (x-axis) correction in radians
  14339. * @param rollCor optional roll (z-axis) correction in radians
  14340. * @param space the choosen space of the target
  14341. * @returns the TransformNode.
  14342. */
  14343. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14344. /**
  14345. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14346. * This Vector3 is expressed in the World space.
  14347. * @param localAxis axis to rotate
  14348. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14349. */
  14350. getDirection(localAxis: Vector3): Vector3;
  14351. /**
  14352. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14353. * localAxis is expressed in the mesh local space.
  14354. * result is computed in the Wordl space from the mesh World matrix.
  14355. * @param localAxis axis to rotate
  14356. * @param result the resulting transformnode
  14357. * @returns this TransformNode.
  14358. */
  14359. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14360. /**
  14361. * Sets this transform node rotation to the given local axis.
  14362. * @param localAxis the axis in local space
  14363. * @param yawCor optional yaw (y-axis) correction in radians
  14364. * @param pitchCor optional pitch (x-axis) correction in radians
  14365. * @param rollCor optional roll (z-axis) correction in radians
  14366. * @returns this TransformNode
  14367. */
  14368. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14369. /**
  14370. * Sets a new pivot point to the current node
  14371. * @param point defines the new pivot point to use
  14372. * @param space defines if the point is in world or local space (local by default)
  14373. * @returns the current TransformNode
  14374. */
  14375. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14376. /**
  14377. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14378. * @returns the pivot point
  14379. */
  14380. getPivotPoint(): Vector3;
  14381. /**
  14382. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14383. * @param result the vector3 to store the result
  14384. * @returns this TransformNode.
  14385. */
  14386. getPivotPointToRef(result: Vector3): TransformNode;
  14387. /**
  14388. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14389. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14390. */
  14391. getAbsolutePivotPoint(): Vector3;
  14392. /**
  14393. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14394. * @param result vector3 to store the result
  14395. * @returns this TransformNode.
  14396. */
  14397. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14398. /**
  14399. * Defines the passed node as the parent of the current node.
  14400. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14401. * @see https://doc.babylonjs.com/how_to/parenting
  14402. * @param node the node ot set as the parent
  14403. * @returns this TransformNode.
  14404. */
  14405. setParent(node: Nullable<Node>): TransformNode;
  14406. private _nonUniformScaling;
  14407. /**
  14408. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14409. */
  14410. readonly nonUniformScaling: boolean;
  14411. /** @hidden */
  14412. _updateNonUniformScalingState(value: boolean): boolean;
  14413. /**
  14414. * Attach the current TransformNode to another TransformNode associated with a bone
  14415. * @param bone Bone affecting the TransformNode
  14416. * @param affectedTransformNode TransformNode associated with the bone
  14417. * @returns this object
  14418. */
  14419. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14420. /**
  14421. * Detach the transform node if its associated with a bone
  14422. * @returns this object
  14423. */
  14424. detachFromBone(): TransformNode;
  14425. private static _rotationAxisCache;
  14426. /**
  14427. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14428. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14429. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14430. * The passed axis is also normalized.
  14431. * @param axis the axis to rotate around
  14432. * @param amount the amount to rotate in radians
  14433. * @param space Space to rotate in (Default: local)
  14434. * @returns the TransformNode.
  14435. */
  14436. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14437. /**
  14438. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14439. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14440. * The passed axis is also normalized. .
  14441. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14442. * @param point the point to rotate around
  14443. * @param axis the axis to rotate around
  14444. * @param amount the amount to rotate in radians
  14445. * @returns the TransformNode
  14446. */
  14447. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14448. /**
  14449. * Translates the mesh along the axis vector for the passed distance in the given space.
  14450. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14451. * @param axis the axis to translate in
  14452. * @param distance the distance to translate
  14453. * @param space Space to rotate in (Default: local)
  14454. * @returns the TransformNode.
  14455. */
  14456. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14457. /**
  14458. * Adds a rotation step to the mesh current rotation.
  14459. * x, y, z are Euler angles expressed in radians.
  14460. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14461. * This means this rotation is made in the mesh local space only.
  14462. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14463. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14464. * ```javascript
  14465. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14466. * ```
  14467. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14468. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14469. * @param x Rotation to add
  14470. * @param y Rotation to add
  14471. * @param z Rotation to add
  14472. * @returns the TransformNode.
  14473. */
  14474. addRotation(x: number, y: number, z: number): TransformNode;
  14475. /**
  14476. * @hidden
  14477. */
  14478. protected _getEffectiveParent(): Nullable<Node>;
  14479. /**
  14480. * Computes the world matrix of the node
  14481. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14482. * @returns the world matrix
  14483. */
  14484. computeWorldMatrix(force?: boolean): Matrix;
  14485. protected _afterComputeWorldMatrix(): void;
  14486. /**
  14487. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14488. * @param func callback function to add
  14489. *
  14490. * @returns the TransformNode.
  14491. */
  14492. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14493. /**
  14494. * Removes a registered callback function.
  14495. * @param func callback function to remove
  14496. * @returns the TransformNode.
  14497. */
  14498. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14499. /**
  14500. * Gets the position of the current mesh in camera space
  14501. * @param camera defines the camera to use
  14502. * @returns a position
  14503. */
  14504. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14505. /**
  14506. * Returns the distance from the mesh to the active camera
  14507. * @param camera defines the camera to use
  14508. * @returns the distance
  14509. */
  14510. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14511. /**
  14512. * Clone the current transform node
  14513. * @param name Name of the new clone
  14514. * @param newParent New parent for the clone
  14515. * @param doNotCloneChildren Do not clone children hierarchy
  14516. * @returns the new transform node
  14517. */
  14518. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14519. /**
  14520. * Serializes the objects information.
  14521. * @param currentSerializationObject defines the object to serialize in
  14522. * @returns the serialized object
  14523. */
  14524. serialize(currentSerializationObject?: any): any;
  14525. /**
  14526. * Returns a new TransformNode object parsed from the source provided.
  14527. * @param parsedTransformNode is the source.
  14528. * @param scene the scne the object belongs to
  14529. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14530. * @returns a new TransformNode object parsed from the source provided.
  14531. */
  14532. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14533. /**
  14534. * Get all child-transformNodes of this node
  14535. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14536. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14537. * @returns an array of TransformNode
  14538. */
  14539. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14540. /**
  14541. * Releases resources associated with this transform node.
  14542. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14543. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14544. */
  14545. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14546. /**
  14547. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14548. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14549. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14550. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14551. * @returns the current mesh
  14552. */
  14553. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14554. private _syncAbsoluteScalingAndRotation;
  14555. }
  14556. }
  14557. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14558. import { Observable } from "babylonjs/Misc/observable";
  14559. import { Nullable } from "babylonjs/types";
  14560. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14561. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14562. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14563. import { Ray } from "babylonjs/Culling/ray";
  14564. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14565. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14566. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14567. /**
  14568. * Defines the types of pose enabled controllers that are supported
  14569. */
  14570. export enum PoseEnabledControllerType {
  14571. /**
  14572. * HTC Vive
  14573. */
  14574. VIVE = 0,
  14575. /**
  14576. * Oculus Rift
  14577. */
  14578. OCULUS = 1,
  14579. /**
  14580. * Windows mixed reality
  14581. */
  14582. WINDOWS = 2,
  14583. /**
  14584. * Samsung gear VR
  14585. */
  14586. GEAR_VR = 3,
  14587. /**
  14588. * Google Daydream
  14589. */
  14590. DAYDREAM = 4,
  14591. /**
  14592. * Generic
  14593. */
  14594. GENERIC = 5
  14595. }
  14596. /**
  14597. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14598. */
  14599. export interface MutableGamepadButton {
  14600. /**
  14601. * Value of the button/trigger
  14602. */
  14603. value: number;
  14604. /**
  14605. * If the button/trigger is currently touched
  14606. */
  14607. touched: boolean;
  14608. /**
  14609. * If the button/trigger is currently pressed
  14610. */
  14611. pressed: boolean;
  14612. }
  14613. /**
  14614. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14615. * @hidden
  14616. */
  14617. export interface ExtendedGamepadButton extends GamepadButton {
  14618. /**
  14619. * If the button/trigger is currently pressed
  14620. */
  14621. readonly pressed: boolean;
  14622. /**
  14623. * If the button/trigger is currently touched
  14624. */
  14625. readonly touched: boolean;
  14626. /**
  14627. * Value of the button/trigger
  14628. */
  14629. readonly value: number;
  14630. }
  14631. /** @hidden */
  14632. export interface _GamePadFactory {
  14633. /**
  14634. * Returns wether or not the current gamepad can be created for this type of controller.
  14635. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14636. * @returns true if it can be created, otherwise false
  14637. */
  14638. canCreate(gamepadInfo: any): boolean;
  14639. /**
  14640. * Creates a new instance of the Gamepad.
  14641. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14642. * @returns the new gamepad instance
  14643. */
  14644. create(gamepadInfo: any): Gamepad;
  14645. }
  14646. /**
  14647. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14648. */
  14649. export class PoseEnabledControllerHelper {
  14650. /** @hidden */
  14651. static _ControllerFactories: _GamePadFactory[];
  14652. /** @hidden */
  14653. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14654. /**
  14655. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14656. * @param vrGamepad the gamepad to initialized
  14657. * @returns a vr controller of the type the gamepad identified as
  14658. */
  14659. static InitiateController(vrGamepad: any): Gamepad;
  14660. }
  14661. /**
  14662. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14663. */
  14664. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14665. /**
  14666. * If the controller is used in a webXR session
  14667. */
  14668. isXR: boolean;
  14669. private _deviceRoomPosition;
  14670. private _deviceRoomRotationQuaternion;
  14671. /**
  14672. * The device position in babylon space
  14673. */
  14674. devicePosition: Vector3;
  14675. /**
  14676. * The device rotation in babylon space
  14677. */
  14678. deviceRotationQuaternion: Quaternion;
  14679. /**
  14680. * The scale factor of the device in babylon space
  14681. */
  14682. deviceScaleFactor: number;
  14683. /**
  14684. * (Likely devicePosition should be used instead) The device position in its room space
  14685. */
  14686. position: Vector3;
  14687. /**
  14688. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14689. */
  14690. rotationQuaternion: Quaternion;
  14691. /**
  14692. * The type of controller (Eg. Windows mixed reality)
  14693. */
  14694. controllerType: PoseEnabledControllerType;
  14695. protected _calculatedPosition: Vector3;
  14696. private _calculatedRotation;
  14697. /**
  14698. * The raw pose from the device
  14699. */
  14700. rawPose: DevicePose;
  14701. private _trackPosition;
  14702. private _maxRotationDistFromHeadset;
  14703. private _draggedRoomRotation;
  14704. /**
  14705. * @hidden
  14706. */
  14707. _disableTrackPosition(fixedPosition: Vector3): void;
  14708. /**
  14709. * Internal, the mesh attached to the controller
  14710. * @hidden
  14711. */
  14712. _mesh: Nullable<AbstractMesh>;
  14713. private _poseControlledCamera;
  14714. private _leftHandSystemQuaternion;
  14715. /**
  14716. * Internal, matrix used to convert room space to babylon space
  14717. * @hidden
  14718. */
  14719. _deviceToWorld: Matrix;
  14720. /**
  14721. * Node to be used when casting a ray from the controller
  14722. * @hidden
  14723. */
  14724. _pointingPoseNode: Nullable<TransformNode>;
  14725. /**
  14726. * Name of the child mesh that can be used to cast a ray from the controller
  14727. */
  14728. static readonly POINTING_POSE: string;
  14729. /**
  14730. * Creates a new PoseEnabledController from a gamepad
  14731. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14732. */
  14733. constructor(browserGamepad: any);
  14734. private _workingMatrix;
  14735. /**
  14736. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14737. */
  14738. update(): void;
  14739. /**
  14740. * Updates only the pose device and mesh without doing any button event checking
  14741. */
  14742. protected _updatePoseAndMesh(): void;
  14743. /**
  14744. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14745. * @param poseData raw pose fromthe device
  14746. */
  14747. updateFromDevice(poseData: DevicePose): void;
  14748. /**
  14749. * @hidden
  14750. */
  14751. _meshAttachedObservable: Observable<AbstractMesh>;
  14752. /**
  14753. * Attaches a mesh to the controller
  14754. * @param mesh the mesh to be attached
  14755. */
  14756. attachToMesh(mesh: AbstractMesh): void;
  14757. /**
  14758. * Attaches the controllers mesh to a camera
  14759. * @param camera the camera the mesh should be attached to
  14760. */
  14761. attachToPoseControlledCamera(camera: TargetCamera): void;
  14762. /**
  14763. * Disposes of the controller
  14764. */
  14765. dispose(): void;
  14766. /**
  14767. * The mesh that is attached to the controller
  14768. */
  14769. readonly mesh: Nullable<AbstractMesh>;
  14770. /**
  14771. * Gets the ray of the controller in the direction the controller is pointing
  14772. * @param length the length the resulting ray should be
  14773. * @returns a ray in the direction the controller is pointing
  14774. */
  14775. getForwardRay(length?: number): Ray;
  14776. }
  14777. }
  14778. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14779. import { Observable } from "babylonjs/Misc/observable";
  14780. import { Scene } from "babylonjs/scene";
  14781. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14782. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14783. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14784. import { Nullable } from "babylonjs/types";
  14785. /**
  14786. * Defines the WebVRController object that represents controllers tracked in 3D space
  14787. */
  14788. export abstract class WebVRController extends PoseEnabledController {
  14789. /**
  14790. * Internal, the default controller model for the controller
  14791. */
  14792. protected _defaultModel: Nullable<AbstractMesh>;
  14793. /**
  14794. * Fired when the trigger state has changed
  14795. */
  14796. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14797. /**
  14798. * Fired when the main button state has changed
  14799. */
  14800. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14801. /**
  14802. * Fired when the secondary button state has changed
  14803. */
  14804. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14805. /**
  14806. * Fired when the pad state has changed
  14807. */
  14808. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14809. /**
  14810. * Fired when controllers stick values have changed
  14811. */
  14812. onPadValuesChangedObservable: Observable<StickValues>;
  14813. /**
  14814. * Array of button availible on the controller
  14815. */
  14816. protected _buttons: Array<MutableGamepadButton>;
  14817. private _onButtonStateChange;
  14818. /**
  14819. * Fired when a controller button's state has changed
  14820. * @param callback the callback containing the button that was modified
  14821. */
  14822. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14823. /**
  14824. * X and Y axis corresponding to the controllers joystick
  14825. */
  14826. pad: StickValues;
  14827. /**
  14828. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14829. */
  14830. hand: string;
  14831. /**
  14832. * The default controller model for the controller
  14833. */
  14834. readonly defaultModel: Nullable<AbstractMesh>;
  14835. /**
  14836. * Creates a new WebVRController from a gamepad
  14837. * @param vrGamepad the gamepad that the WebVRController should be created from
  14838. */
  14839. constructor(vrGamepad: any);
  14840. /**
  14841. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14842. */
  14843. update(): void;
  14844. /**
  14845. * Function to be called when a button is modified
  14846. */
  14847. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14848. /**
  14849. * Loads a mesh and attaches it to the controller
  14850. * @param scene the scene the mesh should be added to
  14851. * @param meshLoaded callback for when the mesh has been loaded
  14852. */
  14853. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14854. private _setButtonValue;
  14855. private _changes;
  14856. private _checkChanges;
  14857. /**
  14858. * Disposes of th webVRCOntroller
  14859. */
  14860. dispose(): void;
  14861. }
  14862. }
  14863. declare module "babylonjs/Lights/hemisphericLight" {
  14864. import { Nullable } from "babylonjs/types";
  14865. import { Scene } from "babylonjs/scene";
  14866. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14867. import { Color3 } from "babylonjs/Maths/math.color";
  14868. import { Effect } from "babylonjs/Materials/effect";
  14869. import { Light } from "babylonjs/Lights/light";
  14870. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14871. /**
  14872. * The HemisphericLight simulates the ambient environment light,
  14873. * so the passed direction is the light reflection direction, not the incoming direction.
  14874. */
  14875. export class HemisphericLight extends Light {
  14876. /**
  14877. * The groundColor is the light in the opposite direction to the one specified during creation.
  14878. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14879. */
  14880. groundColor: Color3;
  14881. /**
  14882. * The light reflection direction, not the incoming direction.
  14883. */
  14884. direction: Vector3;
  14885. /**
  14886. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14887. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14888. * The HemisphericLight can't cast shadows.
  14889. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14890. * @param name The friendly name of the light
  14891. * @param direction The direction of the light reflection
  14892. * @param scene The scene the light belongs to
  14893. */
  14894. constructor(name: string, direction: Vector3, scene: Scene);
  14895. protected _buildUniformLayout(): void;
  14896. /**
  14897. * Returns the string "HemisphericLight".
  14898. * @return The class name
  14899. */
  14900. getClassName(): string;
  14901. /**
  14902. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14903. * Returns the updated direction.
  14904. * @param target The target the direction should point to
  14905. * @return The computed direction
  14906. */
  14907. setDirectionToTarget(target: Vector3): Vector3;
  14908. /**
  14909. * Returns the shadow generator associated to the light.
  14910. * @returns Always null for hemispheric lights because it does not support shadows.
  14911. */
  14912. getShadowGenerator(): Nullable<IShadowGenerator>;
  14913. /**
  14914. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14915. * @param effect The effect to update
  14916. * @param lightIndex The index of the light in the effect to update
  14917. * @returns The hemispheric light
  14918. */
  14919. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14920. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14921. /**
  14922. * Computes the world matrix of the node
  14923. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14924. * @param useWasUpdatedFlag defines a reserved property
  14925. * @returns the world matrix
  14926. */
  14927. computeWorldMatrix(): Matrix;
  14928. /**
  14929. * Returns the integer 3.
  14930. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14931. */
  14932. getTypeID(): number;
  14933. /**
  14934. * Prepares the list of defines specific to the light type.
  14935. * @param defines the list of defines
  14936. * @param lightIndex defines the index of the light for the effect
  14937. */
  14938. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14939. }
  14940. }
  14941. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14942. /** @hidden */
  14943. export var vrMultiviewToSingleviewPixelShader: {
  14944. name: string;
  14945. shader: string;
  14946. };
  14947. }
  14948. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14949. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14950. import { Scene } from "babylonjs/scene";
  14951. /**
  14952. * Renders to multiple views with a single draw call
  14953. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14954. */
  14955. export class MultiviewRenderTarget extends RenderTargetTexture {
  14956. /**
  14957. * Creates a multiview render target
  14958. * @param scene scene used with the render target
  14959. * @param size the size of the render target (used for each view)
  14960. */
  14961. constructor(scene: Scene, size?: number | {
  14962. width: number;
  14963. height: number;
  14964. } | {
  14965. ratio: number;
  14966. });
  14967. /**
  14968. * @hidden
  14969. * @param faceIndex the face index, if its a cube texture
  14970. */
  14971. _bindFrameBuffer(faceIndex?: number): void;
  14972. /**
  14973. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14974. * @returns the view count
  14975. */
  14976. getViewCount(): number;
  14977. }
  14978. }
  14979. declare module "babylonjs/Maths/math.frustum" {
  14980. import { Matrix } from "babylonjs/Maths/math.vector";
  14981. import { DeepImmutable } from "babylonjs/types";
  14982. import { Plane } from "babylonjs/Maths/math.plane";
  14983. /**
  14984. * Represents a camera frustum
  14985. */
  14986. export class Frustum {
  14987. /**
  14988. * Gets the planes representing the frustum
  14989. * @param transform matrix to be applied to the returned planes
  14990. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14991. */
  14992. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14993. /**
  14994. * Gets the near frustum plane transformed by the transform matrix
  14995. * @param transform transformation matrix to be applied to the resulting frustum plane
  14996. * @param frustumPlane the resuling frustum plane
  14997. */
  14998. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14999. /**
  15000. * Gets the far frustum plane transformed by the transform matrix
  15001. * @param transform transformation matrix to be applied to the resulting frustum plane
  15002. * @param frustumPlane the resuling frustum plane
  15003. */
  15004. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15005. /**
  15006. * Gets the left frustum plane transformed by the transform matrix
  15007. * @param transform transformation matrix to be applied to the resulting frustum plane
  15008. * @param frustumPlane the resuling frustum plane
  15009. */
  15010. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15011. /**
  15012. * Gets the right frustum plane transformed by the transform matrix
  15013. * @param transform transformation matrix to be applied to the resulting frustum plane
  15014. * @param frustumPlane the resuling frustum plane
  15015. */
  15016. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15017. /**
  15018. * Gets the top frustum plane transformed by the transform matrix
  15019. * @param transform transformation matrix to be applied to the resulting frustum plane
  15020. * @param frustumPlane the resuling frustum plane
  15021. */
  15022. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15023. /**
  15024. * Gets the bottom frustum plane transformed by the transform matrix
  15025. * @param transform transformation matrix to be applied to the resulting frustum plane
  15026. * @param frustumPlane the resuling frustum plane
  15027. */
  15028. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15029. /**
  15030. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15031. * @param transform transformation matrix to be applied to the resulting frustum planes
  15032. * @param frustumPlanes the resuling frustum planes
  15033. */
  15034. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15035. }
  15036. }
  15037. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15038. import { Camera } from "babylonjs/Cameras/camera";
  15039. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15040. import { Nullable } from "babylonjs/types";
  15041. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15042. import { Matrix } from "babylonjs/Maths/math.vector";
  15043. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15044. module "babylonjs/Engines/engine" {
  15045. interface Engine {
  15046. /**
  15047. * Creates a new multiview render target
  15048. * @param width defines the width of the texture
  15049. * @param height defines the height of the texture
  15050. * @returns the created multiview texture
  15051. */
  15052. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15053. /**
  15054. * Binds a multiview framebuffer to be drawn to
  15055. * @param multiviewTexture texture to bind
  15056. */
  15057. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15058. }
  15059. }
  15060. module "babylonjs/Cameras/camera" {
  15061. interface Camera {
  15062. /**
  15063. * @hidden
  15064. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15065. */
  15066. _useMultiviewToSingleView: boolean;
  15067. /**
  15068. * @hidden
  15069. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15070. */
  15071. _multiviewTexture: Nullable<RenderTargetTexture>;
  15072. /**
  15073. * @hidden
  15074. * ensures the multiview texture of the camera exists and has the specified width/height
  15075. * @param width height to set on the multiview texture
  15076. * @param height width to set on the multiview texture
  15077. */
  15078. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15079. }
  15080. }
  15081. module "babylonjs/scene" {
  15082. interface Scene {
  15083. /** @hidden */
  15084. _transformMatrixR: Matrix;
  15085. /** @hidden */
  15086. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15087. /** @hidden */
  15088. _createMultiviewUbo(): void;
  15089. /** @hidden */
  15090. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15091. /** @hidden */
  15092. _renderMultiviewToSingleView(camera: Camera): void;
  15093. }
  15094. }
  15095. }
  15096. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15097. import { Camera } from "babylonjs/Cameras/camera";
  15098. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15099. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15100. import "babylonjs/Engines/Extensions/engine.multiview";
  15101. /**
  15102. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15103. * This will not be used for webXR as it supports displaying texture arrays directly
  15104. */
  15105. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15106. /**
  15107. * Initializes a VRMultiviewToSingleview
  15108. * @param name name of the post process
  15109. * @param camera camera to be applied to
  15110. * @param scaleFactor scaling factor to the size of the output texture
  15111. */
  15112. constructor(name: string, camera: Camera, scaleFactor: number);
  15113. }
  15114. }
  15115. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15116. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15117. import { Nullable } from "babylonjs/types";
  15118. import { Size } from "babylonjs/Maths/math.size";
  15119. import { Observable } from "babylonjs/Misc/observable";
  15120. module "babylonjs/Engines/engine" {
  15121. interface Engine {
  15122. /** @hidden */
  15123. _vrDisplay: any;
  15124. /** @hidden */
  15125. _vrSupported: boolean;
  15126. /** @hidden */
  15127. _oldSize: Size;
  15128. /** @hidden */
  15129. _oldHardwareScaleFactor: number;
  15130. /** @hidden */
  15131. _vrExclusivePointerMode: boolean;
  15132. /** @hidden */
  15133. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15134. /** @hidden */
  15135. _onVRDisplayPointerRestricted: () => void;
  15136. /** @hidden */
  15137. _onVRDisplayPointerUnrestricted: () => void;
  15138. /** @hidden */
  15139. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15140. /** @hidden */
  15141. _onVrDisplayDisconnect: Nullable<() => void>;
  15142. /** @hidden */
  15143. _onVrDisplayPresentChange: Nullable<() => void>;
  15144. /**
  15145. * Observable signaled when VR display mode changes
  15146. */
  15147. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15148. /**
  15149. * Observable signaled when VR request present is complete
  15150. */
  15151. onVRRequestPresentComplete: Observable<boolean>;
  15152. /**
  15153. * Observable signaled when VR request present starts
  15154. */
  15155. onVRRequestPresentStart: Observable<Engine>;
  15156. /**
  15157. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15158. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15159. */
  15160. isInVRExclusivePointerMode: boolean;
  15161. /**
  15162. * Gets a boolean indicating if a webVR device was detected
  15163. * @returns true if a webVR device was detected
  15164. */
  15165. isVRDevicePresent(): boolean;
  15166. /**
  15167. * Gets the current webVR device
  15168. * @returns the current webVR device (or null)
  15169. */
  15170. getVRDevice(): any;
  15171. /**
  15172. * Initializes a webVR display and starts listening to display change events
  15173. * The onVRDisplayChangedObservable will be notified upon these changes
  15174. * @returns A promise containing a VRDisplay and if vr is supported
  15175. */
  15176. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15177. /** @hidden */
  15178. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15179. /**
  15180. * Call this function to switch to webVR mode
  15181. * Will do nothing if webVR is not supported or if there is no webVR device
  15182. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15183. */
  15184. enableVR(): void;
  15185. /** @hidden */
  15186. _onVRFullScreenTriggered(): void;
  15187. }
  15188. }
  15189. }
  15190. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15191. import { Nullable } from "babylonjs/types";
  15192. import { Observable } from "babylonjs/Misc/observable";
  15193. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15194. import { Scene } from "babylonjs/scene";
  15195. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15196. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15197. import { Node } from "babylonjs/node";
  15198. import { Ray } from "babylonjs/Culling/ray";
  15199. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15200. import "babylonjs/Engines/Extensions/engine.webVR";
  15201. /**
  15202. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15203. * IMPORTANT!! The data is right-hand data.
  15204. * @export
  15205. * @interface DevicePose
  15206. */
  15207. export interface DevicePose {
  15208. /**
  15209. * The position of the device, values in array are [x,y,z].
  15210. */
  15211. readonly position: Nullable<Float32Array>;
  15212. /**
  15213. * The linearVelocity of the device, values in array are [x,y,z].
  15214. */
  15215. readonly linearVelocity: Nullable<Float32Array>;
  15216. /**
  15217. * The linearAcceleration of the device, values in array are [x,y,z].
  15218. */
  15219. readonly linearAcceleration: Nullable<Float32Array>;
  15220. /**
  15221. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15222. */
  15223. readonly orientation: Nullable<Float32Array>;
  15224. /**
  15225. * The angularVelocity of the device, values in array are [x,y,z].
  15226. */
  15227. readonly angularVelocity: Nullable<Float32Array>;
  15228. /**
  15229. * The angularAcceleration of the device, values in array are [x,y,z].
  15230. */
  15231. readonly angularAcceleration: Nullable<Float32Array>;
  15232. }
  15233. /**
  15234. * Interface representing a pose controlled object in Babylon.
  15235. * A pose controlled object has both regular pose values as well as pose values
  15236. * from an external device such as a VR head mounted display
  15237. */
  15238. export interface PoseControlled {
  15239. /**
  15240. * The position of the object in babylon space.
  15241. */
  15242. position: Vector3;
  15243. /**
  15244. * The rotation quaternion of the object in babylon space.
  15245. */
  15246. rotationQuaternion: Quaternion;
  15247. /**
  15248. * The position of the device in babylon space.
  15249. */
  15250. devicePosition?: Vector3;
  15251. /**
  15252. * The rotation quaternion of the device in babylon space.
  15253. */
  15254. deviceRotationQuaternion: Quaternion;
  15255. /**
  15256. * The raw pose coming from the device.
  15257. */
  15258. rawPose: Nullable<DevicePose>;
  15259. /**
  15260. * The scale of the device to be used when translating from device space to babylon space.
  15261. */
  15262. deviceScaleFactor: number;
  15263. /**
  15264. * Updates the poseControlled values based on the input device pose.
  15265. * @param poseData the pose data to update the object with
  15266. */
  15267. updateFromDevice(poseData: DevicePose): void;
  15268. }
  15269. /**
  15270. * Set of options to customize the webVRCamera
  15271. */
  15272. export interface WebVROptions {
  15273. /**
  15274. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15275. */
  15276. trackPosition?: boolean;
  15277. /**
  15278. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15279. */
  15280. positionScale?: number;
  15281. /**
  15282. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15283. */
  15284. displayName?: string;
  15285. /**
  15286. * Should the native controller meshes be initialized. (default: true)
  15287. */
  15288. controllerMeshes?: boolean;
  15289. /**
  15290. * Creating a default HemiLight only on controllers. (default: true)
  15291. */
  15292. defaultLightingOnControllers?: boolean;
  15293. /**
  15294. * If you don't want to use the default VR button of the helper. (default: false)
  15295. */
  15296. useCustomVRButton?: boolean;
  15297. /**
  15298. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15299. */
  15300. customVRButton?: HTMLButtonElement;
  15301. /**
  15302. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15303. */
  15304. rayLength?: number;
  15305. /**
  15306. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15307. */
  15308. defaultHeight?: number;
  15309. /**
  15310. * If multiview should be used if availible (default: false)
  15311. */
  15312. useMultiview?: boolean;
  15313. }
  15314. /**
  15315. * This represents a WebVR camera.
  15316. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15317. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15318. */
  15319. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15320. private webVROptions;
  15321. /**
  15322. * @hidden
  15323. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15324. */
  15325. _vrDevice: any;
  15326. /**
  15327. * The rawPose of the vrDevice.
  15328. */
  15329. rawPose: Nullable<DevicePose>;
  15330. private _onVREnabled;
  15331. private _specsVersion;
  15332. private _attached;
  15333. private _frameData;
  15334. protected _descendants: Array<Node>;
  15335. private _deviceRoomPosition;
  15336. /** @hidden */
  15337. _deviceRoomRotationQuaternion: Quaternion;
  15338. private _standingMatrix;
  15339. /**
  15340. * Represents device position in babylon space.
  15341. */
  15342. devicePosition: Vector3;
  15343. /**
  15344. * Represents device rotation in babylon space.
  15345. */
  15346. deviceRotationQuaternion: Quaternion;
  15347. /**
  15348. * The scale of the device to be used when translating from device space to babylon space.
  15349. */
  15350. deviceScaleFactor: number;
  15351. private _deviceToWorld;
  15352. private _worldToDevice;
  15353. /**
  15354. * References to the webVR controllers for the vrDevice.
  15355. */
  15356. controllers: Array<WebVRController>;
  15357. /**
  15358. * Emits an event when a controller is attached.
  15359. */
  15360. onControllersAttachedObservable: Observable<WebVRController[]>;
  15361. /**
  15362. * Emits an event when a controller's mesh has been loaded;
  15363. */
  15364. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15365. /**
  15366. * Emits an event when the HMD's pose has been updated.
  15367. */
  15368. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15369. private _poseSet;
  15370. /**
  15371. * If the rig cameras be used as parent instead of this camera.
  15372. */
  15373. rigParenting: boolean;
  15374. private _lightOnControllers;
  15375. private _defaultHeight?;
  15376. /**
  15377. * Instantiates a WebVRFreeCamera.
  15378. * @param name The name of the WebVRFreeCamera
  15379. * @param position The starting anchor position for the camera
  15380. * @param scene The scene the camera belongs to
  15381. * @param webVROptions a set of customizable options for the webVRCamera
  15382. */
  15383. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15384. /**
  15385. * Gets the device distance from the ground in meters.
  15386. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15387. */
  15388. deviceDistanceToRoomGround(): number;
  15389. /**
  15390. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15391. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15392. */
  15393. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15394. /**
  15395. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15396. * @returns A promise with a boolean set to if the standing matrix is supported.
  15397. */
  15398. useStandingMatrixAsync(): Promise<boolean>;
  15399. /**
  15400. * Disposes the camera
  15401. */
  15402. dispose(): void;
  15403. /**
  15404. * Gets a vrController by name.
  15405. * @param name The name of the controller to retreive
  15406. * @returns the controller matching the name specified or null if not found
  15407. */
  15408. getControllerByName(name: string): Nullable<WebVRController>;
  15409. private _leftController;
  15410. /**
  15411. * The controller corresponding to the users left hand.
  15412. */
  15413. readonly leftController: Nullable<WebVRController>;
  15414. private _rightController;
  15415. /**
  15416. * The controller corresponding to the users right hand.
  15417. */
  15418. readonly rightController: Nullable<WebVRController>;
  15419. /**
  15420. * Casts a ray forward from the vrCamera's gaze.
  15421. * @param length Length of the ray (default: 100)
  15422. * @returns the ray corresponding to the gaze
  15423. */
  15424. getForwardRay(length?: number): Ray;
  15425. /**
  15426. * @hidden
  15427. * Updates the camera based on device's frame data
  15428. */
  15429. _checkInputs(): void;
  15430. /**
  15431. * Updates the poseControlled values based on the input device pose.
  15432. * @param poseData Pose coming from the device
  15433. */
  15434. updateFromDevice(poseData: DevicePose): void;
  15435. private _htmlElementAttached;
  15436. private _detachIfAttached;
  15437. /**
  15438. * WebVR's attach control will start broadcasting frames to the device.
  15439. * Note that in certain browsers (chrome for example) this function must be called
  15440. * within a user-interaction callback. Example:
  15441. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15442. *
  15443. * @param element html element to attach the vrDevice to
  15444. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15445. */
  15446. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15447. /**
  15448. * Detaches the camera from the html element and disables VR
  15449. *
  15450. * @param element html element to detach from
  15451. */
  15452. detachControl(element: HTMLElement): void;
  15453. /**
  15454. * @returns the name of this class
  15455. */
  15456. getClassName(): string;
  15457. /**
  15458. * Calls resetPose on the vrDisplay
  15459. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15460. */
  15461. resetToCurrentRotation(): void;
  15462. /**
  15463. * @hidden
  15464. * Updates the rig cameras (left and right eye)
  15465. */
  15466. _updateRigCameras(): void;
  15467. private _workingVector;
  15468. private _oneVector;
  15469. private _workingMatrix;
  15470. private updateCacheCalled;
  15471. private _correctPositionIfNotTrackPosition;
  15472. /**
  15473. * @hidden
  15474. * Updates the cached values of the camera
  15475. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15476. */
  15477. _updateCache(ignoreParentClass?: boolean): void;
  15478. /**
  15479. * @hidden
  15480. * Get current device position in babylon world
  15481. */
  15482. _computeDevicePosition(): void;
  15483. /**
  15484. * Updates the current device position and rotation in the babylon world
  15485. */
  15486. update(): void;
  15487. /**
  15488. * @hidden
  15489. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15490. * @returns an identity matrix
  15491. */
  15492. _getViewMatrix(): Matrix;
  15493. private _tmpMatrix;
  15494. /**
  15495. * This function is called by the two RIG cameras.
  15496. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15497. * @hidden
  15498. */
  15499. _getWebVRViewMatrix(): Matrix;
  15500. /** @hidden */
  15501. _getWebVRProjectionMatrix(): Matrix;
  15502. private _onGamepadConnectedObserver;
  15503. private _onGamepadDisconnectedObserver;
  15504. private _updateCacheWhenTrackingDisabledObserver;
  15505. /**
  15506. * Initializes the controllers and their meshes
  15507. */
  15508. initControllers(): void;
  15509. }
  15510. }
  15511. declare module "babylonjs/PostProcesses/postProcess" {
  15512. import { Nullable } from "babylonjs/types";
  15513. import { SmartArray } from "babylonjs/Misc/smartArray";
  15514. import { Observable } from "babylonjs/Misc/observable";
  15515. import { Vector2 } from "babylonjs/Maths/math.vector";
  15516. import { Camera } from "babylonjs/Cameras/camera";
  15517. import { Effect } from "babylonjs/Materials/effect";
  15518. import "babylonjs/Shaders/postprocess.vertex";
  15519. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15520. import { Engine } from "babylonjs/Engines/engine";
  15521. import { Color4 } from "babylonjs/Maths/math.color";
  15522. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15523. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15524. /**
  15525. * Size options for a post process
  15526. */
  15527. export type PostProcessOptions = {
  15528. width: number;
  15529. height: number;
  15530. };
  15531. /**
  15532. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15533. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15534. */
  15535. export class PostProcess {
  15536. /** Name of the PostProcess. */
  15537. name: string;
  15538. /**
  15539. * Gets or sets the unique id of the post process
  15540. */
  15541. uniqueId: number;
  15542. /**
  15543. * Width of the texture to apply the post process on
  15544. */
  15545. width: number;
  15546. /**
  15547. * Height of the texture to apply the post process on
  15548. */
  15549. height: number;
  15550. /**
  15551. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15552. * @hidden
  15553. */
  15554. _outputTexture: Nullable<InternalTexture>;
  15555. /**
  15556. * Sampling mode used by the shader
  15557. * See https://doc.babylonjs.com/classes/3.1/texture
  15558. */
  15559. renderTargetSamplingMode: number;
  15560. /**
  15561. * Clear color to use when screen clearing
  15562. */
  15563. clearColor: Color4;
  15564. /**
  15565. * If the buffer needs to be cleared before applying the post process. (default: true)
  15566. * Should be set to false if shader will overwrite all previous pixels.
  15567. */
  15568. autoClear: boolean;
  15569. /**
  15570. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15571. */
  15572. alphaMode: number;
  15573. /**
  15574. * Sets the setAlphaBlendConstants of the babylon engine
  15575. */
  15576. alphaConstants: Color4;
  15577. /**
  15578. * Animations to be used for the post processing
  15579. */
  15580. animations: import("babylonjs/Animations/animation").Animation[];
  15581. /**
  15582. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15583. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15584. */
  15585. enablePixelPerfectMode: boolean;
  15586. /**
  15587. * Force the postprocess to be applied without taking in account viewport
  15588. */
  15589. forceFullscreenViewport: boolean;
  15590. /**
  15591. * List of inspectable custom properties (used by the Inspector)
  15592. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15593. */
  15594. inspectableCustomProperties: IInspectable[];
  15595. /**
  15596. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15597. *
  15598. * | Value | Type | Description |
  15599. * | ----- | ----------------------------------- | ----------- |
  15600. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15601. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15602. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15603. *
  15604. */
  15605. scaleMode: number;
  15606. /**
  15607. * Force textures to be a power of two (default: false)
  15608. */
  15609. alwaysForcePOT: boolean;
  15610. private _samples;
  15611. /**
  15612. * Number of sample textures (default: 1)
  15613. */
  15614. samples: number;
  15615. /**
  15616. * Modify the scale of the post process to be the same as the viewport (default: false)
  15617. */
  15618. adaptScaleToCurrentViewport: boolean;
  15619. private _camera;
  15620. private _scene;
  15621. private _engine;
  15622. private _options;
  15623. private _reusable;
  15624. private _textureType;
  15625. /**
  15626. * Smart array of input and output textures for the post process.
  15627. * @hidden
  15628. */
  15629. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15630. /**
  15631. * The index in _textures that corresponds to the output texture.
  15632. * @hidden
  15633. */
  15634. _currentRenderTextureInd: number;
  15635. private _effect;
  15636. private _samplers;
  15637. private _fragmentUrl;
  15638. private _vertexUrl;
  15639. private _parameters;
  15640. private _scaleRatio;
  15641. protected _indexParameters: any;
  15642. private _shareOutputWithPostProcess;
  15643. private _texelSize;
  15644. private _forcedOutputTexture;
  15645. /**
  15646. * Returns the fragment url or shader name used in the post process.
  15647. * @returns the fragment url or name in the shader store.
  15648. */
  15649. getEffectName(): string;
  15650. /**
  15651. * An event triggered when the postprocess is activated.
  15652. */
  15653. onActivateObservable: Observable<Camera>;
  15654. private _onActivateObserver;
  15655. /**
  15656. * A function that is added to the onActivateObservable
  15657. */
  15658. onActivate: Nullable<(camera: Camera) => void>;
  15659. /**
  15660. * An event triggered when the postprocess changes its size.
  15661. */
  15662. onSizeChangedObservable: Observable<PostProcess>;
  15663. private _onSizeChangedObserver;
  15664. /**
  15665. * A function that is added to the onSizeChangedObservable
  15666. */
  15667. onSizeChanged: (postProcess: PostProcess) => void;
  15668. /**
  15669. * An event triggered when the postprocess applies its effect.
  15670. */
  15671. onApplyObservable: Observable<Effect>;
  15672. private _onApplyObserver;
  15673. /**
  15674. * A function that is added to the onApplyObservable
  15675. */
  15676. onApply: (effect: Effect) => void;
  15677. /**
  15678. * An event triggered before rendering the postprocess
  15679. */
  15680. onBeforeRenderObservable: Observable<Effect>;
  15681. private _onBeforeRenderObserver;
  15682. /**
  15683. * A function that is added to the onBeforeRenderObservable
  15684. */
  15685. onBeforeRender: (effect: Effect) => void;
  15686. /**
  15687. * An event triggered after rendering the postprocess
  15688. */
  15689. onAfterRenderObservable: Observable<Effect>;
  15690. private _onAfterRenderObserver;
  15691. /**
  15692. * A function that is added to the onAfterRenderObservable
  15693. */
  15694. onAfterRender: (efect: Effect) => void;
  15695. /**
  15696. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15697. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15698. */
  15699. inputTexture: InternalTexture;
  15700. /**
  15701. * Gets the camera which post process is applied to.
  15702. * @returns The camera the post process is applied to.
  15703. */
  15704. getCamera(): Camera;
  15705. /**
  15706. * Gets the texel size of the postprocess.
  15707. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15708. */
  15709. readonly texelSize: Vector2;
  15710. /**
  15711. * Creates a new instance PostProcess
  15712. * @param name The name of the PostProcess.
  15713. * @param fragmentUrl The url of the fragment shader to be used.
  15714. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15715. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15716. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15717. * @param camera The camera to apply the render pass to.
  15718. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15719. * @param engine The engine which the post process will be applied. (default: current engine)
  15720. * @param reusable If the post process can be reused on the same frame. (default: false)
  15721. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15722. * @param textureType Type of textures used when performing the post process. (default: 0)
  15723. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15724. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15725. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15726. */
  15727. constructor(
  15728. /** Name of the PostProcess. */
  15729. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15730. /**
  15731. * Gets a string idenfifying the name of the class
  15732. * @returns "PostProcess" string
  15733. */
  15734. getClassName(): string;
  15735. /**
  15736. * Gets the engine which this post process belongs to.
  15737. * @returns The engine the post process was enabled with.
  15738. */
  15739. getEngine(): Engine;
  15740. /**
  15741. * The effect that is created when initializing the post process.
  15742. * @returns The created effect corresponding the the postprocess.
  15743. */
  15744. getEffect(): Effect;
  15745. /**
  15746. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15747. * @param postProcess The post process to share the output with.
  15748. * @returns This post process.
  15749. */
  15750. shareOutputWith(postProcess: PostProcess): PostProcess;
  15751. /**
  15752. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15753. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15754. */
  15755. useOwnOutput(): void;
  15756. /**
  15757. * Updates the effect with the current post process compile time values and recompiles the shader.
  15758. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15759. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15760. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15761. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15762. * @param onCompiled Called when the shader has been compiled.
  15763. * @param onError Called if there is an error when compiling a shader.
  15764. */
  15765. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15766. /**
  15767. * The post process is reusable if it can be used multiple times within one frame.
  15768. * @returns If the post process is reusable
  15769. */
  15770. isReusable(): boolean;
  15771. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15772. markTextureDirty(): void;
  15773. /**
  15774. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15775. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15776. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15777. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15778. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15779. * @returns The target texture that was bound to be written to.
  15780. */
  15781. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15782. /**
  15783. * If the post process is supported.
  15784. */
  15785. readonly isSupported: boolean;
  15786. /**
  15787. * The aspect ratio of the output texture.
  15788. */
  15789. readonly aspectRatio: number;
  15790. /**
  15791. * Get a value indicating if the post-process is ready to be used
  15792. * @returns true if the post-process is ready (shader is compiled)
  15793. */
  15794. isReady(): boolean;
  15795. /**
  15796. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15797. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15798. */
  15799. apply(): Nullable<Effect>;
  15800. private _disposeTextures;
  15801. /**
  15802. * Disposes the post process.
  15803. * @param camera The camera to dispose the post process on.
  15804. */
  15805. dispose(camera?: Camera): void;
  15806. }
  15807. }
  15808. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15809. /** @hidden */
  15810. export var kernelBlurVaryingDeclaration: {
  15811. name: string;
  15812. shader: string;
  15813. };
  15814. }
  15815. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15816. /** @hidden */
  15817. export var kernelBlurFragment: {
  15818. name: string;
  15819. shader: string;
  15820. };
  15821. }
  15822. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15823. /** @hidden */
  15824. export var kernelBlurFragment2: {
  15825. name: string;
  15826. shader: string;
  15827. };
  15828. }
  15829. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15830. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15831. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15832. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15833. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15834. /** @hidden */
  15835. export var kernelBlurPixelShader: {
  15836. name: string;
  15837. shader: string;
  15838. };
  15839. }
  15840. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15841. /** @hidden */
  15842. export var kernelBlurVertex: {
  15843. name: string;
  15844. shader: string;
  15845. };
  15846. }
  15847. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15848. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15849. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15850. /** @hidden */
  15851. export var kernelBlurVertexShader: {
  15852. name: string;
  15853. shader: string;
  15854. };
  15855. }
  15856. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15857. import { Vector2 } from "babylonjs/Maths/math.vector";
  15858. import { Nullable } from "babylonjs/types";
  15859. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15860. import { Camera } from "babylonjs/Cameras/camera";
  15861. import { Effect } from "babylonjs/Materials/effect";
  15862. import { Engine } from "babylonjs/Engines/engine";
  15863. import "babylonjs/Shaders/kernelBlur.fragment";
  15864. import "babylonjs/Shaders/kernelBlur.vertex";
  15865. /**
  15866. * The Blur Post Process which blurs an image based on a kernel and direction.
  15867. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15868. */
  15869. export class BlurPostProcess extends PostProcess {
  15870. /** The direction in which to blur the image. */
  15871. direction: Vector2;
  15872. private blockCompilation;
  15873. protected _kernel: number;
  15874. protected _idealKernel: number;
  15875. protected _packedFloat: boolean;
  15876. private _staticDefines;
  15877. /**
  15878. * Sets the length in pixels of the blur sample region
  15879. */
  15880. /**
  15881. * Gets the length in pixels of the blur sample region
  15882. */
  15883. kernel: number;
  15884. /**
  15885. * Sets wether or not the blur needs to unpack/repack floats
  15886. */
  15887. /**
  15888. * Gets wether or not the blur is unpacking/repacking floats
  15889. */
  15890. packedFloat: boolean;
  15891. /**
  15892. * Creates a new instance BlurPostProcess
  15893. * @param name The name of the effect.
  15894. * @param direction The direction in which to blur the image.
  15895. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15896. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15897. * @param camera The camera to apply the render pass to.
  15898. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15899. * @param engine The engine which the post process will be applied. (default: current engine)
  15900. * @param reusable If the post process can be reused on the same frame. (default: false)
  15901. * @param textureType Type of textures used when performing the post process. (default: 0)
  15902. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15903. */
  15904. constructor(name: string,
  15905. /** The direction in which to blur the image. */
  15906. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15907. /**
  15908. * Updates the effect with the current post process compile time values and recompiles the shader.
  15909. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15910. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15911. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15912. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15913. * @param onCompiled Called when the shader has been compiled.
  15914. * @param onError Called if there is an error when compiling a shader.
  15915. */
  15916. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15917. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15918. /**
  15919. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15920. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15921. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15922. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15923. * The gaps between physical kernels are compensated for in the weighting of the samples
  15924. * @param idealKernel Ideal blur kernel.
  15925. * @return Nearest best kernel.
  15926. */
  15927. protected _nearestBestKernel(idealKernel: number): number;
  15928. /**
  15929. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15930. * @param x The point on the Gaussian distribution to sample.
  15931. * @return the value of the Gaussian function at x.
  15932. */
  15933. protected _gaussianWeight(x: number): number;
  15934. /**
  15935. * Generates a string that can be used as a floating point number in GLSL.
  15936. * @param x Value to print.
  15937. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15938. * @return GLSL float string.
  15939. */
  15940. protected _glslFloat(x: number, decimalFigures?: number): string;
  15941. }
  15942. }
  15943. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15944. import { Scene } from "babylonjs/scene";
  15945. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15946. import { Plane } from "babylonjs/Maths/math.plane";
  15947. /**
  15948. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15949. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15950. * You can then easily use it as a reflectionTexture on a flat surface.
  15951. * In case the surface is not a plane, please consider relying on reflection probes.
  15952. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15953. */
  15954. export class MirrorTexture extends RenderTargetTexture {
  15955. private scene;
  15956. /**
  15957. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15958. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15959. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15960. */
  15961. mirrorPlane: Plane;
  15962. /**
  15963. * Define the blur ratio used to blur the reflection if needed.
  15964. */
  15965. blurRatio: number;
  15966. /**
  15967. * Define the adaptive blur kernel used to blur the reflection if needed.
  15968. * This will autocompute the closest best match for the `blurKernel`
  15969. */
  15970. adaptiveBlurKernel: number;
  15971. /**
  15972. * Define the blur kernel used to blur the reflection if needed.
  15973. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15974. */
  15975. blurKernel: number;
  15976. /**
  15977. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15978. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15979. */
  15980. blurKernelX: number;
  15981. /**
  15982. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15983. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15984. */
  15985. blurKernelY: number;
  15986. private _autoComputeBlurKernel;
  15987. protected _onRatioRescale(): void;
  15988. private _updateGammaSpace;
  15989. private _imageProcessingConfigChangeObserver;
  15990. private _transformMatrix;
  15991. private _mirrorMatrix;
  15992. private _savedViewMatrix;
  15993. private _blurX;
  15994. private _blurY;
  15995. private _adaptiveBlurKernel;
  15996. private _blurKernelX;
  15997. private _blurKernelY;
  15998. private _blurRatio;
  15999. /**
  16000. * Instantiates a Mirror Texture.
  16001. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16002. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16003. * You can then easily use it as a reflectionTexture on a flat surface.
  16004. * In case the surface is not a plane, please consider relying on reflection probes.
  16005. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16006. * @param name
  16007. * @param size
  16008. * @param scene
  16009. * @param generateMipMaps
  16010. * @param type
  16011. * @param samplingMode
  16012. * @param generateDepthBuffer
  16013. */
  16014. constructor(name: string, size: number | {
  16015. width: number;
  16016. height: number;
  16017. } | {
  16018. ratio: number;
  16019. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16020. private _preparePostProcesses;
  16021. /**
  16022. * Clone the mirror texture.
  16023. * @returns the cloned texture
  16024. */
  16025. clone(): MirrorTexture;
  16026. /**
  16027. * Serialize the texture to a JSON representation you could use in Parse later on
  16028. * @returns the serialized JSON representation
  16029. */
  16030. serialize(): any;
  16031. /**
  16032. * Dispose the texture and release its associated resources.
  16033. */
  16034. dispose(): void;
  16035. }
  16036. }
  16037. declare module "babylonjs/Materials/Textures/texture" {
  16038. import { Observable } from "babylonjs/Misc/observable";
  16039. import { Nullable } from "babylonjs/types";
  16040. import { Matrix } from "babylonjs/Maths/math.vector";
  16041. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16042. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16043. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16044. import { Scene } from "babylonjs/scene";
  16045. /**
  16046. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16047. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16048. */
  16049. export class Texture extends BaseTexture {
  16050. /**
  16051. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16052. */
  16053. static SerializeBuffers: boolean;
  16054. /** @hidden */
  16055. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16056. /** @hidden */
  16057. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16058. /** @hidden */
  16059. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16060. /** nearest is mag = nearest and min = nearest and mip = linear */
  16061. static readonly NEAREST_SAMPLINGMODE: number;
  16062. /** nearest is mag = nearest and min = nearest and mip = linear */
  16063. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16064. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16065. static readonly BILINEAR_SAMPLINGMODE: number;
  16066. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16067. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16068. /** Trilinear is mag = linear and min = linear and mip = linear */
  16069. static readonly TRILINEAR_SAMPLINGMODE: number;
  16070. /** Trilinear is mag = linear and min = linear and mip = linear */
  16071. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16072. /** mag = nearest and min = nearest and mip = nearest */
  16073. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16074. /** mag = nearest and min = linear and mip = nearest */
  16075. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16076. /** mag = nearest and min = linear and mip = linear */
  16077. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16078. /** mag = nearest and min = linear and mip = none */
  16079. static readonly NEAREST_LINEAR: number;
  16080. /** mag = nearest and min = nearest and mip = none */
  16081. static readonly NEAREST_NEAREST: number;
  16082. /** mag = linear and min = nearest and mip = nearest */
  16083. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16084. /** mag = linear and min = nearest and mip = linear */
  16085. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16086. /** mag = linear and min = linear and mip = none */
  16087. static readonly LINEAR_LINEAR: number;
  16088. /** mag = linear and min = nearest and mip = none */
  16089. static readonly LINEAR_NEAREST: number;
  16090. /** Explicit coordinates mode */
  16091. static readonly EXPLICIT_MODE: number;
  16092. /** Spherical coordinates mode */
  16093. static readonly SPHERICAL_MODE: number;
  16094. /** Planar coordinates mode */
  16095. static readonly PLANAR_MODE: number;
  16096. /** Cubic coordinates mode */
  16097. static readonly CUBIC_MODE: number;
  16098. /** Projection coordinates mode */
  16099. static readonly PROJECTION_MODE: number;
  16100. /** Inverse Cubic coordinates mode */
  16101. static readonly SKYBOX_MODE: number;
  16102. /** Inverse Cubic coordinates mode */
  16103. static readonly INVCUBIC_MODE: number;
  16104. /** Equirectangular coordinates mode */
  16105. static readonly EQUIRECTANGULAR_MODE: number;
  16106. /** Equirectangular Fixed coordinates mode */
  16107. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16108. /** Equirectangular Fixed Mirrored coordinates mode */
  16109. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16110. /** Texture is not repeating outside of 0..1 UVs */
  16111. static readonly CLAMP_ADDRESSMODE: number;
  16112. /** Texture is repeating outside of 0..1 UVs */
  16113. static readonly WRAP_ADDRESSMODE: number;
  16114. /** Texture is repeating and mirrored */
  16115. static readonly MIRROR_ADDRESSMODE: number;
  16116. /**
  16117. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  16118. */
  16119. static UseSerializedUrlIfAny: boolean;
  16120. /**
  16121. * Define the url of the texture.
  16122. */
  16123. url: Nullable<string>;
  16124. /**
  16125. * Define an offset on the texture to offset the u coordinates of the UVs
  16126. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16127. */
  16128. uOffset: number;
  16129. /**
  16130. * Define an offset on the texture to offset the v coordinates of the UVs
  16131. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16132. */
  16133. vOffset: number;
  16134. /**
  16135. * Define an offset on the texture to scale the u coordinates of the UVs
  16136. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16137. */
  16138. uScale: number;
  16139. /**
  16140. * Define an offset on the texture to scale the v coordinates of the UVs
  16141. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16142. */
  16143. vScale: number;
  16144. /**
  16145. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16146. * @see http://doc.babylonjs.com/how_to/more_materials
  16147. */
  16148. uAng: number;
  16149. /**
  16150. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16151. * @see http://doc.babylonjs.com/how_to/more_materials
  16152. */
  16153. vAng: number;
  16154. /**
  16155. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16156. * @see http://doc.babylonjs.com/how_to/more_materials
  16157. */
  16158. wAng: number;
  16159. /**
  16160. * Defines the center of rotation (U)
  16161. */
  16162. uRotationCenter: number;
  16163. /**
  16164. * Defines the center of rotation (V)
  16165. */
  16166. vRotationCenter: number;
  16167. /**
  16168. * Defines the center of rotation (W)
  16169. */
  16170. wRotationCenter: number;
  16171. /**
  16172. * Are mip maps generated for this texture or not.
  16173. */
  16174. readonly noMipmap: boolean;
  16175. /**
  16176. * List of inspectable custom properties (used by the Inspector)
  16177. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16178. */
  16179. inspectableCustomProperties: Nullable<IInspectable[]>;
  16180. private _noMipmap;
  16181. /** @hidden */
  16182. _invertY: boolean;
  16183. private _rowGenerationMatrix;
  16184. private _cachedTextureMatrix;
  16185. private _projectionModeMatrix;
  16186. private _t0;
  16187. private _t1;
  16188. private _t2;
  16189. private _cachedUOffset;
  16190. private _cachedVOffset;
  16191. private _cachedUScale;
  16192. private _cachedVScale;
  16193. private _cachedUAng;
  16194. private _cachedVAng;
  16195. private _cachedWAng;
  16196. private _cachedProjectionMatrixId;
  16197. private _cachedCoordinatesMode;
  16198. /** @hidden */
  16199. protected _initialSamplingMode: number;
  16200. /** @hidden */
  16201. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16202. private _deleteBuffer;
  16203. protected _format: Nullable<number>;
  16204. private _delayedOnLoad;
  16205. private _delayedOnError;
  16206. private _mimeType?;
  16207. /**
  16208. * Observable triggered once the texture has been loaded.
  16209. */
  16210. onLoadObservable: Observable<Texture>;
  16211. protected _isBlocking: boolean;
  16212. /**
  16213. * Is the texture preventing material to render while loading.
  16214. * If false, a default texture will be used instead of the loading one during the preparation step.
  16215. */
  16216. isBlocking: boolean;
  16217. /**
  16218. * Get the current sampling mode associated with the texture.
  16219. */
  16220. readonly samplingMode: number;
  16221. /**
  16222. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16223. */
  16224. readonly invertY: boolean;
  16225. /**
  16226. * Instantiates a new texture.
  16227. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16228. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16229. * @param url defines the url of the picture to load as a texture
  16230. * @param scene defines the scene or engine the texture will belong to
  16231. * @param noMipmap defines if the texture will require mip maps or not
  16232. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16233. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16234. * @param onLoad defines a callback triggered when the texture has been loaded
  16235. * @param onError defines a callback triggered when an error occurred during the loading session
  16236. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16237. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16238. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16239. * @param mimeType defines an optional mime type information
  16240. */
  16241. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16242. /**
  16243. * Update the url (and optional buffer) of this texture if url was null during construction.
  16244. * @param url the url of the texture
  16245. * @param buffer the buffer of the texture (defaults to null)
  16246. * @param onLoad callback called when the texture is loaded (defaults to null)
  16247. */
  16248. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16249. /**
  16250. * Finish the loading sequence of a texture flagged as delayed load.
  16251. * @hidden
  16252. */
  16253. delayLoad(): void;
  16254. private _prepareRowForTextureGeneration;
  16255. /**
  16256. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16257. * @returns the transform matrix of the texture.
  16258. */
  16259. getTextureMatrix(): Matrix;
  16260. /**
  16261. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16262. * @returns The reflection texture transform
  16263. */
  16264. getReflectionTextureMatrix(): Matrix;
  16265. /**
  16266. * Clones the texture.
  16267. * @returns the cloned texture
  16268. */
  16269. clone(): Texture;
  16270. /**
  16271. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16272. * @returns The JSON representation of the texture
  16273. */
  16274. serialize(): any;
  16275. /**
  16276. * Get the current class name of the texture useful for serialization or dynamic coding.
  16277. * @returns "Texture"
  16278. */
  16279. getClassName(): string;
  16280. /**
  16281. * Dispose the texture and release its associated resources.
  16282. */
  16283. dispose(): void;
  16284. /**
  16285. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16286. * @param parsedTexture Define the JSON representation of the texture
  16287. * @param scene Define the scene the parsed texture should be instantiated in
  16288. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16289. * @returns The parsed texture if successful
  16290. */
  16291. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16292. /**
  16293. * Creates a texture from its base 64 representation.
  16294. * @param data Define the base64 payload without the data: prefix
  16295. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16296. * @param scene Define the scene the texture should belong to
  16297. * @param noMipmap Forces the texture to not create mip map information if true
  16298. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16299. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16300. * @param onLoad define a callback triggered when the texture has been loaded
  16301. * @param onError define a callback triggered when an error occurred during the loading session
  16302. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16303. * @returns the created texture
  16304. */
  16305. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16306. /**
  16307. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16308. * @param data Define the base64 payload without the data: prefix
  16309. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16310. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16311. * @param scene Define the scene the texture should belong to
  16312. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16313. * @param noMipmap Forces the texture to not create mip map information if true
  16314. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16315. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16316. * @param onLoad define a callback triggered when the texture has been loaded
  16317. * @param onError define a callback triggered when an error occurred during the loading session
  16318. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16319. * @returns the created texture
  16320. */
  16321. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16322. }
  16323. }
  16324. declare module "babylonjs/PostProcesses/postProcessManager" {
  16325. import { Nullable } from "babylonjs/types";
  16326. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16327. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16328. import { Scene } from "babylonjs/scene";
  16329. /**
  16330. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16331. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16332. */
  16333. export class PostProcessManager {
  16334. private _scene;
  16335. private _indexBuffer;
  16336. private _vertexBuffers;
  16337. /**
  16338. * Creates a new instance PostProcess
  16339. * @param scene The scene that the post process is associated with.
  16340. */
  16341. constructor(scene: Scene);
  16342. private _prepareBuffers;
  16343. private _buildIndexBuffer;
  16344. /**
  16345. * Rebuilds the vertex buffers of the manager.
  16346. * @hidden
  16347. */
  16348. _rebuild(): void;
  16349. /**
  16350. * Prepares a frame to be run through a post process.
  16351. * @param sourceTexture The input texture to the post procesess. (default: null)
  16352. * @param postProcesses An array of post processes to be run. (default: null)
  16353. * @returns True if the post processes were able to be run.
  16354. * @hidden
  16355. */
  16356. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16357. /**
  16358. * Manually render a set of post processes to a texture.
  16359. * @param postProcesses An array of post processes to be run.
  16360. * @param targetTexture The target texture to render to.
  16361. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16362. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16363. * @param lodLevel defines which lod of the texture to render to
  16364. */
  16365. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16366. /**
  16367. * Finalize the result of the output of the postprocesses.
  16368. * @param doNotPresent If true the result will not be displayed to the screen.
  16369. * @param targetTexture The target texture to render to.
  16370. * @param faceIndex The index of the face to bind the target texture to.
  16371. * @param postProcesses The array of post processes to render.
  16372. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16373. * @hidden
  16374. */
  16375. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16376. /**
  16377. * Disposes of the post process manager.
  16378. */
  16379. dispose(): void;
  16380. }
  16381. }
  16382. declare module "babylonjs/Misc/gradients" {
  16383. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16384. /** Interface used by value gradients (color, factor, ...) */
  16385. export interface IValueGradient {
  16386. /**
  16387. * Gets or sets the gradient value (between 0 and 1)
  16388. */
  16389. gradient: number;
  16390. }
  16391. /** Class used to store color4 gradient */
  16392. export class ColorGradient implements IValueGradient {
  16393. /**
  16394. * Gets or sets the gradient value (between 0 and 1)
  16395. */
  16396. gradient: number;
  16397. /**
  16398. * Gets or sets first associated color
  16399. */
  16400. color1: Color4;
  16401. /**
  16402. * Gets or sets second associated color
  16403. */
  16404. color2?: Color4;
  16405. /**
  16406. * Will get a color picked randomly between color1 and color2.
  16407. * If color2 is undefined then color1 will be used
  16408. * @param result defines the target Color4 to store the result in
  16409. */
  16410. getColorToRef(result: Color4): void;
  16411. }
  16412. /** Class used to store color 3 gradient */
  16413. export class Color3Gradient implements IValueGradient {
  16414. /**
  16415. * Gets or sets the gradient value (between 0 and 1)
  16416. */
  16417. gradient: number;
  16418. /**
  16419. * Gets or sets the associated color
  16420. */
  16421. color: Color3;
  16422. }
  16423. /** Class used to store factor gradient */
  16424. export class FactorGradient implements IValueGradient {
  16425. /**
  16426. * Gets or sets the gradient value (between 0 and 1)
  16427. */
  16428. gradient: number;
  16429. /**
  16430. * Gets or sets first associated factor
  16431. */
  16432. factor1: number;
  16433. /**
  16434. * Gets or sets second associated factor
  16435. */
  16436. factor2?: number;
  16437. /**
  16438. * Will get a number picked randomly between factor1 and factor2.
  16439. * If factor2 is undefined then factor1 will be used
  16440. * @returns the picked number
  16441. */
  16442. getFactor(): number;
  16443. }
  16444. /**
  16445. * Helper used to simplify some generic gradient tasks
  16446. */
  16447. export class GradientHelper {
  16448. /**
  16449. * Gets the current gradient from an array of IValueGradient
  16450. * @param ratio defines the current ratio to get
  16451. * @param gradients defines the array of IValueGradient
  16452. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16453. */
  16454. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16455. }
  16456. }
  16457. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16458. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16459. import { Nullable } from "babylonjs/types";
  16460. module "babylonjs/Engines/thinEngine" {
  16461. interface ThinEngine {
  16462. /**
  16463. * Creates a dynamic texture
  16464. * @param width defines the width of the texture
  16465. * @param height defines the height of the texture
  16466. * @param generateMipMaps defines if the engine should generate the mip levels
  16467. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16468. * @returns the dynamic texture inside an InternalTexture
  16469. */
  16470. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16471. /**
  16472. * Update the content of a dynamic texture
  16473. * @param texture defines the texture to update
  16474. * @param canvas defines the canvas containing the source
  16475. * @param invertY defines if data must be stored with Y axis inverted
  16476. * @param premulAlpha defines if alpha is stored as premultiplied
  16477. * @param format defines the format of the data
  16478. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16479. */
  16480. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16481. }
  16482. }
  16483. }
  16484. declare module "babylonjs/Misc/canvasGenerator" {
  16485. /**
  16486. * Helper class used to generate a canvas to manipulate images
  16487. */
  16488. export class CanvasGenerator {
  16489. /**
  16490. * Create a new canvas (or offscreen canvas depending on the context)
  16491. * @param width defines the expected width
  16492. * @param height defines the expected height
  16493. * @return a new canvas or offscreen canvas
  16494. */
  16495. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16496. }
  16497. }
  16498. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16499. import { Scene } from "babylonjs/scene";
  16500. import { Texture } from "babylonjs/Materials/Textures/texture";
  16501. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16502. /**
  16503. * A class extending Texture allowing drawing on a texture
  16504. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16505. */
  16506. export class DynamicTexture extends Texture {
  16507. private _generateMipMaps;
  16508. private _canvas;
  16509. private _context;
  16510. private _engine;
  16511. /**
  16512. * Creates a DynamicTexture
  16513. * @param name defines the name of the texture
  16514. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  16515. * @param scene defines the scene where you want the texture
  16516. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16517. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16518. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16519. */
  16520. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16521. /**
  16522. * Get the current class name of the texture useful for serialization or dynamic coding.
  16523. * @returns "DynamicTexture"
  16524. */
  16525. getClassName(): string;
  16526. /**
  16527. * Gets the current state of canRescale
  16528. */
  16529. readonly canRescale: boolean;
  16530. private _recreate;
  16531. /**
  16532. * Scales the texture
  16533. * @param ratio the scale factor to apply to both width and height
  16534. */
  16535. scale(ratio: number): void;
  16536. /**
  16537. * Resizes the texture
  16538. * @param width the new width
  16539. * @param height the new height
  16540. */
  16541. scaleTo(width: number, height: number): void;
  16542. /**
  16543. * Gets the context of the canvas used by the texture
  16544. * @returns the canvas context of the dynamic texture
  16545. */
  16546. getContext(): CanvasRenderingContext2D;
  16547. /**
  16548. * Clears the texture
  16549. */
  16550. clear(): void;
  16551. /**
  16552. * Updates the texture
  16553. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16554. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16555. */
  16556. update(invertY?: boolean, premulAlpha?: boolean): void;
  16557. /**
  16558. * Draws text onto the texture
  16559. * @param text defines the text to be drawn
  16560. * @param x defines the placement of the text from the left
  16561. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16562. * @param font defines the font to be used with font-style, font-size, font-name
  16563. * @param color defines the color used for the text
  16564. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16565. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16566. * @param update defines whether texture is immediately update (default is true)
  16567. */
  16568. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16569. /**
  16570. * Clones the texture
  16571. * @returns the clone of the texture.
  16572. */
  16573. clone(): DynamicTexture;
  16574. /**
  16575. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16576. * @returns a serialized dynamic texture object
  16577. */
  16578. serialize(): any;
  16579. /** @hidden */
  16580. _rebuild(): void;
  16581. }
  16582. }
  16583. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16584. import { Scene } from "babylonjs/scene";
  16585. import { ISceneComponent } from "babylonjs/sceneComponent";
  16586. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16587. module "babylonjs/abstractScene" {
  16588. interface AbstractScene {
  16589. /**
  16590. * The list of procedural textures added to the scene
  16591. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16592. */
  16593. proceduralTextures: Array<ProceduralTexture>;
  16594. }
  16595. }
  16596. /**
  16597. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16598. * in a given scene.
  16599. */
  16600. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16601. /**
  16602. * The component name helpfull to identify the component in the list of scene components.
  16603. */
  16604. readonly name: string;
  16605. /**
  16606. * The scene the component belongs to.
  16607. */
  16608. scene: Scene;
  16609. /**
  16610. * Creates a new instance of the component for the given scene
  16611. * @param scene Defines the scene to register the component in
  16612. */
  16613. constructor(scene: Scene);
  16614. /**
  16615. * Registers the component in a given scene
  16616. */
  16617. register(): void;
  16618. /**
  16619. * Rebuilds the elements related to this component in case of
  16620. * context lost for instance.
  16621. */
  16622. rebuild(): void;
  16623. /**
  16624. * Disposes the component and the associated ressources.
  16625. */
  16626. dispose(): void;
  16627. private _beforeClear;
  16628. }
  16629. }
  16630. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16631. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16632. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16633. module "babylonjs/Engines/thinEngine" {
  16634. interface ThinEngine {
  16635. /**
  16636. * Creates a new render target cube texture
  16637. * @param size defines the size of the texture
  16638. * @param options defines the options used to create the texture
  16639. * @returns a new render target cube texture stored in an InternalTexture
  16640. */
  16641. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16642. }
  16643. }
  16644. }
  16645. declare module "babylonjs/Shaders/procedural.vertex" {
  16646. /** @hidden */
  16647. export var proceduralVertexShader: {
  16648. name: string;
  16649. shader: string;
  16650. };
  16651. }
  16652. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16653. import { Observable } from "babylonjs/Misc/observable";
  16654. import { Nullable } from "babylonjs/types";
  16655. import { Scene } from "babylonjs/scene";
  16656. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16657. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16658. import { Effect } from "babylonjs/Materials/effect";
  16659. import { Texture } from "babylonjs/Materials/Textures/texture";
  16660. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16661. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16662. import "babylonjs/Shaders/procedural.vertex";
  16663. /**
  16664. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16665. * This is the base class of any Procedural texture and contains most of the shareable code.
  16666. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16667. */
  16668. export class ProceduralTexture extends Texture {
  16669. isCube: boolean;
  16670. /**
  16671. * Define if the texture is enabled or not (disabled texture will not render)
  16672. */
  16673. isEnabled: boolean;
  16674. /**
  16675. * Define if the texture must be cleared before rendering (default is true)
  16676. */
  16677. autoClear: boolean;
  16678. /**
  16679. * Callback called when the texture is generated
  16680. */
  16681. onGenerated: () => void;
  16682. /**
  16683. * Event raised when the texture is generated
  16684. */
  16685. onGeneratedObservable: Observable<ProceduralTexture>;
  16686. /** @hidden */
  16687. _generateMipMaps: boolean;
  16688. /** @hidden **/
  16689. _effect: Effect;
  16690. /** @hidden */
  16691. _textures: {
  16692. [key: string]: Texture;
  16693. };
  16694. private _size;
  16695. private _currentRefreshId;
  16696. private _refreshRate;
  16697. private _vertexBuffers;
  16698. private _indexBuffer;
  16699. private _uniforms;
  16700. private _samplers;
  16701. private _fragment;
  16702. private _floats;
  16703. private _ints;
  16704. private _floatsArrays;
  16705. private _colors3;
  16706. private _colors4;
  16707. private _vectors2;
  16708. private _vectors3;
  16709. private _matrices;
  16710. private _fallbackTexture;
  16711. private _fallbackTextureUsed;
  16712. private _engine;
  16713. private _cachedDefines;
  16714. private _contentUpdateId;
  16715. private _contentData;
  16716. /**
  16717. * Instantiates a new procedural texture.
  16718. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16719. * This is the base class of any Procedural texture and contains most of the shareable code.
  16720. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16721. * @param name Define the name of the texture
  16722. * @param size Define the size of the texture to create
  16723. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16724. * @param scene Define the scene the texture belongs to
  16725. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16726. * @param generateMipMaps Define if the texture should creates mip maps or not
  16727. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16728. */
  16729. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16730. /**
  16731. * The effect that is created when initializing the post process.
  16732. * @returns The created effect corresponding the the postprocess.
  16733. */
  16734. getEffect(): Effect;
  16735. /**
  16736. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16737. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16738. */
  16739. getContent(): Nullable<ArrayBufferView>;
  16740. private _createIndexBuffer;
  16741. /** @hidden */
  16742. _rebuild(): void;
  16743. /**
  16744. * Resets the texture in order to recreate its associated resources.
  16745. * This can be called in case of context loss
  16746. */
  16747. reset(): void;
  16748. protected _getDefines(): string;
  16749. /**
  16750. * Is the texture ready to be used ? (rendered at least once)
  16751. * @returns true if ready, otherwise, false.
  16752. */
  16753. isReady(): boolean;
  16754. /**
  16755. * Resets the refresh counter of the texture and start bak from scratch.
  16756. * Could be useful to regenerate the texture if it is setup to render only once.
  16757. */
  16758. resetRefreshCounter(): void;
  16759. /**
  16760. * Set the fragment shader to use in order to render the texture.
  16761. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16762. */
  16763. setFragment(fragment: any): void;
  16764. /**
  16765. * Define the refresh rate of the texture or the rendering frequency.
  16766. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16767. */
  16768. refreshRate: number;
  16769. /** @hidden */
  16770. _shouldRender(): boolean;
  16771. /**
  16772. * Get the size the texture is rendering at.
  16773. * @returns the size (texture is always squared)
  16774. */
  16775. getRenderSize(): number;
  16776. /**
  16777. * Resize the texture to new value.
  16778. * @param size Define the new size the texture should have
  16779. * @param generateMipMaps Define whether the new texture should create mip maps
  16780. */
  16781. resize(size: number, generateMipMaps: boolean): void;
  16782. private _checkUniform;
  16783. /**
  16784. * Set a texture in the shader program used to render.
  16785. * @param name Define the name of the uniform samplers as defined in the shader
  16786. * @param texture Define the texture to bind to this sampler
  16787. * @return the texture itself allowing "fluent" like uniform updates
  16788. */
  16789. setTexture(name: string, texture: Texture): ProceduralTexture;
  16790. /**
  16791. * Set a float in the shader.
  16792. * @param name Define the name of the uniform as defined in the shader
  16793. * @param value Define the value to give to the uniform
  16794. * @return the texture itself allowing "fluent" like uniform updates
  16795. */
  16796. setFloat(name: string, value: number): ProceduralTexture;
  16797. /**
  16798. * Set a int in the shader.
  16799. * @param name Define the name of the uniform as defined in the shader
  16800. * @param value Define the value to give to the uniform
  16801. * @return the texture itself allowing "fluent" like uniform updates
  16802. */
  16803. setInt(name: string, value: number): ProceduralTexture;
  16804. /**
  16805. * Set an array of floats in the shader.
  16806. * @param name Define the name of the uniform as defined in the shader
  16807. * @param value Define the value to give to the uniform
  16808. * @return the texture itself allowing "fluent" like uniform updates
  16809. */
  16810. setFloats(name: string, value: number[]): ProceduralTexture;
  16811. /**
  16812. * Set a vec3 in the shader from a Color3.
  16813. * @param name Define the name of the uniform as defined in the shader
  16814. * @param value Define the value to give to the uniform
  16815. * @return the texture itself allowing "fluent" like uniform updates
  16816. */
  16817. setColor3(name: string, value: Color3): ProceduralTexture;
  16818. /**
  16819. * Set a vec4 in the shader from a Color4.
  16820. * @param name Define the name of the uniform as defined in the shader
  16821. * @param value Define the value to give to the uniform
  16822. * @return the texture itself allowing "fluent" like uniform updates
  16823. */
  16824. setColor4(name: string, value: Color4): ProceduralTexture;
  16825. /**
  16826. * Set a vec2 in the shader from a Vector2.
  16827. * @param name Define the name of the uniform as defined in the shader
  16828. * @param value Define the value to give to the uniform
  16829. * @return the texture itself allowing "fluent" like uniform updates
  16830. */
  16831. setVector2(name: string, value: Vector2): ProceduralTexture;
  16832. /**
  16833. * Set a vec3 in the shader from a Vector3.
  16834. * @param name Define the name of the uniform as defined in the shader
  16835. * @param value Define the value to give to the uniform
  16836. * @return the texture itself allowing "fluent" like uniform updates
  16837. */
  16838. setVector3(name: string, value: Vector3): ProceduralTexture;
  16839. /**
  16840. * Set a mat4 in the shader from a MAtrix.
  16841. * @param name Define the name of the uniform as defined in the shader
  16842. * @param value Define the value to give to the uniform
  16843. * @return the texture itself allowing "fluent" like uniform updates
  16844. */
  16845. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16846. /**
  16847. * Render the texture to its associated render target.
  16848. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16849. */
  16850. render(useCameraPostProcess?: boolean): void;
  16851. /**
  16852. * Clone the texture.
  16853. * @returns the cloned texture
  16854. */
  16855. clone(): ProceduralTexture;
  16856. /**
  16857. * Dispose the texture and release its asoociated resources.
  16858. */
  16859. dispose(): void;
  16860. }
  16861. }
  16862. declare module "babylonjs/Particles/baseParticleSystem" {
  16863. import { Nullable } from "babylonjs/types";
  16864. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16865. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16866. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16867. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16868. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16869. import { Scene } from "babylonjs/scene";
  16870. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16871. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16872. import { Texture } from "babylonjs/Materials/Textures/texture";
  16873. import { Color4 } from "babylonjs/Maths/math.color";
  16874. import { Animation } from "babylonjs/Animations/animation";
  16875. /**
  16876. * This represents the base class for particle system in Babylon.
  16877. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16878. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16879. * @example https://doc.babylonjs.com/babylon101/particles
  16880. */
  16881. export class BaseParticleSystem {
  16882. /**
  16883. * Source color is added to the destination color without alpha affecting the result
  16884. */
  16885. static BLENDMODE_ONEONE: number;
  16886. /**
  16887. * Blend current color and particle color using particle’s alpha
  16888. */
  16889. static BLENDMODE_STANDARD: number;
  16890. /**
  16891. * Add current color and particle color multiplied by particle’s alpha
  16892. */
  16893. static BLENDMODE_ADD: number;
  16894. /**
  16895. * Multiply current color with particle color
  16896. */
  16897. static BLENDMODE_MULTIPLY: number;
  16898. /**
  16899. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16900. */
  16901. static BLENDMODE_MULTIPLYADD: number;
  16902. /**
  16903. * List of animations used by the particle system.
  16904. */
  16905. animations: Animation[];
  16906. /**
  16907. * The id of the Particle system.
  16908. */
  16909. id: string;
  16910. /**
  16911. * The friendly name of the Particle system.
  16912. */
  16913. name: string;
  16914. /**
  16915. * The rendering group used by the Particle system to chose when to render.
  16916. */
  16917. renderingGroupId: number;
  16918. /**
  16919. * The emitter represents the Mesh or position we are attaching the particle system to.
  16920. */
  16921. emitter: Nullable<AbstractMesh | Vector3>;
  16922. /**
  16923. * The maximum number of particles to emit per frame
  16924. */
  16925. emitRate: number;
  16926. /**
  16927. * If you want to launch only a few particles at once, that can be done, as well.
  16928. */
  16929. manualEmitCount: number;
  16930. /**
  16931. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16932. */
  16933. updateSpeed: number;
  16934. /**
  16935. * The amount of time the particle system is running (depends of the overall update speed).
  16936. */
  16937. targetStopDuration: number;
  16938. /**
  16939. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16940. */
  16941. disposeOnStop: boolean;
  16942. /**
  16943. * Minimum power of emitting particles.
  16944. */
  16945. minEmitPower: number;
  16946. /**
  16947. * Maximum power of emitting particles.
  16948. */
  16949. maxEmitPower: number;
  16950. /**
  16951. * Minimum life time of emitting particles.
  16952. */
  16953. minLifeTime: number;
  16954. /**
  16955. * Maximum life time of emitting particles.
  16956. */
  16957. maxLifeTime: number;
  16958. /**
  16959. * Minimum Size of emitting particles.
  16960. */
  16961. minSize: number;
  16962. /**
  16963. * Maximum Size of emitting particles.
  16964. */
  16965. maxSize: number;
  16966. /**
  16967. * Minimum scale of emitting particles on X axis.
  16968. */
  16969. minScaleX: number;
  16970. /**
  16971. * Maximum scale of emitting particles on X axis.
  16972. */
  16973. maxScaleX: number;
  16974. /**
  16975. * Minimum scale of emitting particles on Y axis.
  16976. */
  16977. minScaleY: number;
  16978. /**
  16979. * Maximum scale of emitting particles on Y axis.
  16980. */
  16981. maxScaleY: number;
  16982. /**
  16983. * Gets or sets the minimal initial rotation in radians.
  16984. */
  16985. minInitialRotation: number;
  16986. /**
  16987. * Gets or sets the maximal initial rotation in radians.
  16988. */
  16989. maxInitialRotation: number;
  16990. /**
  16991. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16992. */
  16993. minAngularSpeed: number;
  16994. /**
  16995. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16996. */
  16997. maxAngularSpeed: number;
  16998. /**
  16999. * The texture used to render each particle. (this can be a spritesheet)
  17000. */
  17001. particleTexture: Nullable<Texture>;
  17002. /**
  17003. * The layer mask we are rendering the particles through.
  17004. */
  17005. layerMask: number;
  17006. /**
  17007. * This can help using your own shader to render the particle system.
  17008. * The according effect will be created
  17009. */
  17010. customShader: any;
  17011. /**
  17012. * By default particle system starts as soon as they are created. This prevents the
  17013. * automatic start to happen and let you decide when to start emitting particles.
  17014. */
  17015. preventAutoStart: boolean;
  17016. private _noiseTexture;
  17017. /**
  17018. * Gets or sets a texture used to add random noise to particle positions
  17019. */
  17020. noiseTexture: Nullable<ProceduralTexture>;
  17021. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17022. noiseStrength: Vector3;
  17023. /**
  17024. * Callback triggered when the particle animation is ending.
  17025. */
  17026. onAnimationEnd: Nullable<() => void>;
  17027. /**
  17028. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17029. */
  17030. blendMode: number;
  17031. /**
  17032. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17033. * to override the particles.
  17034. */
  17035. forceDepthWrite: boolean;
  17036. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  17037. preWarmCycles: number;
  17038. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17039. preWarmStepOffset: number;
  17040. /**
  17041. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  17042. */
  17043. spriteCellChangeSpeed: number;
  17044. /**
  17045. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17046. */
  17047. startSpriteCellID: number;
  17048. /**
  17049. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17050. */
  17051. endSpriteCellID: number;
  17052. /**
  17053. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17054. */
  17055. spriteCellWidth: number;
  17056. /**
  17057. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17058. */
  17059. spriteCellHeight: number;
  17060. /**
  17061. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17062. */
  17063. spriteRandomStartCell: boolean;
  17064. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17065. translationPivot: Vector2;
  17066. /** @hidden */
  17067. protected _isAnimationSheetEnabled: boolean;
  17068. /**
  17069. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17070. */
  17071. beginAnimationOnStart: boolean;
  17072. /**
  17073. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17074. */
  17075. beginAnimationFrom: number;
  17076. /**
  17077. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17078. */
  17079. beginAnimationTo: number;
  17080. /**
  17081. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17082. */
  17083. beginAnimationLoop: boolean;
  17084. /**
  17085. * Gets or sets a world offset applied to all particles
  17086. */
  17087. worldOffset: Vector3;
  17088. /**
  17089. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17090. */
  17091. isAnimationSheetEnabled: boolean;
  17092. /**
  17093. * Get hosting scene
  17094. * @returns the scene
  17095. */
  17096. getScene(): Scene;
  17097. /**
  17098. * You can use gravity if you want to give an orientation to your particles.
  17099. */
  17100. gravity: Vector3;
  17101. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17102. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17103. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17104. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17105. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17106. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17107. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17108. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17109. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17110. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17111. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17112. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17113. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17114. /**
  17115. * Defines the delay in milliseconds before starting the system (0 by default)
  17116. */
  17117. startDelay: number;
  17118. /**
  17119. * Gets the current list of drag gradients.
  17120. * You must use addDragGradient and removeDragGradient to udpate this list
  17121. * @returns the list of drag gradients
  17122. */
  17123. getDragGradients(): Nullable<Array<FactorGradient>>;
  17124. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17125. limitVelocityDamping: number;
  17126. /**
  17127. * Gets the current list of limit velocity gradients.
  17128. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17129. * @returns the list of limit velocity gradients
  17130. */
  17131. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17132. /**
  17133. * Gets the current list of color gradients.
  17134. * You must use addColorGradient and removeColorGradient to udpate this list
  17135. * @returns the list of color gradients
  17136. */
  17137. getColorGradients(): Nullable<Array<ColorGradient>>;
  17138. /**
  17139. * Gets the current list of size gradients.
  17140. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17141. * @returns the list of size gradients
  17142. */
  17143. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17144. /**
  17145. * Gets the current list of color remap gradients.
  17146. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17147. * @returns the list of color remap gradients
  17148. */
  17149. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17150. /**
  17151. * Gets the current list of alpha remap gradients.
  17152. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17153. * @returns the list of alpha remap gradients
  17154. */
  17155. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17156. /**
  17157. * Gets the current list of life time gradients.
  17158. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17159. * @returns the list of life time gradients
  17160. */
  17161. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17162. /**
  17163. * Gets the current list of angular speed gradients.
  17164. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17165. * @returns the list of angular speed gradients
  17166. */
  17167. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17168. /**
  17169. * Gets the current list of velocity gradients.
  17170. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17171. * @returns the list of velocity gradients
  17172. */
  17173. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17174. /**
  17175. * Gets the current list of start size gradients.
  17176. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17177. * @returns the list of start size gradients
  17178. */
  17179. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17180. /**
  17181. * Gets the current list of emit rate gradients.
  17182. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17183. * @returns the list of emit rate gradients
  17184. */
  17185. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17186. /**
  17187. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17188. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17189. */
  17190. direction1: Vector3;
  17191. /**
  17192. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17193. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17194. */
  17195. direction2: Vector3;
  17196. /**
  17197. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17198. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17199. */
  17200. minEmitBox: Vector3;
  17201. /**
  17202. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17203. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17204. */
  17205. maxEmitBox: Vector3;
  17206. /**
  17207. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17208. */
  17209. color1: Color4;
  17210. /**
  17211. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17212. */
  17213. color2: Color4;
  17214. /**
  17215. * Color the particle will have at the end of its lifetime
  17216. */
  17217. colorDead: Color4;
  17218. /**
  17219. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17220. */
  17221. textureMask: Color4;
  17222. /**
  17223. * The particle emitter type defines the emitter used by the particle system.
  17224. * It can be for example box, sphere, or cone...
  17225. */
  17226. particleEmitterType: IParticleEmitterType;
  17227. /** @hidden */
  17228. _isSubEmitter: boolean;
  17229. /**
  17230. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17231. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17232. */
  17233. billboardMode: number;
  17234. protected _isBillboardBased: boolean;
  17235. /**
  17236. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17237. */
  17238. isBillboardBased: boolean;
  17239. /**
  17240. * The scene the particle system belongs to.
  17241. */
  17242. protected _scene: Scene;
  17243. /**
  17244. * Local cache of defines for image processing.
  17245. */
  17246. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17247. /**
  17248. * Default configuration related to image processing available in the standard Material.
  17249. */
  17250. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17251. /**
  17252. * Gets the image processing configuration used either in this material.
  17253. */
  17254. /**
  17255. * Sets the Default image processing configuration used either in the this material.
  17256. *
  17257. * If sets to null, the scene one is in use.
  17258. */
  17259. imageProcessingConfiguration: ImageProcessingConfiguration;
  17260. /**
  17261. * Attaches a new image processing configuration to the Standard Material.
  17262. * @param configuration
  17263. */
  17264. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17265. /** @hidden */
  17266. protected _reset(): void;
  17267. /** @hidden */
  17268. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17269. /**
  17270. * Instantiates a particle system.
  17271. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17272. * @param name The name of the particle system
  17273. */
  17274. constructor(name: string);
  17275. /**
  17276. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17277. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17278. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17279. * @returns the emitter
  17280. */
  17281. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17282. /**
  17283. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17284. * @param radius The radius of the hemisphere to emit from
  17285. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17286. * @returns the emitter
  17287. */
  17288. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17289. /**
  17290. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17291. * @param radius The radius of the sphere to emit from
  17292. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17293. * @returns the emitter
  17294. */
  17295. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17296. /**
  17297. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17298. * @param radius The radius of the sphere to emit from
  17299. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17300. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17301. * @returns the emitter
  17302. */
  17303. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17304. /**
  17305. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17306. * @param radius The radius of the emission cylinder
  17307. * @param height The height of the emission cylinder
  17308. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17309. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17310. * @returns the emitter
  17311. */
  17312. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17313. /**
  17314. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17315. * @param radius The radius of the cylinder to emit from
  17316. * @param height The height of the emission cylinder
  17317. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17318. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17319. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17320. * @returns the emitter
  17321. */
  17322. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17323. /**
  17324. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17325. * @param radius The radius of the cone to emit from
  17326. * @param angle The base angle of the cone
  17327. * @returns the emitter
  17328. */
  17329. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17330. /**
  17331. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17332. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17333. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17334. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17335. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17336. * @returns the emitter
  17337. */
  17338. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17339. }
  17340. }
  17341. declare module "babylonjs/Particles/subEmitter" {
  17342. import { Scene } from "babylonjs/scene";
  17343. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17344. /**
  17345. * Type of sub emitter
  17346. */
  17347. export enum SubEmitterType {
  17348. /**
  17349. * Attached to the particle over it's lifetime
  17350. */
  17351. ATTACHED = 0,
  17352. /**
  17353. * Created when the particle dies
  17354. */
  17355. END = 1
  17356. }
  17357. /**
  17358. * Sub emitter class used to emit particles from an existing particle
  17359. */
  17360. export class SubEmitter {
  17361. /**
  17362. * the particle system to be used by the sub emitter
  17363. */
  17364. particleSystem: ParticleSystem;
  17365. /**
  17366. * Type of the submitter (Default: END)
  17367. */
  17368. type: SubEmitterType;
  17369. /**
  17370. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17371. * Note: This only is supported when using an emitter of type Mesh
  17372. */
  17373. inheritDirection: boolean;
  17374. /**
  17375. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17376. */
  17377. inheritedVelocityAmount: number;
  17378. /**
  17379. * Creates a sub emitter
  17380. * @param particleSystem the particle system to be used by the sub emitter
  17381. */
  17382. constructor(
  17383. /**
  17384. * the particle system to be used by the sub emitter
  17385. */
  17386. particleSystem: ParticleSystem);
  17387. /**
  17388. * Clones the sub emitter
  17389. * @returns the cloned sub emitter
  17390. */
  17391. clone(): SubEmitter;
  17392. /**
  17393. * Serialize current object to a JSON object
  17394. * @returns the serialized object
  17395. */
  17396. serialize(): any;
  17397. /** @hidden */
  17398. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17399. /**
  17400. * Creates a new SubEmitter from a serialized JSON version
  17401. * @param serializationObject defines the JSON object to read from
  17402. * @param scene defines the hosting scene
  17403. * @param rootUrl defines the rootUrl for data loading
  17404. * @returns a new SubEmitter
  17405. */
  17406. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17407. /** Release associated resources */
  17408. dispose(): void;
  17409. }
  17410. }
  17411. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17412. /** @hidden */
  17413. export var clipPlaneFragmentDeclaration: {
  17414. name: string;
  17415. shader: string;
  17416. };
  17417. }
  17418. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17419. /** @hidden */
  17420. export var imageProcessingDeclaration: {
  17421. name: string;
  17422. shader: string;
  17423. };
  17424. }
  17425. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17426. /** @hidden */
  17427. export var imageProcessingFunctions: {
  17428. name: string;
  17429. shader: string;
  17430. };
  17431. }
  17432. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17433. /** @hidden */
  17434. export var clipPlaneFragment: {
  17435. name: string;
  17436. shader: string;
  17437. };
  17438. }
  17439. declare module "babylonjs/Shaders/particles.fragment" {
  17440. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17441. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17442. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17443. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17444. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17445. /** @hidden */
  17446. export var particlesPixelShader: {
  17447. name: string;
  17448. shader: string;
  17449. };
  17450. }
  17451. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17452. /** @hidden */
  17453. export var clipPlaneVertexDeclaration: {
  17454. name: string;
  17455. shader: string;
  17456. };
  17457. }
  17458. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17459. /** @hidden */
  17460. export var clipPlaneVertex: {
  17461. name: string;
  17462. shader: string;
  17463. };
  17464. }
  17465. declare module "babylonjs/Shaders/particles.vertex" {
  17466. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17467. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17468. /** @hidden */
  17469. export var particlesVertexShader: {
  17470. name: string;
  17471. shader: string;
  17472. };
  17473. }
  17474. declare module "babylonjs/Particles/particleSystem" {
  17475. import { Nullable } from "babylonjs/types";
  17476. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17477. import { Observable } from "babylonjs/Misc/observable";
  17478. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17479. import { Effect } from "babylonjs/Materials/effect";
  17480. import { Scene, IDisposable } from "babylonjs/scene";
  17481. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17482. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17483. import { Particle } from "babylonjs/Particles/particle";
  17484. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17485. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17486. import "babylonjs/Shaders/particles.fragment";
  17487. import "babylonjs/Shaders/particles.vertex";
  17488. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17489. /**
  17490. * This represents a particle system in Babylon.
  17491. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17492. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17493. * @example https://doc.babylonjs.com/babylon101/particles
  17494. */
  17495. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17496. /**
  17497. * Billboard mode will only apply to Y axis
  17498. */
  17499. static readonly BILLBOARDMODE_Y: number;
  17500. /**
  17501. * Billboard mode will apply to all axes
  17502. */
  17503. static readonly BILLBOARDMODE_ALL: number;
  17504. /**
  17505. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17506. */
  17507. static readonly BILLBOARDMODE_STRETCHED: number;
  17508. /**
  17509. * This function can be defined to provide custom update for active particles.
  17510. * This function will be called instead of regular update (age, position, color, etc.).
  17511. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17512. */
  17513. updateFunction: (particles: Particle[]) => void;
  17514. private _emitterWorldMatrix;
  17515. /**
  17516. * This function can be defined to specify initial direction for every new particle.
  17517. * It by default use the emitterType defined function
  17518. */
  17519. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17520. /**
  17521. * This function can be defined to specify initial position for every new particle.
  17522. * It by default use the emitterType defined function
  17523. */
  17524. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17525. /**
  17526. * @hidden
  17527. */
  17528. _inheritedVelocityOffset: Vector3;
  17529. /**
  17530. * An event triggered when the system is disposed
  17531. */
  17532. onDisposeObservable: Observable<ParticleSystem>;
  17533. private _onDisposeObserver;
  17534. /**
  17535. * Sets a callback that will be triggered when the system is disposed
  17536. */
  17537. onDispose: () => void;
  17538. private _particles;
  17539. private _epsilon;
  17540. private _capacity;
  17541. private _stockParticles;
  17542. private _newPartsExcess;
  17543. private _vertexData;
  17544. private _vertexBuffer;
  17545. private _vertexBuffers;
  17546. private _spriteBuffer;
  17547. private _indexBuffer;
  17548. private _effect;
  17549. private _customEffect;
  17550. private _cachedDefines;
  17551. private _scaledColorStep;
  17552. private _colorDiff;
  17553. private _scaledDirection;
  17554. private _scaledGravity;
  17555. private _currentRenderId;
  17556. private _alive;
  17557. private _useInstancing;
  17558. private _started;
  17559. private _stopped;
  17560. private _actualFrame;
  17561. private _scaledUpdateSpeed;
  17562. private _vertexBufferSize;
  17563. /** @hidden */
  17564. _currentEmitRateGradient: Nullable<FactorGradient>;
  17565. /** @hidden */
  17566. _currentEmitRate1: number;
  17567. /** @hidden */
  17568. _currentEmitRate2: number;
  17569. /** @hidden */
  17570. _currentStartSizeGradient: Nullable<FactorGradient>;
  17571. /** @hidden */
  17572. _currentStartSize1: number;
  17573. /** @hidden */
  17574. _currentStartSize2: number;
  17575. private readonly _rawTextureWidth;
  17576. private _rampGradientsTexture;
  17577. private _useRampGradients;
  17578. /** Gets or sets a boolean indicating that ramp gradients must be used
  17579. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17580. */
  17581. useRampGradients: boolean;
  17582. /**
  17583. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17584. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17585. */
  17586. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17587. private _subEmitters;
  17588. /**
  17589. * @hidden
  17590. * If the particle systems emitter should be disposed when the particle system is disposed
  17591. */
  17592. _disposeEmitterOnDispose: boolean;
  17593. /**
  17594. * The current active Sub-systems, this property is used by the root particle system only.
  17595. */
  17596. activeSubSystems: Array<ParticleSystem>;
  17597. private _rootParticleSystem;
  17598. /**
  17599. * Gets the current list of active particles
  17600. */
  17601. readonly particles: Particle[];
  17602. /**
  17603. * Returns the string "ParticleSystem"
  17604. * @returns a string containing the class name
  17605. */
  17606. getClassName(): string;
  17607. /**
  17608. * Instantiates a particle system.
  17609. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17610. * @param name The name of the particle system
  17611. * @param capacity The max number of particles alive at the same time
  17612. * @param scene The scene the particle system belongs to
  17613. * @param customEffect a custom effect used to change the way particles are rendered by default
  17614. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17615. * @param epsilon Offset used to render the particles
  17616. */
  17617. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17618. private _addFactorGradient;
  17619. private _removeFactorGradient;
  17620. /**
  17621. * Adds a new life time gradient
  17622. * @param gradient defines the gradient to use (between 0 and 1)
  17623. * @param factor defines the life time factor to affect to the specified gradient
  17624. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17625. * @returns the current particle system
  17626. */
  17627. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17628. /**
  17629. * Remove a specific life time gradient
  17630. * @param gradient defines the gradient to remove
  17631. * @returns the current particle system
  17632. */
  17633. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17634. /**
  17635. * Adds a new size gradient
  17636. * @param gradient defines the gradient to use (between 0 and 1)
  17637. * @param factor defines the size factor to affect to the specified gradient
  17638. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17639. * @returns the current particle system
  17640. */
  17641. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17642. /**
  17643. * Remove a specific size gradient
  17644. * @param gradient defines the gradient to remove
  17645. * @returns the current particle system
  17646. */
  17647. removeSizeGradient(gradient: number): IParticleSystem;
  17648. /**
  17649. * Adds a new color remap gradient
  17650. * @param gradient defines the gradient to use (between 0 and 1)
  17651. * @param min defines the color remap minimal range
  17652. * @param max defines the color remap maximal range
  17653. * @returns the current particle system
  17654. */
  17655. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17656. /**
  17657. * Remove a specific color remap gradient
  17658. * @param gradient defines the gradient to remove
  17659. * @returns the current particle system
  17660. */
  17661. removeColorRemapGradient(gradient: number): IParticleSystem;
  17662. /**
  17663. * Adds a new alpha remap gradient
  17664. * @param gradient defines the gradient to use (between 0 and 1)
  17665. * @param min defines the alpha remap minimal range
  17666. * @param max defines the alpha remap maximal range
  17667. * @returns the current particle system
  17668. */
  17669. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17670. /**
  17671. * Remove a specific alpha remap gradient
  17672. * @param gradient defines the gradient to remove
  17673. * @returns the current particle system
  17674. */
  17675. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17676. /**
  17677. * Adds a new angular speed gradient
  17678. * @param gradient defines the gradient to use (between 0 and 1)
  17679. * @param factor defines the angular speed to affect to the specified gradient
  17680. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17681. * @returns the current particle system
  17682. */
  17683. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17684. /**
  17685. * Remove a specific angular speed gradient
  17686. * @param gradient defines the gradient to remove
  17687. * @returns the current particle system
  17688. */
  17689. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17690. /**
  17691. * Adds a new velocity gradient
  17692. * @param gradient defines the gradient to use (between 0 and 1)
  17693. * @param factor defines the velocity to affect to the specified gradient
  17694. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17695. * @returns the current particle system
  17696. */
  17697. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17698. /**
  17699. * Remove a specific velocity gradient
  17700. * @param gradient defines the gradient to remove
  17701. * @returns the current particle system
  17702. */
  17703. removeVelocityGradient(gradient: number): IParticleSystem;
  17704. /**
  17705. * Adds a new limit velocity gradient
  17706. * @param gradient defines the gradient to use (between 0 and 1)
  17707. * @param factor defines the limit velocity value to affect to the specified gradient
  17708. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17709. * @returns the current particle system
  17710. */
  17711. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17712. /**
  17713. * Remove a specific limit velocity gradient
  17714. * @param gradient defines the gradient to remove
  17715. * @returns the current particle system
  17716. */
  17717. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17718. /**
  17719. * Adds a new drag gradient
  17720. * @param gradient defines the gradient to use (between 0 and 1)
  17721. * @param factor defines the drag value to affect to the specified gradient
  17722. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17723. * @returns the current particle system
  17724. */
  17725. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17726. /**
  17727. * Remove a specific drag gradient
  17728. * @param gradient defines the gradient to remove
  17729. * @returns the current particle system
  17730. */
  17731. removeDragGradient(gradient: number): IParticleSystem;
  17732. /**
  17733. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17734. * @param gradient defines the gradient to use (between 0 and 1)
  17735. * @param factor defines the emit rate value to affect to the specified gradient
  17736. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17737. * @returns the current particle system
  17738. */
  17739. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17740. /**
  17741. * Remove a specific emit rate gradient
  17742. * @param gradient defines the gradient to remove
  17743. * @returns the current particle system
  17744. */
  17745. removeEmitRateGradient(gradient: number): IParticleSystem;
  17746. /**
  17747. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17748. * @param gradient defines the gradient to use (between 0 and 1)
  17749. * @param factor defines the start size value to affect to the specified gradient
  17750. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17751. * @returns the current particle system
  17752. */
  17753. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17754. /**
  17755. * Remove a specific start size gradient
  17756. * @param gradient defines the gradient to remove
  17757. * @returns the current particle system
  17758. */
  17759. removeStartSizeGradient(gradient: number): IParticleSystem;
  17760. private _createRampGradientTexture;
  17761. /**
  17762. * Gets the current list of ramp gradients.
  17763. * You must use addRampGradient and removeRampGradient to udpate this list
  17764. * @returns the list of ramp gradients
  17765. */
  17766. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17767. /**
  17768. * Adds a new ramp gradient used to remap particle colors
  17769. * @param gradient defines the gradient to use (between 0 and 1)
  17770. * @param color defines the color to affect to the specified gradient
  17771. * @returns the current particle system
  17772. */
  17773. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17774. /**
  17775. * Remove a specific ramp gradient
  17776. * @param gradient defines the gradient to remove
  17777. * @returns the current particle system
  17778. */
  17779. removeRampGradient(gradient: number): ParticleSystem;
  17780. /**
  17781. * Adds a new color gradient
  17782. * @param gradient defines the gradient to use (between 0 and 1)
  17783. * @param color1 defines the color to affect to the specified gradient
  17784. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17785. * @returns this particle system
  17786. */
  17787. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17788. /**
  17789. * Remove a specific color gradient
  17790. * @param gradient defines the gradient to remove
  17791. * @returns this particle system
  17792. */
  17793. removeColorGradient(gradient: number): IParticleSystem;
  17794. private _fetchR;
  17795. protected _reset(): void;
  17796. private _resetEffect;
  17797. private _createVertexBuffers;
  17798. private _createIndexBuffer;
  17799. /**
  17800. * Gets the maximum number of particles active at the same time.
  17801. * @returns The max number of active particles.
  17802. */
  17803. getCapacity(): number;
  17804. /**
  17805. * Gets whether there are still active particles in the system.
  17806. * @returns True if it is alive, otherwise false.
  17807. */
  17808. isAlive(): boolean;
  17809. /**
  17810. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17811. * @returns True if it has been started, otherwise false.
  17812. */
  17813. isStarted(): boolean;
  17814. private _prepareSubEmitterInternalArray;
  17815. /**
  17816. * Starts the particle system and begins to emit
  17817. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17818. */
  17819. start(delay?: number): void;
  17820. /**
  17821. * Stops the particle system.
  17822. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17823. */
  17824. stop(stopSubEmitters?: boolean): void;
  17825. /**
  17826. * Remove all active particles
  17827. */
  17828. reset(): void;
  17829. /**
  17830. * @hidden (for internal use only)
  17831. */
  17832. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17833. /**
  17834. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17835. * Its lifetime will start back at 0.
  17836. */
  17837. recycleParticle: (particle: Particle) => void;
  17838. private _stopSubEmitters;
  17839. private _createParticle;
  17840. private _removeFromRoot;
  17841. private _emitFromParticle;
  17842. private _update;
  17843. /** @hidden */
  17844. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17845. /** @hidden */
  17846. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17847. /** @hidden */
  17848. private _getEffect;
  17849. /**
  17850. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17851. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17852. */
  17853. animate(preWarmOnly?: boolean): void;
  17854. private _appendParticleVertices;
  17855. /**
  17856. * Rebuilds the particle system.
  17857. */
  17858. rebuild(): void;
  17859. /**
  17860. * Is this system ready to be used/rendered
  17861. * @return true if the system is ready
  17862. */
  17863. isReady(): boolean;
  17864. private _render;
  17865. /**
  17866. * Renders the particle system in its current state.
  17867. * @returns the current number of particles
  17868. */
  17869. render(): number;
  17870. /**
  17871. * Disposes the particle system and free the associated resources
  17872. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17873. */
  17874. dispose(disposeTexture?: boolean): void;
  17875. /**
  17876. * Clones the particle system.
  17877. * @param name The name of the cloned object
  17878. * @param newEmitter The new emitter to use
  17879. * @returns the cloned particle system
  17880. */
  17881. clone(name: string, newEmitter: any): ParticleSystem;
  17882. /**
  17883. * Serializes the particle system to a JSON object.
  17884. * @returns the JSON object
  17885. */
  17886. serialize(): any;
  17887. /** @hidden */
  17888. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17889. /** @hidden */
  17890. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17891. /**
  17892. * Parses a JSON object to create a particle system.
  17893. * @param parsedParticleSystem The JSON object to parse
  17894. * @param scene The scene to create the particle system in
  17895. * @param rootUrl The root url to use to load external dependencies like texture
  17896. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17897. * @returns the Parsed particle system
  17898. */
  17899. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17900. }
  17901. }
  17902. declare module "babylonjs/Particles/particle" {
  17903. import { Nullable } from "babylonjs/types";
  17904. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17905. import { Color4 } from "babylonjs/Maths/math.color";
  17906. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17907. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17908. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17909. /**
  17910. * A particle represents one of the element emitted by a particle system.
  17911. * This is mainly define by its coordinates, direction, velocity and age.
  17912. */
  17913. export class Particle {
  17914. /**
  17915. * The particle system the particle belongs to.
  17916. */
  17917. particleSystem: ParticleSystem;
  17918. private static _Count;
  17919. /**
  17920. * Unique ID of the particle
  17921. */
  17922. id: number;
  17923. /**
  17924. * The world position of the particle in the scene.
  17925. */
  17926. position: Vector3;
  17927. /**
  17928. * The world direction of the particle in the scene.
  17929. */
  17930. direction: Vector3;
  17931. /**
  17932. * The color of the particle.
  17933. */
  17934. color: Color4;
  17935. /**
  17936. * The color change of the particle per step.
  17937. */
  17938. colorStep: Color4;
  17939. /**
  17940. * Defines how long will the life of the particle be.
  17941. */
  17942. lifeTime: number;
  17943. /**
  17944. * The current age of the particle.
  17945. */
  17946. age: number;
  17947. /**
  17948. * The current size of the particle.
  17949. */
  17950. size: number;
  17951. /**
  17952. * The current scale of the particle.
  17953. */
  17954. scale: Vector2;
  17955. /**
  17956. * The current angle of the particle.
  17957. */
  17958. angle: number;
  17959. /**
  17960. * Defines how fast is the angle changing.
  17961. */
  17962. angularSpeed: number;
  17963. /**
  17964. * Defines the cell index used by the particle to be rendered from a sprite.
  17965. */
  17966. cellIndex: number;
  17967. /**
  17968. * The information required to support color remapping
  17969. */
  17970. remapData: Vector4;
  17971. /** @hidden */
  17972. _randomCellOffset?: number;
  17973. /** @hidden */
  17974. _initialDirection: Nullable<Vector3>;
  17975. /** @hidden */
  17976. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17977. /** @hidden */
  17978. _initialStartSpriteCellID: number;
  17979. /** @hidden */
  17980. _initialEndSpriteCellID: number;
  17981. /** @hidden */
  17982. _currentColorGradient: Nullable<ColorGradient>;
  17983. /** @hidden */
  17984. _currentColor1: Color4;
  17985. /** @hidden */
  17986. _currentColor2: Color4;
  17987. /** @hidden */
  17988. _currentSizeGradient: Nullable<FactorGradient>;
  17989. /** @hidden */
  17990. _currentSize1: number;
  17991. /** @hidden */
  17992. _currentSize2: number;
  17993. /** @hidden */
  17994. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17995. /** @hidden */
  17996. _currentAngularSpeed1: number;
  17997. /** @hidden */
  17998. _currentAngularSpeed2: number;
  17999. /** @hidden */
  18000. _currentVelocityGradient: Nullable<FactorGradient>;
  18001. /** @hidden */
  18002. _currentVelocity1: number;
  18003. /** @hidden */
  18004. _currentVelocity2: number;
  18005. /** @hidden */
  18006. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18007. /** @hidden */
  18008. _currentLimitVelocity1: number;
  18009. /** @hidden */
  18010. _currentLimitVelocity2: number;
  18011. /** @hidden */
  18012. _currentDragGradient: Nullable<FactorGradient>;
  18013. /** @hidden */
  18014. _currentDrag1: number;
  18015. /** @hidden */
  18016. _currentDrag2: number;
  18017. /** @hidden */
  18018. _randomNoiseCoordinates1: Vector3;
  18019. /** @hidden */
  18020. _randomNoiseCoordinates2: Vector3;
  18021. /**
  18022. * Creates a new instance Particle
  18023. * @param particleSystem the particle system the particle belongs to
  18024. */
  18025. constructor(
  18026. /**
  18027. * The particle system the particle belongs to.
  18028. */
  18029. particleSystem: ParticleSystem);
  18030. private updateCellInfoFromSystem;
  18031. /**
  18032. * Defines how the sprite cell index is updated for the particle
  18033. */
  18034. updateCellIndex(): void;
  18035. /** @hidden */
  18036. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18037. /** @hidden */
  18038. _inheritParticleInfoToSubEmitters(): void;
  18039. /** @hidden */
  18040. _reset(): void;
  18041. /**
  18042. * Copy the properties of particle to another one.
  18043. * @param other the particle to copy the information to.
  18044. */
  18045. copyTo(other: Particle): void;
  18046. }
  18047. }
  18048. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18049. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18050. import { Effect } from "babylonjs/Materials/effect";
  18051. import { Particle } from "babylonjs/Particles/particle";
  18052. /**
  18053. * Particle emitter represents a volume emitting particles.
  18054. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18055. */
  18056. export interface IParticleEmitterType {
  18057. /**
  18058. * Called by the particle System when the direction is computed for the created particle.
  18059. * @param worldMatrix is the world matrix of the particle system
  18060. * @param directionToUpdate is the direction vector to update with the result
  18061. * @param particle is the particle we are computed the direction for
  18062. */
  18063. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18064. /**
  18065. * Called by the particle System when the position is computed for the created particle.
  18066. * @param worldMatrix is the world matrix of the particle system
  18067. * @param positionToUpdate is the position vector to update with the result
  18068. * @param particle is the particle we are computed the position for
  18069. */
  18070. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18071. /**
  18072. * Clones the current emitter and returns a copy of it
  18073. * @returns the new emitter
  18074. */
  18075. clone(): IParticleEmitterType;
  18076. /**
  18077. * Called by the GPUParticleSystem to setup the update shader
  18078. * @param effect defines the update shader
  18079. */
  18080. applyToShader(effect: Effect): void;
  18081. /**
  18082. * Returns a string to use to update the GPU particles update shader
  18083. * @returns the effect defines string
  18084. */
  18085. getEffectDefines(): string;
  18086. /**
  18087. * Returns a string representing the class name
  18088. * @returns a string containing the class name
  18089. */
  18090. getClassName(): string;
  18091. /**
  18092. * Serializes the particle system to a JSON object.
  18093. * @returns the JSON object
  18094. */
  18095. serialize(): any;
  18096. /**
  18097. * Parse properties from a JSON object
  18098. * @param serializationObject defines the JSON object
  18099. */
  18100. parse(serializationObject: any): void;
  18101. }
  18102. }
  18103. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18104. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18105. import { Effect } from "babylonjs/Materials/effect";
  18106. import { Particle } from "babylonjs/Particles/particle";
  18107. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18108. /**
  18109. * Particle emitter emitting particles from the inside of a box.
  18110. * It emits the particles randomly between 2 given directions.
  18111. */
  18112. export class BoxParticleEmitter implements IParticleEmitterType {
  18113. /**
  18114. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18115. */
  18116. direction1: Vector3;
  18117. /**
  18118. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18119. */
  18120. direction2: Vector3;
  18121. /**
  18122. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18123. */
  18124. minEmitBox: Vector3;
  18125. /**
  18126. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18127. */
  18128. maxEmitBox: Vector3;
  18129. /**
  18130. * Creates a new instance BoxParticleEmitter
  18131. */
  18132. constructor();
  18133. /**
  18134. * Called by the particle System when the direction is computed for the created particle.
  18135. * @param worldMatrix is the world matrix of the particle system
  18136. * @param directionToUpdate is the direction vector to update with the result
  18137. * @param particle is the particle we are computed the direction for
  18138. */
  18139. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18140. /**
  18141. * Called by the particle System when the position is computed for the created particle.
  18142. * @param worldMatrix is the world matrix of the particle system
  18143. * @param positionToUpdate is the position vector to update with the result
  18144. * @param particle is the particle we are computed the position for
  18145. */
  18146. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18147. /**
  18148. * Clones the current emitter and returns a copy of it
  18149. * @returns the new emitter
  18150. */
  18151. clone(): BoxParticleEmitter;
  18152. /**
  18153. * Called by the GPUParticleSystem to setup the update shader
  18154. * @param effect defines the update shader
  18155. */
  18156. applyToShader(effect: Effect): void;
  18157. /**
  18158. * Returns a string to use to update the GPU particles update shader
  18159. * @returns a string containng the defines string
  18160. */
  18161. getEffectDefines(): string;
  18162. /**
  18163. * Returns the string "BoxParticleEmitter"
  18164. * @returns a string containing the class name
  18165. */
  18166. getClassName(): string;
  18167. /**
  18168. * Serializes the particle system to a JSON object.
  18169. * @returns the JSON object
  18170. */
  18171. serialize(): any;
  18172. /**
  18173. * Parse properties from a JSON object
  18174. * @param serializationObject defines the JSON object
  18175. */
  18176. parse(serializationObject: any): void;
  18177. }
  18178. }
  18179. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18180. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18181. import { Effect } from "babylonjs/Materials/effect";
  18182. import { Particle } from "babylonjs/Particles/particle";
  18183. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18184. /**
  18185. * Particle emitter emitting particles from the inside of a cone.
  18186. * It emits the particles alongside the cone volume from the base to the particle.
  18187. * The emission direction might be randomized.
  18188. */
  18189. export class ConeParticleEmitter implements IParticleEmitterType {
  18190. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18191. directionRandomizer: number;
  18192. private _radius;
  18193. private _angle;
  18194. private _height;
  18195. /**
  18196. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18197. */
  18198. radiusRange: number;
  18199. /**
  18200. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18201. */
  18202. heightRange: number;
  18203. /**
  18204. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18205. */
  18206. emitFromSpawnPointOnly: boolean;
  18207. /**
  18208. * Gets or sets the radius of the emission cone
  18209. */
  18210. radius: number;
  18211. /**
  18212. * Gets or sets the angle of the emission cone
  18213. */
  18214. angle: number;
  18215. private _buildHeight;
  18216. /**
  18217. * Creates a new instance ConeParticleEmitter
  18218. * @param radius the radius of the emission cone (1 by default)
  18219. * @param angle the cone base angle (PI by default)
  18220. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18221. */
  18222. constructor(radius?: number, angle?: number,
  18223. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18224. directionRandomizer?: number);
  18225. /**
  18226. * Called by the particle System when the direction is computed for the created particle.
  18227. * @param worldMatrix is the world matrix of the particle system
  18228. * @param directionToUpdate is the direction vector to update with the result
  18229. * @param particle is the particle we are computed the direction for
  18230. */
  18231. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18232. /**
  18233. * Called by the particle System when the position is computed for the created particle.
  18234. * @param worldMatrix is the world matrix of the particle system
  18235. * @param positionToUpdate is the position vector to update with the result
  18236. * @param particle is the particle we are computed the position for
  18237. */
  18238. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18239. /**
  18240. * Clones the current emitter and returns a copy of it
  18241. * @returns the new emitter
  18242. */
  18243. clone(): ConeParticleEmitter;
  18244. /**
  18245. * Called by the GPUParticleSystem to setup the update shader
  18246. * @param effect defines the update shader
  18247. */
  18248. applyToShader(effect: Effect): void;
  18249. /**
  18250. * Returns a string to use to update the GPU particles update shader
  18251. * @returns a string containng the defines string
  18252. */
  18253. getEffectDefines(): string;
  18254. /**
  18255. * Returns the string "ConeParticleEmitter"
  18256. * @returns a string containing the class name
  18257. */
  18258. getClassName(): string;
  18259. /**
  18260. * Serializes the particle system to a JSON object.
  18261. * @returns the JSON object
  18262. */
  18263. serialize(): any;
  18264. /**
  18265. * Parse properties from a JSON object
  18266. * @param serializationObject defines the JSON object
  18267. */
  18268. parse(serializationObject: any): void;
  18269. }
  18270. }
  18271. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18272. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18273. import { Effect } from "babylonjs/Materials/effect";
  18274. import { Particle } from "babylonjs/Particles/particle";
  18275. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18276. /**
  18277. * Particle emitter emitting particles from the inside of a cylinder.
  18278. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18279. */
  18280. export class CylinderParticleEmitter implements IParticleEmitterType {
  18281. /**
  18282. * The radius of the emission cylinder.
  18283. */
  18284. radius: number;
  18285. /**
  18286. * The height of the emission cylinder.
  18287. */
  18288. height: number;
  18289. /**
  18290. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18291. */
  18292. radiusRange: number;
  18293. /**
  18294. * How much to randomize the particle direction [0-1].
  18295. */
  18296. directionRandomizer: number;
  18297. /**
  18298. * Creates a new instance CylinderParticleEmitter
  18299. * @param radius the radius of the emission cylinder (1 by default)
  18300. * @param height the height of the emission cylinder (1 by default)
  18301. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18302. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18303. */
  18304. constructor(
  18305. /**
  18306. * The radius of the emission cylinder.
  18307. */
  18308. radius?: number,
  18309. /**
  18310. * The height of the emission cylinder.
  18311. */
  18312. height?: number,
  18313. /**
  18314. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18315. */
  18316. radiusRange?: number,
  18317. /**
  18318. * How much to randomize the particle direction [0-1].
  18319. */
  18320. directionRandomizer?: number);
  18321. /**
  18322. * Called by the particle System when the direction is computed for the created particle.
  18323. * @param worldMatrix is the world matrix of the particle system
  18324. * @param directionToUpdate is the direction vector to update with the result
  18325. * @param particle is the particle we are computed the direction for
  18326. */
  18327. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18328. /**
  18329. * Called by the particle System when the position is computed for the created particle.
  18330. * @param worldMatrix is the world matrix of the particle system
  18331. * @param positionToUpdate is the position vector to update with the result
  18332. * @param particle is the particle we are computed the position for
  18333. */
  18334. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18335. /**
  18336. * Clones the current emitter and returns a copy of it
  18337. * @returns the new emitter
  18338. */
  18339. clone(): CylinderParticleEmitter;
  18340. /**
  18341. * Called by the GPUParticleSystem to setup the update shader
  18342. * @param effect defines the update shader
  18343. */
  18344. applyToShader(effect: Effect): void;
  18345. /**
  18346. * Returns a string to use to update the GPU particles update shader
  18347. * @returns a string containng the defines string
  18348. */
  18349. getEffectDefines(): string;
  18350. /**
  18351. * Returns the string "CylinderParticleEmitter"
  18352. * @returns a string containing the class name
  18353. */
  18354. getClassName(): string;
  18355. /**
  18356. * Serializes the particle system to a JSON object.
  18357. * @returns the JSON object
  18358. */
  18359. serialize(): any;
  18360. /**
  18361. * Parse properties from a JSON object
  18362. * @param serializationObject defines the JSON object
  18363. */
  18364. parse(serializationObject: any): void;
  18365. }
  18366. /**
  18367. * Particle emitter emitting particles from the inside of a cylinder.
  18368. * It emits the particles randomly between two vectors.
  18369. */
  18370. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18371. /**
  18372. * The min limit of the emission direction.
  18373. */
  18374. direction1: Vector3;
  18375. /**
  18376. * The max limit of the emission direction.
  18377. */
  18378. direction2: Vector3;
  18379. /**
  18380. * Creates a new instance CylinderDirectedParticleEmitter
  18381. * @param radius the radius of the emission cylinder (1 by default)
  18382. * @param height the height of the emission cylinder (1 by default)
  18383. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18384. * @param direction1 the min limit of the emission direction (up vector by default)
  18385. * @param direction2 the max limit of the emission direction (up vector by default)
  18386. */
  18387. constructor(radius?: number, height?: number, radiusRange?: number,
  18388. /**
  18389. * The min limit of the emission direction.
  18390. */
  18391. direction1?: Vector3,
  18392. /**
  18393. * The max limit of the emission direction.
  18394. */
  18395. direction2?: Vector3);
  18396. /**
  18397. * Called by the particle System when the direction is computed for the created particle.
  18398. * @param worldMatrix is the world matrix of the particle system
  18399. * @param directionToUpdate is the direction vector to update with the result
  18400. * @param particle is the particle we are computed the direction for
  18401. */
  18402. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18403. /**
  18404. * Clones the current emitter and returns a copy of it
  18405. * @returns the new emitter
  18406. */
  18407. clone(): CylinderDirectedParticleEmitter;
  18408. /**
  18409. * Called by the GPUParticleSystem to setup the update shader
  18410. * @param effect defines the update shader
  18411. */
  18412. applyToShader(effect: Effect): void;
  18413. /**
  18414. * Returns a string to use to update the GPU particles update shader
  18415. * @returns a string containng the defines string
  18416. */
  18417. getEffectDefines(): string;
  18418. /**
  18419. * Returns the string "CylinderDirectedParticleEmitter"
  18420. * @returns a string containing the class name
  18421. */
  18422. getClassName(): string;
  18423. /**
  18424. * Serializes the particle system to a JSON object.
  18425. * @returns the JSON object
  18426. */
  18427. serialize(): any;
  18428. /**
  18429. * Parse properties from a JSON object
  18430. * @param serializationObject defines the JSON object
  18431. */
  18432. parse(serializationObject: any): void;
  18433. }
  18434. }
  18435. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18436. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18437. import { Effect } from "babylonjs/Materials/effect";
  18438. import { Particle } from "babylonjs/Particles/particle";
  18439. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18440. /**
  18441. * Particle emitter emitting particles from the inside of a hemisphere.
  18442. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18443. */
  18444. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18445. /**
  18446. * The radius of the emission hemisphere.
  18447. */
  18448. radius: number;
  18449. /**
  18450. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18451. */
  18452. radiusRange: number;
  18453. /**
  18454. * How much to randomize the particle direction [0-1].
  18455. */
  18456. directionRandomizer: number;
  18457. /**
  18458. * Creates a new instance HemisphericParticleEmitter
  18459. * @param radius the radius of the emission hemisphere (1 by default)
  18460. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18461. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18462. */
  18463. constructor(
  18464. /**
  18465. * The radius of the emission hemisphere.
  18466. */
  18467. radius?: number,
  18468. /**
  18469. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18470. */
  18471. radiusRange?: number,
  18472. /**
  18473. * How much to randomize the particle direction [0-1].
  18474. */
  18475. directionRandomizer?: number);
  18476. /**
  18477. * Called by the particle System when the direction is computed for the created particle.
  18478. * @param worldMatrix is the world matrix of the particle system
  18479. * @param directionToUpdate is the direction vector to update with the result
  18480. * @param particle is the particle we are computed the direction for
  18481. */
  18482. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18483. /**
  18484. * Called by the particle System when the position is computed for the created particle.
  18485. * @param worldMatrix is the world matrix of the particle system
  18486. * @param positionToUpdate is the position vector to update with the result
  18487. * @param particle is the particle we are computed the position for
  18488. */
  18489. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18490. /**
  18491. * Clones the current emitter and returns a copy of it
  18492. * @returns the new emitter
  18493. */
  18494. clone(): HemisphericParticleEmitter;
  18495. /**
  18496. * Called by the GPUParticleSystem to setup the update shader
  18497. * @param effect defines the update shader
  18498. */
  18499. applyToShader(effect: Effect): void;
  18500. /**
  18501. * Returns a string to use to update the GPU particles update shader
  18502. * @returns a string containng the defines string
  18503. */
  18504. getEffectDefines(): string;
  18505. /**
  18506. * Returns the string "HemisphericParticleEmitter"
  18507. * @returns a string containing the class name
  18508. */
  18509. getClassName(): string;
  18510. /**
  18511. * Serializes the particle system to a JSON object.
  18512. * @returns the JSON object
  18513. */
  18514. serialize(): any;
  18515. /**
  18516. * Parse properties from a JSON object
  18517. * @param serializationObject defines the JSON object
  18518. */
  18519. parse(serializationObject: any): void;
  18520. }
  18521. }
  18522. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18523. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18524. import { Effect } from "babylonjs/Materials/effect";
  18525. import { Particle } from "babylonjs/Particles/particle";
  18526. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18527. /**
  18528. * Particle emitter emitting particles from a point.
  18529. * It emits the particles randomly between 2 given directions.
  18530. */
  18531. export class PointParticleEmitter implements IParticleEmitterType {
  18532. /**
  18533. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18534. */
  18535. direction1: Vector3;
  18536. /**
  18537. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18538. */
  18539. direction2: Vector3;
  18540. /**
  18541. * Creates a new instance PointParticleEmitter
  18542. */
  18543. constructor();
  18544. /**
  18545. * Called by the particle System when the direction is computed for the created particle.
  18546. * @param worldMatrix is the world matrix of the particle system
  18547. * @param directionToUpdate is the direction vector to update with the result
  18548. * @param particle is the particle we are computed the direction for
  18549. */
  18550. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18551. /**
  18552. * Called by the particle System when the position is computed for the created particle.
  18553. * @param worldMatrix is the world matrix of the particle system
  18554. * @param positionToUpdate is the position vector to update with the result
  18555. * @param particle is the particle we are computed the position for
  18556. */
  18557. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18558. /**
  18559. * Clones the current emitter and returns a copy of it
  18560. * @returns the new emitter
  18561. */
  18562. clone(): PointParticleEmitter;
  18563. /**
  18564. * Called by the GPUParticleSystem to setup the update shader
  18565. * @param effect defines the update shader
  18566. */
  18567. applyToShader(effect: Effect): void;
  18568. /**
  18569. * Returns a string to use to update the GPU particles update shader
  18570. * @returns a string containng the defines string
  18571. */
  18572. getEffectDefines(): string;
  18573. /**
  18574. * Returns the string "PointParticleEmitter"
  18575. * @returns a string containing the class name
  18576. */
  18577. getClassName(): string;
  18578. /**
  18579. * Serializes the particle system to a JSON object.
  18580. * @returns the JSON object
  18581. */
  18582. serialize(): any;
  18583. /**
  18584. * Parse properties from a JSON object
  18585. * @param serializationObject defines the JSON object
  18586. */
  18587. parse(serializationObject: any): void;
  18588. }
  18589. }
  18590. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18591. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18592. import { Effect } from "babylonjs/Materials/effect";
  18593. import { Particle } from "babylonjs/Particles/particle";
  18594. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18595. /**
  18596. * Particle emitter emitting particles from the inside of a sphere.
  18597. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18598. */
  18599. export class SphereParticleEmitter implements IParticleEmitterType {
  18600. /**
  18601. * The radius of the emission sphere.
  18602. */
  18603. radius: number;
  18604. /**
  18605. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18606. */
  18607. radiusRange: number;
  18608. /**
  18609. * How much to randomize the particle direction [0-1].
  18610. */
  18611. directionRandomizer: number;
  18612. /**
  18613. * Creates a new instance SphereParticleEmitter
  18614. * @param radius the radius of the emission sphere (1 by default)
  18615. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18616. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18617. */
  18618. constructor(
  18619. /**
  18620. * The radius of the emission sphere.
  18621. */
  18622. radius?: number,
  18623. /**
  18624. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18625. */
  18626. radiusRange?: number,
  18627. /**
  18628. * How much to randomize the particle direction [0-1].
  18629. */
  18630. directionRandomizer?: number);
  18631. /**
  18632. * Called by the particle System when the direction is computed for the created particle.
  18633. * @param worldMatrix is the world matrix of the particle system
  18634. * @param directionToUpdate is the direction vector to update with the result
  18635. * @param particle is the particle we are computed the direction for
  18636. */
  18637. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18638. /**
  18639. * Called by the particle System when the position is computed for the created particle.
  18640. * @param worldMatrix is the world matrix of the particle system
  18641. * @param positionToUpdate is the position vector to update with the result
  18642. * @param particle is the particle we are computed the position for
  18643. */
  18644. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18645. /**
  18646. * Clones the current emitter and returns a copy of it
  18647. * @returns the new emitter
  18648. */
  18649. clone(): SphereParticleEmitter;
  18650. /**
  18651. * Called by the GPUParticleSystem to setup the update shader
  18652. * @param effect defines the update shader
  18653. */
  18654. applyToShader(effect: Effect): void;
  18655. /**
  18656. * Returns a string to use to update the GPU particles update shader
  18657. * @returns a string containng the defines string
  18658. */
  18659. getEffectDefines(): string;
  18660. /**
  18661. * Returns the string "SphereParticleEmitter"
  18662. * @returns a string containing the class name
  18663. */
  18664. getClassName(): string;
  18665. /**
  18666. * Serializes the particle system to a JSON object.
  18667. * @returns the JSON object
  18668. */
  18669. serialize(): any;
  18670. /**
  18671. * Parse properties from a JSON object
  18672. * @param serializationObject defines the JSON object
  18673. */
  18674. parse(serializationObject: any): void;
  18675. }
  18676. /**
  18677. * Particle emitter emitting particles from the inside of a sphere.
  18678. * It emits the particles randomly between two vectors.
  18679. */
  18680. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18681. /**
  18682. * The min limit of the emission direction.
  18683. */
  18684. direction1: Vector3;
  18685. /**
  18686. * The max limit of the emission direction.
  18687. */
  18688. direction2: Vector3;
  18689. /**
  18690. * Creates a new instance SphereDirectedParticleEmitter
  18691. * @param radius the radius of the emission sphere (1 by default)
  18692. * @param direction1 the min limit of the emission direction (up vector by default)
  18693. * @param direction2 the max limit of the emission direction (up vector by default)
  18694. */
  18695. constructor(radius?: number,
  18696. /**
  18697. * The min limit of the emission direction.
  18698. */
  18699. direction1?: Vector3,
  18700. /**
  18701. * The max limit of the emission direction.
  18702. */
  18703. direction2?: Vector3);
  18704. /**
  18705. * Called by the particle System when the direction is computed for the created particle.
  18706. * @param worldMatrix is the world matrix of the particle system
  18707. * @param directionToUpdate is the direction vector to update with the result
  18708. * @param particle is the particle we are computed the direction for
  18709. */
  18710. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18711. /**
  18712. * Clones the current emitter and returns a copy of it
  18713. * @returns the new emitter
  18714. */
  18715. clone(): SphereDirectedParticleEmitter;
  18716. /**
  18717. * Called by the GPUParticleSystem to setup the update shader
  18718. * @param effect defines the update shader
  18719. */
  18720. applyToShader(effect: Effect): void;
  18721. /**
  18722. * Returns a string to use to update the GPU particles update shader
  18723. * @returns a string containng the defines string
  18724. */
  18725. getEffectDefines(): string;
  18726. /**
  18727. * Returns the string "SphereDirectedParticleEmitter"
  18728. * @returns a string containing the class name
  18729. */
  18730. getClassName(): string;
  18731. /**
  18732. * Serializes the particle system to a JSON object.
  18733. * @returns the JSON object
  18734. */
  18735. serialize(): any;
  18736. /**
  18737. * Parse properties from a JSON object
  18738. * @param serializationObject defines the JSON object
  18739. */
  18740. parse(serializationObject: any): void;
  18741. }
  18742. }
  18743. declare module "babylonjs/Particles/EmitterTypes/index" {
  18744. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18745. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18746. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18747. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18748. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18749. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18750. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18751. }
  18752. declare module "babylonjs/Particles/IParticleSystem" {
  18753. import { Nullable } from "babylonjs/types";
  18754. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18755. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18757. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18758. import { Texture } from "babylonjs/Materials/Textures/texture";
  18759. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18760. import { Scene } from "babylonjs/scene";
  18761. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18762. import { Animation } from "babylonjs/Animations/animation";
  18763. /**
  18764. * Interface representing a particle system in Babylon.js.
  18765. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18766. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18767. */
  18768. export interface IParticleSystem {
  18769. /**
  18770. * List of animations used by the particle system.
  18771. */
  18772. animations: Animation[];
  18773. /**
  18774. * The id of the Particle system.
  18775. */
  18776. id: string;
  18777. /**
  18778. * The name of the Particle system.
  18779. */
  18780. name: string;
  18781. /**
  18782. * The emitter represents the Mesh or position we are attaching the particle system to.
  18783. */
  18784. emitter: Nullable<AbstractMesh | Vector3>;
  18785. /**
  18786. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18787. */
  18788. isBillboardBased: boolean;
  18789. /**
  18790. * The rendering group used by the Particle system to chose when to render.
  18791. */
  18792. renderingGroupId: number;
  18793. /**
  18794. * The layer mask we are rendering the particles through.
  18795. */
  18796. layerMask: number;
  18797. /**
  18798. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18799. */
  18800. updateSpeed: number;
  18801. /**
  18802. * The amount of time the particle system is running (depends of the overall update speed).
  18803. */
  18804. targetStopDuration: number;
  18805. /**
  18806. * The texture used to render each particle. (this can be a spritesheet)
  18807. */
  18808. particleTexture: Nullable<Texture>;
  18809. /**
  18810. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18811. */
  18812. blendMode: number;
  18813. /**
  18814. * Minimum life time of emitting particles.
  18815. */
  18816. minLifeTime: number;
  18817. /**
  18818. * Maximum life time of emitting particles.
  18819. */
  18820. maxLifeTime: number;
  18821. /**
  18822. * Minimum Size of emitting particles.
  18823. */
  18824. minSize: number;
  18825. /**
  18826. * Maximum Size of emitting particles.
  18827. */
  18828. maxSize: number;
  18829. /**
  18830. * Minimum scale of emitting particles on X axis.
  18831. */
  18832. minScaleX: number;
  18833. /**
  18834. * Maximum scale of emitting particles on X axis.
  18835. */
  18836. maxScaleX: number;
  18837. /**
  18838. * Minimum scale of emitting particles on Y axis.
  18839. */
  18840. minScaleY: number;
  18841. /**
  18842. * Maximum scale of emitting particles on Y axis.
  18843. */
  18844. maxScaleY: number;
  18845. /**
  18846. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18847. */
  18848. color1: Color4;
  18849. /**
  18850. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18851. */
  18852. color2: Color4;
  18853. /**
  18854. * Color the particle will have at the end of its lifetime.
  18855. */
  18856. colorDead: Color4;
  18857. /**
  18858. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18859. */
  18860. emitRate: number;
  18861. /**
  18862. * You can use gravity if you want to give an orientation to your particles.
  18863. */
  18864. gravity: Vector3;
  18865. /**
  18866. * Minimum power of emitting particles.
  18867. */
  18868. minEmitPower: number;
  18869. /**
  18870. * Maximum power of emitting particles.
  18871. */
  18872. maxEmitPower: number;
  18873. /**
  18874. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18875. */
  18876. minAngularSpeed: number;
  18877. /**
  18878. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18879. */
  18880. maxAngularSpeed: number;
  18881. /**
  18882. * Gets or sets the minimal initial rotation in radians.
  18883. */
  18884. minInitialRotation: number;
  18885. /**
  18886. * Gets or sets the maximal initial rotation in radians.
  18887. */
  18888. maxInitialRotation: number;
  18889. /**
  18890. * The particle emitter type defines the emitter used by the particle system.
  18891. * It can be for example box, sphere, or cone...
  18892. */
  18893. particleEmitterType: Nullable<IParticleEmitterType>;
  18894. /**
  18895. * Defines the delay in milliseconds before starting the system (0 by default)
  18896. */
  18897. startDelay: number;
  18898. /**
  18899. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18900. */
  18901. preWarmCycles: number;
  18902. /**
  18903. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18904. */
  18905. preWarmStepOffset: number;
  18906. /**
  18907. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18908. */
  18909. spriteCellChangeSpeed: number;
  18910. /**
  18911. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18912. */
  18913. startSpriteCellID: number;
  18914. /**
  18915. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18916. */
  18917. endSpriteCellID: number;
  18918. /**
  18919. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18920. */
  18921. spriteCellWidth: number;
  18922. /**
  18923. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18924. */
  18925. spriteCellHeight: number;
  18926. /**
  18927. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18928. */
  18929. spriteRandomStartCell: boolean;
  18930. /**
  18931. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18932. */
  18933. isAnimationSheetEnabled: boolean;
  18934. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18935. translationPivot: Vector2;
  18936. /**
  18937. * Gets or sets a texture used to add random noise to particle positions
  18938. */
  18939. noiseTexture: Nullable<BaseTexture>;
  18940. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18941. noiseStrength: Vector3;
  18942. /**
  18943. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18944. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18945. */
  18946. billboardMode: number;
  18947. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18948. limitVelocityDamping: number;
  18949. /**
  18950. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18951. */
  18952. beginAnimationOnStart: boolean;
  18953. /**
  18954. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18955. */
  18956. beginAnimationFrom: number;
  18957. /**
  18958. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18959. */
  18960. beginAnimationTo: number;
  18961. /**
  18962. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18963. */
  18964. beginAnimationLoop: boolean;
  18965. /**
  18966. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18967. */
  18968. disposeOnStop: boolean;
  18969. /**
  18970. * Gets the maximum number of particles active at the same time.
  18971. * @returns The max number of active particles.
  18972. */
  18973. getCapacity(): number;
  18974. /**
  18975. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18976. * @returns True if it has been started, otherwise false.
  18977. */
  18978. isStarted(): boolean;
  18979. /**
  18980. * Animates the particle system for this frame.
  18981. */
  18982. animate(): void;
  18983. /**
  18984. * Renders the particle system in its current state.
  18985. * @returns the current number of particles
  18986. */
  18987. render(): number;
  18988. /**
  18989. * Dispose the particle system and frees its associated resources.
  18990. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18991. */
  18992. dispose(disposeTexture?: boolean): void;
  18993. /**
  18994. * Clones the particle system.
  18995. * @param name The name of the cloned object
  18996. * @param newEmitter The new emitter to use
  18997. * @returns the cloned particle system
  18998. */
  18999. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19000. /**
  19001. * Serializes the particle system to a JSON object.
  19002. * @returns the JSON object
  19003. */
  19004. serialize(): any;
  19005. /**
  19006. * Rebuild the particle system
  19007. */
  19008. rebuild(): void;
  19009. /**
  19010. * Starts the particle system and begins to emit
  19011. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19012. */
  19013. start(delay?: number): void;
  19014. /**
  19015. * Stops the particle system.
  19016. */
  19017. stop(): void;
  19018. /**
  19019. * Remove all active particles
  19020. */
  19021. reset(): void;
  19022. /**
  19023. * Is this system ready to be used/rendered
  19024. * @return true if the system is ready
  19025. */
  19026. isReady(): boolean;
  19027. /**
  19028. * Adds a new color gradient
  19029. * @param gradient defines the gradient to use (between 0 and 1)
  19030. * @param color1 defines the color to affect to the specified gradient
  19031. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19032. * @returns the current particle system
  19033. */
  19034. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19035. /**
  19036. * Remove a specific color gradient
  19037. * @param gradient defines the gradient to remove
  19038. * @returns the current particle system
  19039. */
  19040. removeColorGradient(gradient: number): IParticleSystem;
  19041. /**
  19042. * Adds a new size gradient
  19043. * @param gradient defines the gradient to use (between 0 and 1)
  19044. * @param factor defines the size factor to affect to the specified gradient
  19045. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19046. * @returns the current particle system
  19047. */
  19048. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19049. /**
  19050. * Remove a specific size gradient
  19051. * @param gradient defines the gradient to remove
  19052. * @returns the current particle system
  19053. */
  19054. removeSizeGradient(gradient: number): IParticleSystem;
  19055. /**
  19056. * Gets the current list of color gradients.
  19057. * You must use addColorGradient and removeColorGradient to udpate this list
  19058. * @returns the list of color gradients
  19059. */
  19060. getColorGradients(): Nullable<Array<ColorGradient>>;
  19061. /**
  19062. * Gets the current list of size gradients.
  19063. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19064. * @returns the list of size gradients
  19065. */
  19066. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19067. /**
  19068. * Gets the current list of angular speed gradients.
  19069. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19070. * @returns the list of angular speed gradients
  19071. */
  19072. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19073. /**
  19074. * Adds a new angular speed gradient
  19075. * @param gradient defines the gradient to use (between 0 and 1)
  19076. * @param factor defines the angular speed to affect to the specified gradient
  19077. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19078. * @returns the current particle system
  19079. */
  19080. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19081. /**
  19082. * Remove a specific angular speed gradient
  19083. * @param gradient defines the gradient to remove
  19084. * @returns the current particle system
  19085. */
  19086. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19087. /**
  19088. * Gets the current list of velocity gradients.
  19089. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19090. * @returns the list of velocity gradients
  19091. */
  19092. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19093. /**
  19094. * Adds a new velocity gradient
  19095. * @param gradient defines the gradient to use (between 0 and 1)
  19096. * @param factor defines the velocity to affect to the specified gradient
  19097. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19098. * @returns the current particle system
  19099. */
  19100. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19101. /**
  19102. * Remove a specific velocity gradient
  19103. * @param gradient defines the gradient to remove
  19104. * @returns the current particle system
  19105. */
  19106. removeVelocityGradient(gradient: number): IParticleSystem;
  19107. /**
  19108. * Gets the current list of limit velocity gradients.
  19109. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19110. * @returns the list of limit velocity gradients
  19111. */
  19112. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19113. /**
  19114. * Adds a new limit velocity gradient
  19115. * @param gradient defines the gradient to use (between 0 and 1)
  19116. * @param factor defines the limit velocity to affect to the specified gradient
  19117. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19118. * @returns the current particle system
  19119. */
  19120. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19121. /**
  19122. * Remove a specific limit velocity gradient
  19123. * @param gradient defines the gradient to remove
  19124. * @returns the current particle system
  19125. */
  19126. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19127. /**
  19128. * Adds a new drag gradient
  19129. * @param gradient defines the gradient to use (between 0 and 1)
  19130. * @param factor defines the drag to affect to the specified gradient
  19131. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19132. * @returns the current particle system
  19133. */
  19134. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19135. /**
  19136. * Remove a specific drag gradient
  19137. * @param gradient defines the gradient to remove
  19138. * @returns the current particle system
  19139. */
  19140. removeDragGradient(gradient: number): IParticleSystem;
  19141. /**
  19142. * Gets the current list of drag gradients.
  19143. * You must use addDragGradient and removeDragGradient to udpate this list
  19144. * @returns the list of drag gradients
  19145. */
  19146. getDragGradients(): Nullable<Array<FactorGradient>>;
  19147. /**
  19148. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19149. * @param gradient defines the gradient to use (between 0 and 1)
  19150. * @param factor defines the emit rate to affect to the specified gradient
  19151. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19152. * @returns the current particle system
  19153. */
  19154. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19155. /**
  19156. * Remove a specific emit rate gradient
  19157. * @param gradient defines the gradient to remove
  19158. * @returns the current particle system
  19159. */
  19160. removeEmitRateGradient(gradient: number): IParticleSystem;
  19161. /**
  19162. * Gets the current list of emit rate gradients.
  19163. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19164. * @returns the list of emit rate gradients
  19165. */
  19166. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19167. /**
  19168. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19169. * @param gradient defines the gradient to use (between 0 and 1)
  19170. * @param factor defines the start size to affect to the specified gradient
  19171. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19172. * @returns the current particle system
  19173. */
  19174. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19175. /**
  19176. * Remove a specific start size gradient
  19177. * @param gradient defines the gradient to remove
  19178. * @returns the current particle system
  19179. */
  19180. removeStartSizeGradient(gradient: number): IParticleSystem;
  19181. /**
  19182. * Gets the current list of start size gradients.
  19183. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19184. * @returns the list of start size gradients
  19185. */
  19186. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19187. /**
  19188. * Adds a new life time gradient
  19189. * @param gradient defines the gradient to use (between 0 and 1)
  19190. * @param factor defines the life time factor to affect to the specified gradient
  19191. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19192. * @returns the current particle system
  19193. */
  19194. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19195. /**
  19196. * Remove a specific life time gradient
  19197. * @param gradient defines the gradient to remove
  19198. * @returns the current particle system
  19199. */
  19200. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19201. /**
  19202. * Gets the current list of life time gradients.
  19203. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19204. * @returns the list of life time gradients
  19205. */
  19206. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19207. /**
  19208. * Gets the current list of color gradients.
  19209. * You must use addColorGradient and removeColorGradient to udpate this list
  19210. * @returns the list of color gradients
  19211. */
  19212. getColorGradients(): Nullable<Array<ColorGradient>>;
  19213. /**
  19214. * Adds a new ramp gradient used to remap particle colors
  19215. * @param gradient defines the gradient to use (between 0 and 1)
  19216. * @param color defines the color to affect to the specified gradient
  19217. * @returns the current particle system
  19218. */
  19219. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19220. /**
  19221. * Gets the current list of ramp gradients.
  19222. * You must use addRampGradient and removeRampGradient to udpate this list
  19223. * @returns the list of ramp gradients
  19224. */
  19225. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19226. /** Gets or sets a boolean indicating that ramp gradients must be used
  19227. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19228. */
  19229. useRampGradients: boolean;
  19230. /**
  19231. * Adds a new color remap gradient
  19232. * @param gradient defines the gradient to use (between 0 and 1)
  19233. * @param min defines the color remap minimal range
  19234. * @param max defines the color remap maximal range
  19235. * @returns the current particle system
  19236. */
  19237. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19238. /**
  19239. * Gets the current list of color remap gradients.
  19240. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19241. * @returns the list of color remap gradients
  19242. */
  19243. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19244. /**
  19245. * Adds a new alpha remap gradient
  19246. * @param gradient defines the gradient to use (between 0 and 1)
  19247. * @param min defines the alpha remap minimal range
  19248. * @param max defines the alpha remap maximal range
  19249. * @returns the current particle system
  19250. */
  19251. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19252. /**
  19253. * Gets the current list of alpha remap gradients.
  19254. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19255. * @returns the list of alpha remap gradients
  19256. */
  19257. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19258. /**
  19259. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19260. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19261. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19262. * @returns the emitter
  19263. */
  19264. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19265. /**
  19266. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19267. * @param radius The radius of the hemisphere to emit from
  19268. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19269. * @returns the emitter
  19270. */
  19271. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19272. /**
  19273. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19274. * @param radius The radius of the sphere to emit from
  19275. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19276. * @returns the emitter
  19277. */
  19278. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19279. /**
  19280. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19281. * @param radius The radius of the sphere to emit from
  19282. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19283. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19284. * @returns the emitter
  19285. */
  19286. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19287. /**
  19288. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19289. * @param radius The radius of the emission cylinder
  19290. * @param height The height of the emission cylinder
  19291. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19292. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19293. * @returns the emitter
  19294. */
  19295. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19296. /**
  19297. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19298. * @param radius The radius of the cylinder to emit from
  19299. * @param height The height of the emission cylinder
  19300. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19301. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19302. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19303. * @returns the emitter
  19304. */
  19305. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19306. /**
  19307. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19308. * @param radius The radius of the cone to emit from
  19309. * @param angle The base angle of the cone
  19310. * @returns the emitter
  19311. */
  19312. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19313. /**
  19314. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19315. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19316. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19317. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19318. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19319. * @returns the emitter
  19320. */
  19321. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19322. /**
  19323. * Get hosting scene
  19324. * @returns the scene
  19325. */
  19326. getScene(): Scene;
  19327. }
  19328. }
  19329. declare module "babylonjs/Meshes/instancedMesh" {
  19330. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19331. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19332. import { Camera } from "babylonjs/Cameras/camera";
  19333. import { Node } from "babylonjs/node";
  19334. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19335. import { Mesh } from "babylonjs/Meshes/mesh";
  19336. import { Material } from "babylonjs/Materials/material";
  19337. import { Skeleton } from "babylonjs/Bones/skeleton";
  19338. import { Light } from "babylonjs/Lights/light";
  19339. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19340. /**
  19341. * Creates an instance based on a source mesh.
  19342. */
  19343. export class InstancedMesh extends AbstractMesh {
  19344. private _sourceMesh;
  19345. private _currentLOD;
  19346. /** @hidden */
  19347. _indexInSourceMeshInstanceArray: number;
  19348. constructor(name: string, source: Mesh);
  19349. /**
  19350. * Returns the string "InstancedMesh".
  19351. */
  19352. getClassName(): string;
  19353. /** Gets the list of lights affecting that mesh */
  19354. readonly lightSources: Light[];
  19355. _resyncLightSources(): void;
  19356. _resyncLighSource(light: Light): void;
  19357. _removeLightSource(light: Light, dispose: boolean): void;
  19358. /**
  19359. * If the source mesh receives shadows
  19360. */
  19361. readonly receiveShadows: boolean;
  19362. /**
  19363. * The material of the source mesh
  19364. */
  19365. readonly material: Nullable<Material>;
  19366. /**
  19367. * Visibility of the source mesh
  19368. */
  19369. readonly visibility: number;
  19370. /**
  19371. * Skeleton of the source mesh
  19372. */
  19373. readonly skeleton: Nullable<Skeleton>;
  19374. /**
  19375. * Rendering ground id of the source mesh
  19376. */
  19377. renderingGroupId: number;
  19378. /**
  19379. * Returns the total number of vertices (integer).
  19380. */
  19381. getTotalVertices(): number;
  19382. /**
  19383. * Returns a positive integer : the total number of indices in this mesh geometry.
  19384. * @returns the numner of indices or zero if the mesh has no geometry.
  19385. */
  19386. getTotalIndices(): number;
  19387. /**
  19388. * The source mesh of the instance
  19389. */
  19390. readonly sourceMesh: Mesh;
  19391. /**
  19392. * Is this node ready to be used/rendered
  19393. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19394. * @return {boolean} is it ready
  19395. */
  19396. isReady(completeCheck?: boolean): boolean;
  19397. /**
  19398. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19399. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19400. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19401. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19402. */
  19403. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19404. /**
  19405. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19406. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19407. * The `data` are either a numeric array either a Float32Array.
  19408. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19409. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19410. * Note that a new underlying VertexBuffer object is created each call.
  19411. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19412. *
  19413. * Possible `kind` values :
  19414. * - VertexBuffer.PositionKind
  19415. * - VertexBuffer.UVKind
  19416. * - VertexBuffer.UV2Kind
  19417. * - VertexBuffer.UV3Kind
  19418. * - VertexBuffer.UV4Kind
  19419. * - VertexBuffer.UV5Kind
  19420. * - VertexBuffer.UV6Kind
  19421. * - VertexBuffer.ColorKind
  19422. * - VertexBuffer.MatricesIndicesKind
  19423. * - VertexBuffer.MatricesIndicesExtraKind
  19424. * - VertexBuffer.MatricesWeightsKind
  19425. * - VertexBuffer.MatricesWeightsExtraKind
  19426. *
  19427. * Returns the Mesh.
  19428. */
  19429. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19430. /**
  19431. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19432. * If the mesh has no geometry, it is simply returned as it is.
  19433. * The `data` are either a numeric array either a Float32Array.
  19434. * No new underlying VertexBuffer object is created.
  19435. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19436. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19437. *
  19438. * Possible `kind` values :
  19439. * - VertexBuffer.PositionKind
  19440. * - VertexBuffer.UVKind
  19441. * - VertexBuffer.UV2Kind
  19442. * - VertexBuffer.UV3Kind
  19443. * - VertexBuffer.UV4Kind
  19444. * - VertexBuffer.UV5Kind
  19445. * - VertexBuffer.UV6Kind
  19446. * - VertexBuffer.ColorKind
  19447. * - VertexBuffer.MatricesIndicesKind
  19448. * - VertexBuffer.MatricesIndicesExtraKind
  19449. * - VertexBuffer.MatricesWeightsKind
  19450. * - VertexBuffer.MatricesWeightsExtraKind
  19451. *
  19452. * Returns the Mesh.
  19453. */
  19454. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19455. /**
  19456. * Sets the mesh indices.
  19457. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19458. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19459. * This method creates a new index buffer each call.
  19460. * Returns the Mesh.
  19461. */
  19462. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19463. /**
  19464. * Boolean : True if the mesh owns the requested kind of data.
  19465. */
  19466. isVerticesDataPresent(kind: string): boolean;
  19467. /**
  19468. * Returns an array of indices (IndicesArray).
  19469. */
  19470. getIndices(): Nullable<IndicesArray>;
  19471. readonly _positions: Nullable<Vector3[]>;
  19472. /**
  19473. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19474. * This means the mesh underlying bounding box and sphere are recomputed.
  19475. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19476. * @returns the current mesh
  19477. */
  19478. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19479. /** @hidden */
  19480. _preActivate(): InstancedMesh;
  19481. /** @hidden */
  19482. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19483. /** @hidden */
  19484. _postActivate(): void;
  19485. getWorldMatrix(): Matrix;
  19486. readonly isAnInstance: boolean;
  19487. /**
  19488. * Returns the current associated LOD AbstractMesh.
  19489. */
  19490. getLOD(camera: Camera): AbstractMesh;
  19491. /** @hidden */
  19492. _syncSubMeshes(): InstancedMesh;
  19493. /** @hidden */
  19494. _generatePointsArray(): boolean;
  19495. /**
  19496. * Creates a new InstancedMesh from the current mesh.
  19497. * - name (string) : the cloned mesh name
  19498. * - newParent (optional Node) : the optional Node to parent the clone to.
  19499. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19500. *
  19501. * Returns the clone.
  19502. */
  19503. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19504. /**
  19505. * Disposes the InstancedMesh.
  19506. * Returns nothing.
  19507. */
  19508. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19509. }
  19510. module "babylonjs/Meshes/mesh" {
  19511. interface Mesh {
  19512. /**
  19513. * Register a custom buffer that will be instanced
  19514. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19515. * @param kind defines the buffer kind
  19516. * @param stride defines the stride in floats
  19517. */
  19518. registerInstancedBuffer(kind: string, stride: number): void;
  19519. /** @hidden */
  19520. _userInstancedBuffersStorage: {
  19521. data: {
  19522. [key: string]: Float32Array;
  19523. };
  19524. sizes: {
  19525. [key: string]: number;
  19526. };
  19527. vertexBuffers: {
  19528. [key: string]: Nullable<VertexBuffer>;
  19529. };
  19530. strides: {
  19531. [key: string]: number;
  19532. };
  19533. };
  19534. }
  19535. }
  19536. module "babylonjs/Meshes/abstractMesh" {
  19537. interface AbstractMesh {
  19538. /**
  19539. * Object used to store instanced buffers defined by user
  19540. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19541. */
  19542. instancedBuffers: {
  19543. [key: string]: any;
  19544. };
  19545. }
  19546. }
  19547. }
  19548. declare module "babylonjs/Materials/shaderMaterial" {
  19549. import { Scene } from "babylonjs/scene";
  19550. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19552. import { Mesh } from "babylonjs/Meshes/mesh";
  19553. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19554. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19555. import { Texture } from "babylonjs/Materials/Textures/texture";
  19556. import { Material } from "babylonjs/Materials/material";
  19557. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19558. /**
  19559. * Defines the options associated with the creation of a shader material.
  19560. */
  19561. export interface IShaderMaterialOptions {
  19562. /**
  19563. * Does the material work in alpha blend mode
  19564. */
  19565. needAlphaBlending: boolean;
  19566. /**
  19567. * Does the material work in alpha test mode
  19568. */
  19569. needAlphaTesting: boolean;
  19570. /**
  19571. * The list of attribute names used in the shader
  19572. */
  19573. attributes: string[];
  19574. /**
  19575. * The list of unifrom names used in the shader
  19576. */
  19577. uniforms: string[];
  19578. /**
  19579. * The list of UBO names used in the shader
  19580. */
  19581. uniformBuffers: string[];
  19582. /**
  19583. * The list of sampler names used in the shader
  19584. */
  19585. samplers: string[];
  19586. /**
  19587. * The list of defines used in the shader
  19588. */
  19589. defines: string[];
  19590. }
  19591. /**
  19592. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19593. *
  19594. * This returned material effects how the mesh will look based on the code in the shaders.
  19595. *
  19596. * @see http://doc.babylonjs.com/how_to/shader_material
  19597. */
  19598. export class ShaderMaterial extends Material {
  19599. private _shaderPath;
  19600. private _options;
  19601. private _textures;
  19602. private _textureArrays;
  19603. private _floats;
  19604. private _ints;
  19605. private _floatsArrays;
  19606. private _colors3;
  19607. private _colors3Arrays;
  19608. private _colors4;
  19609. private _colors4Arrays;
  19610. private _vectors2;
  19611. private _vectors3;
  19612. private _vectors4;
  19613. private _matrices;
  19614. private _matrices3x3;
  19615. private _matrices2x2;
  19616. private _vectors2Arrays;
  19617. private _vectors3Arrays;
  19618. private _vectors4Arrays;
  19619. private _cachedWorldViewMatrix;
  19620. private _cachedWorldViewProjectionMatrix;
  19621. private _renderId;
  19622. /**
  19623. * Instantiate a new shader material.
  19624. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19625. * This returned material effects how the mesh will look based on the code in the shaders.
  19626. * @see http://doc.babylonjs.com/how_to/shader_material
  19627. * @param name Define the name of the material in the scene
  19628. * @param scene Define the scene the material belongs to
  19629. * @param shaderPath Defines the route to the shader code in one of three ways:
  19630. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19631. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19632. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19633. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19634. * @param options Define the options used to create the shader
  19635. */
  19636. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19637. /**
  19638. * Gets the options used to compile the shader.
  19639. * They can be modified to trigger a new compilation
  19640. */
  19641. readonly options: IShaderMaterialOptions;
  19642. /**
  19643. * Gets the current class name of the material e.g. "ShaderMaterial"
  19644. * Mainly use in serialization.
  19645. * @returns the class name
  19646. */
  19647. getClassName(): string;
  19648. /**
  19649. * Specifies if the material will require alpha blending
  19650. * @returns a boolean specifying if alpha blending is needed
  19651. */
  19652. needAlphaBlending(): boolean;
  19653. /**
  19654. * Specifies if this material should be rendered in alpha test mode
  19655. * @returns a boolean specifying if an alpha test is needed.
  19656. */
  19657. needAlphaTesting(): boolean;
  19658. private _checkUniform;
  19659. /**
  19660. * Set a texture in the shader.
  19661. * @param name Define the name of the uniform samplers as defined in the shader
  19662. * @param texture Define the texture to bind to this sampler
  19663. * @return the material itself allowing "fluent" like uniform updates
  19664. */
  19665. setTexture(name: string, texture: Texture): ShaderMaterial;
  19666. /**
  19667. * Set a texture array in the shader.
  19668. * @param name Define the name of the uniform sampler array as defined in the shader
  19669. * @param textures Define the list of textures to bind to this sampler
  19670. * @return the material itself allowing "fluent" like uniform updates
  19671. */
  19672. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19673. /**
  19674. * Set a float in the shader.
  19675. * @param name Define the name of the uniform as defined in the shader
  19676. * @param value Define the value to give to the uniform
  19677. * @return the material itself allowing "fluent" like uniform updates
  19678. */
  19679. setFloat(name: string, value: number): ShaderMaterial;
  19680. /**
  19681. * Set a int in the shader.
  19682. * @param name Define the name of the uniform as defined in the shader
  19683. * @param value Define the value to give to the uniform
  19684. * @return the material itself allowing "fluent" like uniform updates
  19685. */
  19686. setInt(name: string, value: number): ShaderMaterial;
  19687. /**
  19688. * Set an array of floats in the shader.
  19689. * @param name Define the name of the uniform as defined in the shader
  19690. * @param value Define the value to give to the uniform
  19691. * @return the material itself allowing "fluent" like uniform updates
  19692. */
  19693. setFloats(name: string, value: number[]): ShaderMaterial;
  19694. /**
  19695. * Set a vec3 in the shader from a Color3.
  19696. * @param name Define the name of the uniform as defined in the shader
  19697. * @param value Define the value to give to the uniform
  19698. * @return the material itself allowing "fluent" like uniform updates
  19699. */
  19700. setColor3(name: string, value: Color3): ShaderMaterial;
  19701. /**
  19702. * Set a vec3 array in the shader from a Color3 array.
  19703. * @param name Define the name of the uniform as defined in the shader
  19704. * @param value Define the value to give to the uniform
  19705. * @return the material itself allowing "fluent" like uniform updates
  19706. */
  19707. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19708. /**
  19709. * Set a vec4 in the shader from a Color4.
  19710. * @param name Define the name of the uniform as defined in the shader
  19711. * @param value Define the value to give to the uniform
  19712. * @return the material itself allowing "fluent" like uniform updates
  19713. */
  19714. setColor4(name: string, value: Color4): ShaderMaterial;
  19715. /**
  19716. * Set a vec4 array in the shader from a Color4 array.
  19717. * @param name Define the name of the uniform as defined in the shader
  19718. * @param value Define the value to give to the uniform
  19719. * @return the material itself allowing "fluent" like uniform updates
  19720. */
  19721. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19722. /**
  19723. * Set a vec2 in the shader from a Vector2.
  19724. * @param name Define the name of the uniform as defined in the shader
  19725. * @param value Define the value to give to the uniform
  19726. * @return the material itself allowing "fluent" like uniform updates
  19727. */
  19728. setVector2(name: string, value: Vector2): ShaderMaterial;
  19729. /**
  19730. * Set a vec3 in the shader from a Vector3.
  19731. * @param name Define the name of the uniform as defined in the shader
  19732. * @param value Define the value to give to the uniform
  19733. * @return the material itself allowing "fluent" like uniform updates
  19734. */
  19735. setVector3(name: string, value: Vector3): ShaderMaterial;
  19736. /**
  19737. * Set a vec4 in the shader from a Vector4.
  19738. * @param name Define the name of the uniform as defined in the shader
  19739. * @param value Define the value to give to the uniform
  19740. * @return the material itself allowing "fluent" like uniform updates
  19741. */
  19742. setVector4(name: string, value: Vector4): ShaderMaterial;
  19743. /**
  19744. * Set a mat4 in the shader from a Matrix.
  19745. * @param name Define the name of the uniform as defined in the shader
  19746. * @param value Define the value to give to the uniform
  19747. * @return the material itself allowing "fluent" like uniform updates
  19748. */
  19749. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19750. /**
  19751. * Set a mat3 in the shader from a Float32Array.
  19752. * @param name Define the name of the uniform as defined in the shader
  19753. * @param value Define the value to give to the uniform
  19754. * @return the material itself allowing "fluent" like uniform updates
  19755. */
  19756. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19757. /**
  19758. * Set a mat2 in the shader from a Float32Array.
  19759. * @param name Define the name of the uniform as defined in the shader
  19760. * @param value Define the value to give to the uniform
  19761. * @return the material itself allowing "fluent" like uniform updates
  19762. */
  19763. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19764. /**
  19765. * Set a vec2 array in the shader from a number array.
  19766. * @param name Define the name of the uniform as defined in the shader
  19767. * @param value Define the value to give to the uniform
  19768. * @return the material itself allowing "fluent" like uniform updates
  19769. */
  19770. setArray2(name: string, value: number[]): ShaderMaterial;
  19771. /**
  19772. * Set a vec3 array in the shader from a number array.
  19773. * @param name Define the name of the uniform as defined in the shader
  19774. * @param value Define the value to give to the uniform
  19775. * @return the material itself allowing "fluent" like uniform updates
  19776. */
  19777. setArray3(name: string, value: number[]): ShaderMaterial;
  19778. /**
  19779. * Set a vec4 array in the shader from a number array.
  19780. * @param name Define the name of the uniform as defined in the shader
  19781. * @param value Define the value to give to the uniform
  19782. * @return the material itself allowing "fluent" like uniform updates
  19783. */
  19784. setArray4(name: string, value: number[]): ShaderMaterial;
  19785. private _checkCache;
  19786. /**
  19787. * Specifies that the submesh is ready to be used
  19788. * @param mesh defines the mesh to check
  19789. * @param subMesh defines which submesh to check
  19790. * @param useInstances specifies that instances should be used
  19791. * @returns a boolean indicating that the submesh is ready or not
  19792. */
  19793. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19794. /**
  19795. * Checks if the material is ready to render the requested mesh
  19796. * @param mesh Define the mesh to render
  19797. * @param useInstances Define whether or not the material is used with instances
  19798. * @returns true if ready, otherwise false
  19799. */
  19800. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19801. /**
  19802. * Binds the world matrix to the material
  19803. * @param world defines the world transformation matrix
  19804. */
  19805. bindOnlyWorldMatrix(world: Matrix): void;
  19806. /**
  19807. * Binds the material to the mesh
  19808. * @param world defines the world transformation matrix
  19809. * @param mesh defines the mesh to bind the material to
  19810. */
  19811. bind(world: Matrix, mesh?: Mesh): void;
  19812. /**
  19813. * Gets the active textures from the material
  19814. * @returns an array of textures
  19815. */
  19816. getActiveTextures(): BaseTexture[];
  19817. /**
  19818. * Specifies if the material uses a texture
  19819. * @param texture defines the texture to check against the material
  19820. * @returns a boolean specifying if the material uses the texture
  19821. */
  19822. hasTexture(texture: BaseTexture): boolean;
  19823. /**
  19824. * Makes a duplicate of the material, and gives it a new name
  19825. * @param name defines the new name for the duplicated material
  19826. * @returns the cloned material
  19827. */
  19828. clone(name: string): ShaderMaterial;
  19829. /**
  19830. * Disposes the material
  19831. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19832. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19833. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19834. */
  19835. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19836. /**
  19837. * Serializes this material in a JSON representation
  19838. * @returns the serialized material object
  19839. */
  19840. serialize(): any;
  19841. /**
  19842. * Creates a shader material from parsed shader material data
  19843. * @param source defines the JSON represnetation of the material
  19844. * @param scene defines the hosting scene
  19845. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19846. * @returns a new material
  19847. */
  19848. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19849. }
  19850. }
  19851. declare module "babylonjs/Shaders/color.fragment" {
  19852. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19853. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19854. /** @hidden */
  19855. export var colorPixelShader: {
  19856. name: string;
  19857. shader: string;
  19858. };
  19859. }
  19860. declare module "babylonjs/Shaders/color.vertex" {
  19861. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19862. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19863. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19864. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19865. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19866. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19867. /** @hidden */
  19868. export var colorVertexShader: {
  19869. name: string;
  19870. shader: string;
  19871. };
  19872. }
  19873. declare module "babylonjs/Meshes/linesMesh" {
  19874. import { Nullable } from "babylonjs/types";
  19875. import { Scene } from "babylonjs/scene";
  19876. import { Color3 } from "babylonjs/Maths/math.color";
  19877. import { Node } from "babylonjs/node";
  19878. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19879. import { Mesh } from "babylonjs/Meshes/mesh";
  19880. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19881. import { Effect } from "babylonjs/Materials/effect";
  19882. import { Material } from "babylonjs/Materials/material";
  19883. import "babylonjs/Shaders/color.fragment";
  19884. import "babylonjs/Shaders/color.vertex";
  19885. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19886. /**
  19887. * Line mesh
  19888. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19889. */
  19890. export class LinesMesh extends Mesh {
  19891. /**
  19892. * If vertex color should be applied to the mesh
  19893. */
  19894. readonly useVertexColor?: boolean | undefined;
  19895. /**
  19896. * If vertex alpha should be applied to the mesh
  19897. */
  19898. readonly useVertexAlpha?: boolean | undefined;
  19899. /**
  19900. * Color of the line (Default: White)
  19901. */
  19902. color: Color3;
  19903. /**
  19904. * Alpha of the line (Default: 1)
  19905. */
  19906. alpha: number;
  19907. /**
  19908. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19909. * This margin is expressed in world space coordinates, so its value may vary.
  19910. * Default value is 0.1
  19911. */
  19912. intersectionThreshold: number;
  19913. private _colorShader;
  19914. private color4;
  19915. /**
  19916. * Creates a new LinesMesh
  19917. * @param name defines the name
  19918. * @param scene defines the hosting scene
  19919. * @param parent defines the parent mesh if any
  19920. * @param source defines the optional source LinesMesh used to clone data from
  19921. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19922. * When false, achieved by calling a clone(), also passing False.
  19923. * This will make creation of children, recursive.
  19924. * @param useVertexColor defines if this LinesMesh supports vertex color
  19925. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19926. */
  19927. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19928. /**
  19929. * If vertex color should be applied to the mesh
  19930. */
  19931. useVertexColor?: boolean | undefined,
  19932. /**
  19933. * If vertex alpha should be applied to the mesh
  19934. */
  19935. useVertexAlpha?: boolean | undefined);
  19936. private _addClipPlaneDefine;
  19937. private _removeClipPlaneDefine;
  19938. isReady(): boolean;
  19939. /**
  19940. * Returns the string "LineMesh"
  19941. */
  19942. getClassName(): string;
  19943. /**
  19944. * @hidden
  19945. */
  19946. /**
  19947. * @hidden
  19948. */
  19949. material: Material;
  19950. /**
  19951. * @hidden
  19952. */
  19953. readonly checkCollisions: boolean;
  19954. /** @hidden */
  19955. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19956. /** @hidden */
  19957. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19958. /**
  19959. * Disposes of the line mesh
  19960. * @param doNotRecurse If children should be disposed
  19961. */
  19962. dispose(doNotRecurse?: boolean): void;
  19963. /**
  19964. * Returns a new LineMesh object cloned from the current one.
  19965. */
  19966. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19967. /**
  19968. * Creates a new InstancedLinesMesh object from the mesh model.
  19969. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19970. * @param name defines the name of the new instance
  19971. * @returns a new InstancedLinesMesh
  19972. */
  19973. createInstance(name: string): InstancedLinesMesh;
  19974. }
  19975. /**
  19976. * Creates an instance based on a source LinesMesh
  19977. */
  19978. export class InstancedLinesMesh extends InstancedMesh {
  19979. /**
  19980. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19981. * This margin is expressed in world space coordinates, so its value may vary.
  19982. * Initilized with the intersectionThreshold value of the source LinesMesh
  19983. */
  19984. intersectionThreshold: number;
  19985. constructor(name: string, source: LinesMesh);
  19986. /**
  19987. * Returns the string "InstancedLinesMesh".
  19988. */
  19989. getClassName(): string;
  19990. }
  19991. }
  19992. declare module "babylonjs/Shaders/line.fragment" {
  19993. /** @hidden */
  19994. export var linePixelShader: {
  19995. name: string;
  19996. shader: string;
  19997. };
  19998. }
  19999. declare module "babylonjs/Shaders/line.vertex" {
  20000. /** @hidden */
  20001. export var lineVertexShader: {
  20002. name: string;
  20003. shader: string;
  20004. };
  20005. }
  20006. declare module "babylonjs/Rendering/edgesRenderer" {
  20007. import { Nullable } from "babylonjs/types";
  20008. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20010. import { Vector3 } from "babylonjs/Maths/math.vector";
  20011. import { IDisposable } from "babylonjs/scene";
  20012. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20013. import "babylonjs/Shaders/line.fragment";
  20014. import "babylonjs/Shaders/line.vertex";
  20015. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20016. module "babylonjs/Meshes/abstractMesh" {
  20017. interface AbstractMesh {
  20018. /**
  20019. * Gets the edgesRenderer associated with the mesh
  20020. */
  20021. edgesRenderer: Nullable<EdgesRenderer>;
  20022. }
  20023. }
  20024. module "babylonjs/Meshes/linesMesh" {
  20025. interface LinesMesh {
  20026. /**
  20027. * Enables the edge rendering mode on the mesh.
  20028. * This mode makes the mesh edges visible
  20029. * @param epsilon defines the maximal distance between two angles to detect a face
  20030. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20031. * @returns the currentAbstractMesh
  20032. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20033. */
  20034. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20035. }
  20036. }
  20037. module "babylonjs/Meshes/linesMesh" {
  20038. interface InstancedLinesMesh {
  20039. /**
  20040. * Enables the edge rendering mode on the mesh.
  20041. * This mode makes the mesh edges visible
  20042. * @param epsilon defines the maximal distance between two angles to detect a face
  20043. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20044. * @returns the current InstancedLinesMesh
  20045. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20046. */
  20047. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20048. }
  20049. }
  20050. /**
  20051. * Defines the minimum contract an Edges renderer should follow.
  20052. */
  20053. export interface IEdgesRenderer extends IDisposable {
  20054. /**
  20055. * Gets or sets a boolean indicating if the edgesRenderer is active
  20056. */
  20057. isEnabled: boolean;
  20058. /**
  20059. * Renders the edges of the attached mesh,
  20060. */
  20061. render(): void;
  20062. /**
  20063. * Checks wether or not the edges renderer is ready to render.
  20064. * @return true if ready, otherwise false.
  20065. */
  20066. isReady(): boolean;
  20067. }
  20068. /**
  20069. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20070. */
  20071. export class EdgesRenderer implements IEdgesRenderer {
  20072. /**
  20073. * Define the size of the edges with an orthographic camera
  20074. */
  20075. edgesWidthScalerForOrthographic: number;
  20076. /**
  20077. * Define the size of the edges with a perspective camera
  20078. */
  20079. edgesWidthScalerForPerspective: number;
  20080. protected _source: AbstractMesh;
  20081. protected _linesPositions: number[];
  20082. protected _linesNormals: number[];
  20083. protected _linesIndices: number[];
  20084. protected _epsilon: number;
  20085. protected _indicesCount: number;
  20086. protected _lineShader: ShaderMaterial;
  20087. protected _ib: DataBuffer;
  20088. protected _buffers: {
  20089. [key: string]: Nullable<VertexBuffer>;
  20090. };
  20091. protected _checkVerticesInsteadOfIndices: boolean;
  20092. private _meshRebuildObserver;
  20093. private _meshDisposeObserver;
  20094. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20095. isEnabled: boolean;
  20096. /**
  20097. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20098. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20099. * @param source Mesh used to create edges
  20100. * @param epsilon sum of angles in adjacency to check for edge
  20101. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20102. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20103. */
  20104. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20105. protected _prepareRessources(): void;
  20106. /** @hidden */
  20107. _rebuild(): void;
  20108. /**
  20109. * Releases the required resources for the edges renderer
  20110. */
  20111. dispose(): void;
  20112. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20113. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20114. /**
  20115. * Checks if the pair of p0 and p1 is en edge
  20116. * @param faceIndex
  20117. * @param edge
  20118. * @param faceNormals
  20119. * @param p0
  20120. * @param p1
  20121. * @private
  20122. */
  20123. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20124. /**
  20125. * push line into the position, normal and index buffer
  20126. * @protected
  20127. */
  20128. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20129. /**
  20130. * Generates lines edges from adjacencjes
  20131. * @private
  20132. */
  20133. _generateEdgesLines(): void;
  20134. /**
  20135. * Checks wether or not the edges renderer is ready to render.
  20136. * @return true if ready, otherwise false.
  20137. */
  20138. isReady(): boolean;
  20139. /**
  20140. * Renders the edges of the attached mesh,
  20141. */
  20142. render(): void;
  20143. }
  20144. /**
  20145. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20146. */
  20147. export class LineEdgesRenderer extends EdgesRenderer {
  20148. /**
  20149. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20150. * @param source LineMesh used to generate edges
  20151. * @param epsilon not important (specified angle for edge detection)
  20152. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20153. */
  20154. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20155. /**
  20156. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20157. */
  20158. _generateEdgesLines(): void;
  20159. }
  20160. }
  20161. declare module "babylonjs/Rendering/renderingGroup" {
  20162. import { SmartArray } from "babylonjs/Misc/smartArray";
  20163. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20164. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20165. import { Nullable } from "babylonjs/types";
  20166. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20167. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20168. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20169. import { Material } from "babylonjs/Materials/material";
  20170. import { Scene } from "babylonjs/scene";
  20171. /**
  20172. * This represents the object necessary to create a rendering group.
  20173. * This is exclusively used and created by the rendering manager.
  20174. * To modify the behavior, you use the available helpers in your scene or meshes.
  20175. * @hidden
  20176. */
  20177. export class RenderingGroup {
  20178. index: number;
  20179. private static _zeroVector;
  20180. private _scene;
  20181. private _opaqueSubMeshes;
  20182. private _transparentSubMeshes;
  20183. private _alphaTestSubMeshes;
  20184. private _depthOnlySubMeshes;
  20185. private _particleSystems;
  20186. private _spriteManagers;
  20187. private _opaqueSortCompareFn;
  20188. private _alphaTestSortCompareFn;
  20189. private _transparentSortCompareFn;
  20190. private _renderOpaque;
  20191. private _renderAlphaTest;
  20192. private _renderTransparent;
  20193. /** @hidden */
  20194. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20195. onBeforeTransparentRendering: () => void;
  20196. /**
  20197. * Set the opaque sort comparison function.
  20198. * If null the sub meshes will be render in the order they were created
  20199. */
  20200. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20201. /**
  20202. * Set the alpha test sort comparison function.
  20203. * If null the sub meshes will be render in the order they were created
  20204. */
  20205. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20206. /**
  20207. * Set the transparent sort comparison function.
  20208. * If null the sub meshes will be render in the order they were created
  20209. */
  20210. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20211. /**
  20212. * Creates a new rendering group.
  20213. * @param index The rendering group index
  20214. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20215. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20216. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20217. */
  20218. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20219. /**
  20220. * Render all the sub meshes contained in the group.
  20221. * @param customRenderFunction Used to override the default render behaviour of the group.
  20222. * @returns true if rendered some submeshes.
  20223. */
  20224. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20225. /**
  20226. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20227. * @param subMeshes The submeshes to render
  20228. */
  20229. private renderOpaqueSorted;
  20230. /**
  20231. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20232. * @param subMeshes The submeshes to render
  20233. */
  20234. private renderAlphaTestSorted;
  20235. /**
  20236. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20237. * @param subMeshes The submeshes to render
  20238. */
  20239. private renderTransparentSorted;
  20240. /**
  20241. * Renders the submeshes in a specified order.
  20242. * @param subMeshes The submeshes to sort before render
  20243. * @param sortCompareFn The comparison function use to sort
  20244. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20245. * @param transparent Specifies to activate blending if true
  20246. */
  20247. private static renderSorted;
  20248. /**
  20249. * Renders the submeshes in the order they were dispatched (no sort applied).
  20250. * @param subMeshes The submeshes to render
  20251. */
  20252. private static renderUnsorted;
  20253. /**
  20254. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20255. * are rendered back to front if in the same alpha index.
  20256. *
  20257. * @param a The first submesh
  20258. * @param b The second submesh
  20259. * @returns The result of the comparison
  20260. */
  20261. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20262. /**
  20263. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20264. * are rendered back to front.
  20265. *
  20266. * @param a The first submesh
  20267. * @param b The second submesh
  20268. * @returns The result of the comparison
  20269. */
  20270. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20271. /**
  20272. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20273. * are rendered front to back (prevent overdraw).
  20274. *
  20275. * @param a The first submesh
  20276. * @param b The second submesh
  20277. * @returns The result of the comparison
  20278. */
  20279. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20280. /**
  20281. * Resets the different lists of submeshes to prepare a new frame.
  20282. */
  20283. prepare(): void;
  20284. dispose(): void;
  20285. /**
  20286. * Inserts the submesh in its correct queue depending on its material.
  20287. * @param subMesh The submesh to dispatch
  20288. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20289. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20290. */
  20291. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20292. dispatchSprites(spriteManager: ISpriteManager): void;
  20293. dispatchParticles(particleSystem: IParticleSystem): void;
  20294. private _renderParticles;
  20295. private _renderSprites;
  20296. }
  20297. }
  20298. declare module "babylonjs/Rendering/renderingManager" {
  20299. import { Nullable } from "babylonjs/types";
  20300. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20301. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20302. import { SmartArray } from "babylonjs/Misc/smartArray";
  20303. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20304. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20305. import { Material } from "babylonjs/Materials/material";
  20306. import { Scene } from "babylonjs/scene";
  20307. import { Camera } from "babylonjs/Cameras/camera";
  20308. /**
  20309. * Interface describing the different options available in the rendering manager
  20310. * regarding Auto Clear between groups.
  20311. */
  20312. export interface IRenderingManagerAutoClearSetup {
  20313. /**
  20314. * Defines whether or not autoclear is enable.
  20315. */
  20316. autoClear: boolean;
  20317. /**
  20318. * Defines whether or not to autoclear the depth buffer.
  20319. */
  20320. depth: boolean;
  20321. /**
  20322. * Defines whether or not to autoclear the stencil buffer.
  20323. */
  20324. stencil: boolean;
  20325. }
  20326. /**
  20327. * This class is used by the onRenderingGroupObservable
  20328. */
  20329. export class RenderingGroupInfo {
  20330. /**
  20331. * The Scene that being rendered
  20332. */
  20333. scene: Scene;
  20334. /**
  20335. * The camera currently used for the rendering pass
  20336. */
  20337. camera: Nullable<Camera>;
  20338. /**
  20339. * The ID of the renderingGroup being processed
  20340. */
  20341. renderingGroupId: number;
  20342. }
  20343. /**
  20344. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20345. * It is enable to manage the different groups as well as the different necessary sort functions.
  20346. * This should not be used directly aside of the few static configurations
  20347. */
  20348. export class RenderingManager {
  20349. /**
  20350. * The max id used for rendering groups (not included)
  20351. */
  20352. static MAX_RENDERINGGROUPS: number;
  20353. /**
  20354. * The min id used for rendering groups (included)
  20355. */
  20356. static MIN_RENDERINGGROUPS: number;
  20357. /**
  20358. * Used to globally prevent autoclearing scenes.
  20359. */
  20360. static AUTOCLEAR: boolean;
  20361. /**
  20362. * @hidden
  20363. */
  20364. _useSceneAutoClearSetup: boolean;
  20365. private _scene;
  20366. private _renderingGroups;
  20367. private _depthStencilBufferAlreadyCleaned;
  20368. private _autoClearDepthStencil;
  20369. private _customOpaqueSortCompareFn;
  20370. private _customAlphaTestSortCompareFn;
  20371. private _customTransparentSortCompareFn;
  20372. private _renderingGroupInfo;
  20373. /**
  20374. * Instantiates a new rendering group for a particular scene
  20375. * @param scene Defines the scene the groups belongs to
  20376. */
  20377. constructor(scene: Scene);
  20378. private _clearDepthStencilBuffer;
  20379. /**
  20380. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20381. * @hidden
  20382. */
  20383. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20384. /**
  20385. * Resets the different information of the group to prepare a new frame
  20386. * @hidden
  20387. */
  20388. reset(): void;
  20389. /**
  20390. * Dispose and release the group and its associated resources.
  20391. * @hidden
  20392. */
  20393. dispose(): void;
  20394. /**
  20395. * Clear the info related to rendering groups preventing retention points during dispose.
  20396. */
  20397. freeRenderingGroups(): void;
  20398. private _prepareRenderingGroup;
  20399. /**
  20400. * Add a sprite manager to the rendering manager in order to render it this frame.
  20401. * @param spriteManager Define the sprite manager to render
  20402. */
  20403. dispatchSprites(spriteManager: ISpriteManager): void;
  20404. /**
  20405. * Add a particle system to the rendering manager in order to render it this frame.
  20406. * @param particleSystem Define the particle system to render
  20407. */
  20408. dispatchParticles(particleSystem: IParticleSystem): void;
  20409. /**
  20410. * Add a submesh to the manager in order to render it this frame
  20411. * @param subMesh The submesh to dispatch
  20412. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20413. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20414. */
  20415. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20416. /**
  20417. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20418. * This allowed control for front to back rendering or reversly depending of the special needs.
  20419. *
  20420. * @param renderingGroupId The rendering group id corresponding to its index
  20421. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20422. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20423. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20424. */
  20425. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20426. /**
  20427. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20428. *
  20429. * @param renderingGroupId The rendering group id corresponding to its index
  20430. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20431. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20432. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20433. */
  20434. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20435. /**
  20436. * Gets the current auto clear configuration for one rendering group of the rendering
  20437. * manager.
  20438. * @param index the rendering group index to get the information for
  20439. * @returns The auto clear setup for the requested rendering group
  20440. */
  20441. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20442. }
  20443. }
  20444. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20445. import { Observable } from "babylonjs/Misc/observable";
  20446. import { SmartArray } from "babylonjs/Misc/smartArray";
  20447. import { Nullable } from "babylonjs/types";
  20448. import { Camera } from "babylonjs/Cameras/camera";
  20449. import { Scene } from "babylonjs/scene";
  20450. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20451. import { Color4 } from "babylonjs/Maths/math.color";
  20452. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20453. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20454. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20455. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20456. import { Texture } from "babylonjs/Materials/Textures/texture";
  20457. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20458. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20459. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20460. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20461. import { Engine } from "babylonjs/Engines/engine";
  20462. /**
  20463. * This Helps creating a texture that will be created from a camera in your scene.
  20464. * It is basically a dynamic texture that could be used to create special effects for instance.
  20465. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20466. */
  20467. export class RenderTargetTexture extends Texture {
  20468. isCube: boolean;
  20469. /**
  20470. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20471. */
  20472. static readonly REFRESHRATE_RENDER_ONCE: number;
  20473. /**
  20474. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20475. */
  20476. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20477. /**
  20478. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20479. * the central point of your effect and can save a lot of performances.
  20480. */
  20481. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20482. /**
  20483. * Use this predicate to dynamically define the list of mesh you want to render.
  20484. * If set, the renderList property will be overwritten.
  20485. */
  20486. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20487. private _renderList;
  20488. /**
  20489. * Use this list to define the list of mesh you want to render.
  20490. */
  20491. renderList: Nullable<Array<AbstractMesh>>;
  20492. private _hookArray;
  20493. /**
  20494. * Define if particles should be rendered in your texture.
  20495. */
  20496. renderParticles: boolean;
  20497. /**
  20498. * Define if sprites should be rendered in your texture.
  20499. */
  20500. renderSprites: boolean;
  20501. /**
  20502. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20503. */
  20504. coordinatesMode: number;
  20505. /**
  20506. * Define the camera used to render the texture.
  20507. */
  20508. activeCamera: Nullable<Camera>;
  20509. /**
  20510. * Override the render function of the texture with your own one.
  20511. */
  20512. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20513. /**
  20514. * Define if camera post processes should be use while rendering the texture.
  20515. */
  20516. useCameraPostProcesses: boolean;
  20517. /**
  20518. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20519. */
  20520. ignoreCameraViewport: boolean;
  20521. private _postProcessManager;
  20522. private _postProcesses;
  20523. private _resizeObserver;
  20524. /**
  20525. * An event triggered when the texture is unbind.
  20526. */
  20527. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20528. /**
  20529. * An event triggered when the texture is unbind.
  20530. */
  20531. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20532. private _onAfterUnbindObserver;
  20533. /**
  20534. * Set a after unbind callback in the texture.
  20535. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20536. */
  20537. onAfterUnbind: () => void;
  20538. /**
  20539. * An event triggered before rendering the texture
  20540. */
  20541. onBeforeRenderObservable: Observable<number>;
  20542. private _onBeforeRenderObserver;
  20543. /**
  20544. * Set a before render callback in the texture.
  20545. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20546. */
  20547. onBeforeRender: (faceIndex: number) => void;
  20548. /**
  20549. * An event triggered after rendering the texture
  20550. */
  20551. onAfterRenderObservable: Observable<number>;
  20552. private _onAfterRenderObserver;
  20553. /**
  20554. * Set a after render callback in the texture.
  20555. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20556. */
  20557. onAfterRender: (faceIndex: number) => void;
  20558. /**
  20559. * An event triggered after the texture clear
  20560. */
  20561. onClearObservable: Observable<Engine>;
  20562. private _onClearObserver;
  20563. /**
  20564. * Set a clear callback in the texture.
  20565. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20566. */
  20567. onClear: (Engine: Engine) => void;
  20568. /**
  20569. * An event triggered when the texture is resized.
  20570. */
  20571. onResizeObservable: Observable<RenderTargetTexture>;
  20572. /**
  20573. * Define the clear color of the Render Target if it should be different from the scene.
  20574. */
  20575. clearColor: Color4;
  20576. protected _size: number | {
  20577. width: number;
  20578. height: number;
  20579. };
  20580. protected _initialSizeParameter: number | {
  20581. width: number;
  20582. height: number;
  20583. } | {
  20584. ratio: number;
  20585. };
  20586. protected _sizeRatio: Nullable<number>;
  20587. /** @hidden */
  20588. _generateMipMaps: boolean;
  20589. protected _renderingManager: RenderingManager;
  20590. /** @hidden */
  20591. _waitingRenderList: string[];
  20592. protected _doNotChangeAspectRatio: boolean;
  20593. protected _currentRefreshId: number;
  20594. protected _refreshRate: number;
  20595. protected _textureMatrix: Matrix;
  20596. protected _samples: number;
  20597. protected _renderTargetOptions: RenderTargetCreationOptions;
  20598. /**
  20599. * Gets render target creation options that were used.
  20600. */
  20601. readonly renderTargetOptions: RenderTargetCreationOptions;
  20602. protected _engine: Engine;
  20603. protected _onRatioRescale(): void;
  20604. /**
  20605. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20606. * It must define where the camera used to render the texture is set
  20607. */
  20608. boundingBoxPosition: Vector3;
  20609. private _boundingBoxSize;
  20610. /**
  20611. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20612. * When defined, the cubemap will switch to local mode
  20613. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20614. * @example https://www.babylonjs-playground.com/#RNASML
  20615. */
  20616. boundingBoxSize: Vector3;
  20617. /**
  20618. * In case the RTT has been created with a depth texture, get the associated
  20619. * depth texture.
  20620. * Otherwise, return null.
  20621. */
  20622. depthStencilTexture: Nullable<InternalTexture>;
  20623. /**
  20624. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20625. * or used a shadow, depth texture...
  20626. * @param name The friendly name of the texture
  20627. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20628. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20629. * @param generateMipMaps True if mip maps need to be generated after render.
  20630. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20631. * @param type The type of the buffer in the RTT (int, half float, float...)
  20632. * @param isCube True if a cube texture needs to be created
  20633. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20634. * @param generateDepthBuffer True to generate a depth buffer
  20635. * @param generateStencilBuffer True to generate a stencil buffer
  20636. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20637. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20638. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20639. */
  20640. constructor(name: string, size: number | {
  20641. width: number;
  20642. height: number;
  20643. } | {
  20644. ratio: number;
  20645. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20646. /**
  20647. * Creates a depth stencil texture.
  20648. * This is only available in WebGL 2 or with the depth texture extension available.
  20649. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20650. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20651. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20652. */
  20653. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20654. private _processSizeParameter;
  20655. /**
  20656. * Define the number of samples to use in case of MSAA.
  20657. * It defaults to one meaning no MSAA has been enabled.
  20658. */
  20659. samples: number;
  20660. /**
  20661. * Resets the refresh counter of the texture and start bak from scratch.
  20662. * Could be useful to regenerate the texture if it is setup to render only once.
  20663. */
  20664. resetRefreshCounter(): void;
  20665. /**
  20666. * Define the refresh rate of the texture or the rendering frequency.
  20667. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20668. */
  20669. refreshRate: number;
  20670. /**
  20671. * Adds a post process to the render target rendering passes.
  20672. * @param postProcess define the post process to add
  20673. */
  20674. addPostProcess(postProcess: PostProcess): void;
  20675. /**
  20676. * Clear all the post processes attached to the render target
  20677. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20678. */
  20679. clearPostProcesses(dispose?: boolean): void;
  20680. /**
  20681. * Remove one of the post process from the list of attached post processes to the texture
  20682. * @param postProcess define the post process to remove from the list
  20683. */
  20684. removePostProcess(postProcess: PostProcess): void;
  20685. /** @hidden */
  20686. _shouldRender(): boolean;
  20687. /**
  20688. * Gets the actual render size of the texture.
  20689. * @returns the width of the render size
  20690. */
  20691. getRenderSize(): number;
  20692. /**
  20693. * Gets the actual render width of the texture.
  20694. * @returns the width of the render size
  20695. */
  20696. getRenderWidth(): number;
  20697. /**
  20698. * Gets the actual render height of the texture.
  20699. * @returns the height of the render size
  20700. */
  20701. getRenderHeight(): number;
  20702. /**
  20703. * Get if the texture can be rescaled or not.
  20704. */
  20705. readonly canRescale: boolean;
  20706. /**
  20707. * Resize the texture using a ratio.
  20708. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20709. */
  20710. scale(ratio: number): void;
  20711. /**
  20712. * Get the texture reflection matrix used to rotate/transform the reflection.
  20713. * @returns the reflection matrix
  20714. */
  20715. getReflectionTextureMatrix(): Matrix;
  20716. /**
  20717. * Resize the texture to a new desired size.
  20718. * Be carrefull as it will recreate all the data in the new texture.
  20719. * @param size Define the new size. It can be:
  20720. * - a number for squared texture,
  20721. * - an object containing { width: number, height: number }
  20722. * - or an object containing a ratio { ratio: number }
  20723. */
  20724. resize(size: number | {
  20725. width: number;
  20726. height: number;
  20727. } | {
  20728. ratio: number;
  20729. }): void;
  20730. /**
  20731. * Renders all the objects from the render list into the texture.
  20732. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20733. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20734. */
  20735. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20736. private _bestReflectionRenderTargetDimension;
  20737. /**
  20738. * @hidden
  20739. * @param faceIndex face index to bind to if this is a cubetexture
  20740. */
  20741. _bindFrameBuffer(faceIndex?: number): void;
  20742. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20743. private renderToTarget;
  20744. /**
  20745. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20746. * This allowed control for front to back rendering or reversly depending of the special needs.
  20747. *
  20748. * @param renderingGroupId The rendering group id corresponding to its index
  20749. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20750. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20751. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20752. */
  20753. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20754. /**
  20755. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20756. *
  20757. * @param renderingGroupId The rendering group id corresponding to its index
  20758. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20759. */
  20760. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20761. /**
  20762. * Clones the texture.
  20763. * @returns the cloned texture
  20764. */
  20765. clone(): RenderTargetTexture;
  20766. /**
  20767. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20768. * @returns The JSON representation of the texture
  20769. */
  20770. serialize(): any;
  20771. /**
  20772. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20773. */
  20774. disposeFramebufferObjects(): void;
  20775. /**
  20776. * Dispose the texture and release its associated resources.
  20777. */
  20778. dispose(): void;
  20779. /** @hidden */
  20780. _rebuild(): void;
  20781. /**
  20782. * Clear the info related to rendering groups preventing retention point in material dispose.
  20783. */
  20784. freeRenderingGroups(): void;
  20785. /**
  20786. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20787. * @returns the view count
  20788. */
  20789. getViewCount(): number;
  20790. }
  20791. }
  20792. declare module "babylonjs/Materials/material" {
  20793. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20794. import { SmartArray } from "babylonjs/Misc/smartArray";
  20795. import { Observable } from "babylonjs/Misc/observable";
  20796. import { Nullable } from "babylonjs/types";
  20797. import { Scene } from "babylonjs/scene";
  20798. import { Matrix } from "babylonjs/Maths/math.vector";
  20799. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20800. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20801. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20802. import { Effect } from "babylonjs/Materials/effect";
  20803. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20804. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20805. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20806. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20807. import { Mesh } from "babylonjs/Meshes/mesh";
  20808. import { Animation } from "babylonjs/Animations/animation";
  20809. /**
  20810. * Options for compiling materials.
  20811. */
  20812. export interface IMaterialCompilationOptions {
  20813. /**
  20814. * Defines whether clip planes are enabled.
  20815. */
  20816. clipPlane: boolean;
  20817. /**
  20818. * Defines whether instances are enabled.
  20819. */
  20820. useInstances: boolean;
  20821. }
  20822. /**
  20823. * Base class for the main features of a material in Babylon.js
  20824. */
  20825. export class Material implements IAnimatable {
  20826. /**
  20827. * Returns the triangle fill mode
  20828. */
  20829. static readonly TriangleFillMode: number;
  20830. /**
  20831. * Returns the wireframe mode
  20832. */
  20833. static readonly WireFrameFillMode: number;
  20834. /**
  20835. * Returns the point fill mode
  20836. */
  20837. static readonly PointFillMode: number;
  20838. /**
  20839. * Returns the point list draw mode
  20840. */
  20841. static readonly PointListDrawMode: number;
  20842. /**
  20843. * Returns the line list draw mode
  20844. */
  20845. static readonly LineListDrawMode: number;
  20846. /**
  20847. * Returns the line loop draw mode
  20848. */
  20849. static readonly LineLoopDrawMode: number;
  20850. /**
  20851. * Returns the line strip draw mode
  20852. */
  20853. static readonly LineStripDrawMode: number;
  20854. /**
  20855. * Returns the triangle strip draw mode
  20856. */
  20857. static readonly TriangleStripDrawMode: number;
  20858. /**
  20859. * Returns the triangle fan draw mode
  20860. */
  20861. static readonly TriangleFanDrawMode: number;
  20862. /**
  20863. * Stores the clock-wise side orientation
  20864. */
  20865. static readonly ClockWiseSideOrientation: number;
  20866. /**
  20867. * Stores the counter clock-wise side orientation
  20868. */
  20869. static readonly CounterClockWiseSideOrientation: number;
  20870. /**
  20871. * The dirty texture flag value
  20872. */
  20873. static readonly TextureDirtyFlag: number;
  20874. /**
  20875. * The dirty light flag value
  20876. */
  20877. static readonly LightDirtyFlag: number;
  20878. /**
  20879. * The dirty fresnel flag value
  20880. */
  20881. static readonly FresnelDirtyFlag: number;
  20882. /**
  20883. * The dirty attribute flag value
  20884. */
  20885. static readonly AttributesDirtyFlag: number;
  20886. /**
  20887. * The dirty misc flag value
  20888. */
  20889. static readonly MiscDirtyFlag: number;
  20890. /**
  20891. * The all dirty flag value
  20892. */
  20893. static readonly AllDirtyFlag: number;
  20894. /**
  20895. * The ID of the material
  20896. */
  20897. id: string;
  20898. /**
  20899. * Gets or sets the unique id of the material
  20900. */
  20901. uniqueId: number;
  20902. /**
  20903. * The name of the material
  20904. */
  20905. name: string;
  20906. /**
  20907. * Gets or sets user defined metadata
  20908. */
  20909. metadata: any;
  20910. /**
  20911. * For internal use only. Please do not use.
  20912. */
  20913. reservedDataStore: any;
  20914. /**
  20915. * Specifies if the ready state should be checked on each call
  20916. */
  20917. checkReadyOnEveryCall: boolean;
  20918. /**
  20919. * Specifies if the ready state should be checked once
  20920. */
  20921. checkReadyOnlyOnce: boolean;
  20922. /**
  20923. * The state of the material
  20924. */
  20925. state: string;
  20926. /**
  20927. * The alpha value of the material
  20928. */
  20929. protected _alpha: number;
  20930. /**
  20931. * List of inspectable custom properties (used by the Inspector)
  20932. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20933. */
  20934. inspectableCustomProperties: IInspectable[];
  20935. /**
  20936. * Sets the alpha value of the material
  20937. */
  20938. /**
  20939. * Gets the alpha value of the material
  20940. */
  20941. alpha: number;
  20942. /**
  20943. * Specifies if back face culling is enabled
  20944. */
  20945. protected _backFaceCulling: boolean;
  20946. /**
  20947. * Sets the back-face culling state
  20948. */
  20949. /**
  20950. * Gets the back-face culling state
  20951. */
  20952. backFaceCulling: boolean;
  20953. /**
  20954. * Stores the value for side orientation
  20955. */
  20956. sideOrientation: number;
  20957. /**
  20958. * Callback triggered when the material is compiled
  20959. */
  20960. onCompiled: Nullable<(effect: Effect) => void>;
  20961. /**
  20962. * Callback triggered when an error occurs
  20963. */
  20964. onError: Nullable<(effect: Effect, errors: string) => void>;
  20965. /**
  20966. * Callback triggered to get the render target textures
  20967. */
  20968. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20969. /**
  20970. * Gets a boolean indicating that current material needs to register RTT
  20971. */
  20972. readonly hasRenderTargetTextures: boolean;
  20973. /**
  20974. * Specifies if the material should be serialized
  20975. */
  20976. doNotSerialize: boolean;
  20977. /**
  20978. * @hidden
  20979. */
  20980. _storeEffectOnSubMeshes: boolean;
  20981. /**
  20982. * Stores the animations for the material
  20983. */
  20984. animations: Nullable<Array<Animation>>;
  20985. /**
  20986. * An event triggered when the material is disposed
  20987. */
  20988. onDisposeObservable: Observable<Material>;
  20989. /**
  20990. * An observer which watches for dispose events
  20991. */
  20992. private _onDisposeObserver;
  20993. private _onUnBindObservable;
  20994. /**
  20995. * Called during a dispose event
  20996. */
  20997. onDispose: () => void;
  20998. private _onBindObservable;
  20999. /**
  21000. * An event triggered when the material is bound
  21001. */
  21002. readonly onBindObservable: Observable<AbstractMesh>;
  21003. /**
  21004. * An observer which watches for bind events
  21005. */
  21006. private _onBindObserver;
  21007. /**
  21008. * Called during a bind event
  21009. */
  21010. onBind: (Mesh: AbstractMesh) => void;
  21011. /**
  21012. * An event triggered when the material is unbound
  21013. */
  21014. readonly onUnBindObservable: Observable<Material>;
  21015. /**
  21016. * Stores the value of the alpha mode
  21017. */
  21018. private _alphaMode;
  21019. /**
  21020. * Sets the value of the alpha mode.
  21021. *
  21022. * | Value | Type | Description |
  21023. * | --- | --- | --- |
  21024. * | 0 | ALPHA_DISABLE | |
  21025. * | 1 | ALPHA_ADD | |
  21026. * | 2 | ALPHA_COMBINE | |
  21027. * | 3 | ALPHA_SUBTRACT | |
  21028. * | 4 | ALPHA_MULTIPLY | |
  21029. * | 5 | ALPHA_MAXIMIZED | |
  21030. * | 6 | ALPHA_ONEONE | |
  21031. * | 7 | ALPHA_PREMULTIPLIED | |
  21032. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21033. * | 9 | ALPHA_INTERPOLATE | |
  21034. * | 10 | ALPHA_SCREENMODE | |
  21035. *
  21036. */
  21037. /**
  21038. * Gets the value of the alpha mode
  21039. */
  21040. alphaMode: number;
  21041. /**
  21042. * Stores the state of the need depth pre-pass value
  21043. */
  21044. private _needDepthPrePass;
  21045. /**
  21046. * Sets the need depth pre-pass value
  21047. */
  21048. /**
  21049. * Gets the depth pre-pass value
  21050. */
  21051. needDepthPrePass: boolean;
  21052. /**
  21053. * Specifies if depth writing should be disabled
  21054. */
  21055. disableDepthWrite: boolean;
  21056. /**
  21057. * Specifies if depth writing should be forced
  21058. */
  21059. forceDepthWrite: boolean;
  21060. /**
  21061. * Specifies if there should be a separate pass for culling
  21062. */
  21063. separateCullingPass: boolean;
  21064. /**
  21065. * Stores the state specifing if fog should be enabled
  21066. */
  21067. private _fogEnabled;
  21068. /**
  21069. * Sets the state for enabling fog
  21070. */
  21071. /**
  21072. * Gets the value of the fog enabled state
  21073. */
  21074. fogEnabled: boolean;
  21075. /**
  21076. * Stores the size of points
  21077. */
  21078. pointSize: number;
  21079. /**
  21080. * Stores the z offset value
  21081. */
  21082. zOffset: number;
  21083. /**
  21084. * Gets a value specifying if wireframe mode is enabled
  21085. */
  21086. /**
  21087. * Sets the state of wireframe mode
  21088. */
  21089. wireframe: boolean;
  21090. /**
  21091. * Gets the value specifying if point clouds are enabled
  21092. */
  21093. /**
  21094. * Sets the state of point cloud mode
  21095. */
  21096. pointsCloud: boolean;
  21097. /**
  21098. * Gets the material fill mode
  21099. */
  21100. /**
  21101. * Sets the material fill mode
  21102. */
  21103. fillMode: number;
  21104. /**
  21105. * @hidden
  21106. * Stores the effects for the material
  21107. */
  21108. _effect: Nullable<Effect>;
  21109. /**
  21110. * @hidden
  21111. * Specifies if the material was previously ready
  21112. */
  21113. _wasPreviouslyReady: boolean;
  21114. /**
  21115. * Specifies if uniform buffers should be used
  21116. */
  21117. private _useUBO;
  21118. /**
  21119. * Stores a reference to the scene
  21120. */
  21121. private _scene;
  21122. /**
  21123. * Stores the fill mode state
  21124. */
  21125. private _fillMode;
  21126. /**
  21127. * Specifies if the depth write state should be cached
  21128. */
  21129. private _cachedDepthWriteState;
  21130. /**
  21131. * Stores the uniform buffer
  21132. */
  21133. protected _uniformBuffer: UniformBuffer;
  21134. /** @hidden */
  21135. _indexInSceneMaterialArray: number;
  21136. /** @hidden */
  21137. meshMap: Nullable<{
  21138. [id: string]: AbstractMesh | undefined;
  21139. }>;
  21140. /**
  21141. * Creates a material instance
  21142. * @param name defines the name of the material
  21143. * @param scene defines the scene to reference
  21144. * @param doNotAdd specifies if the material should be added to the scene
  21145. */
  21146. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21147. /**
  21148. * Returns a string representation of the current material
  21149. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21150. * @returns a string with material information
  21151. */
  21152. toString(fullDetails?: boolean): string;
  21153. /**
  21154. * Gets the class name of the material
  21155. * @returns a string with the class name of the material
  21156. */
  21157. getClassName(): string;
  21158. /**
  21159. * Specifies if updates for the material been locked
  21160. */
  21161. readonly isFrozen: boolean;
  21162. /**
  21163. * Locks updates for the material
  21164. */
  21165. freeze(): void;
  21166. /**
  21167. * Unlocks updates for the material
  21168. */
  21169. unfreeze(): void;
  21170. /**
  21171. * Specifies if the material is ready to be used
  21172. * @param mesh defines the mesh to check
  21173. * @param useInstances specifies if instances should be used
  21174. * @returns a boolean indicating if the material is ready to be used
  21175. */
  21176. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21177. /**
  21178. * Specifies that the submesh is ready to be used
  21179. * @param mesh defines the mesh to check
  21180. * @param subMesh defines which submesh to check
  21181. * @param useInstances specifies that instances should be used
  21182. * @returns a boolean indicating that the submesh is ready or not
  21183. */
  21184. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21185. /**
  21186. * Returns the material effect
  21187. * @returns the effect associated with the material
  21188. */
  21189. getEffect(): Nullable<Effect>;
  21190. /**
  21191. * Returns the current scene
  21192. * @returns a Scene
  21193. */
  21194. getScene(): Scene;
  21195. /**
  21196. * Specifies if the material will require alpha blending
  21197. * @returns a boolean specifying if alpha blending is needed
  21198. */
  21199. needAlphaBlending(): boolean;
  21200. /**
  21201. * Specifies if the mesh will require alpha blending
  21202. * @param mesh defines the mesh to check
  21203. * @returns a boolean specifying if alpha blending is needed for the mesh
  21204. */
  21205. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21206. /**
  21207. * Specifies if this material should be rendered in alpha test mode
  21208. * @returns a boolean specifying if an alpha test is needed.
  21209. */
  21210. needAlphaTesting(): boolean;
  21211. /**
  21212. * Gets the texture used for the alpha test
  21213. * @returns the texture to use for alpha testing
  21214. */
  21215. getAlphaTestTexture(): Nullable<BaseTexture>;
  21216. /**
  21217. * Marks the material to indicate that it needs to be re-calculated
  21218. */
  21219. markDirty(): void;
  21220. /** @hidden */
  21221. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21222. /**
  21223. * Binds the material to the mesh
  21224. * @param world defines the world transformation matrix
  21225. * @param mesh defines the mesh to bind the material to
  21226. */
  21227. bind(world: Matrix, mesh?: Mesh): void;
  21228. /**
  21229. * Binds the submesh to the material
  21230. * @param world defines the world transformation matrix
  21231. * @param mesh defines the mesh containing the submesh
  21232. * @param subMesh defines the submesh to bind the material to
  21233. */
  21234. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21235. /**
  21236. * Binds the world matrix to the material
  21237. * @param world defines the world transformation matrix
  21238. */
  21239. bindOnlyWorldMatrix(world: Matrix): void;
  21240. /**
  21241. * Binds the scene's uniform buffer to the effect.
  21242. * @param effect defines the effect to bind to the scene uniform buffer
  21243. * @param sceneUbo defines the uniform buffer storing scene data
  21244. */
  21245. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21246. /**
  21247. * Binds the view matrix to the effect
  21248. * @param effect defines the effect to bind the view matrix to
  21249. */
  21250. bindView(effect: Effect): void;
  21251. /**
  21252. * Binds the view projection matrix to the effect
  21253. * @param effect defines the effect to bind the view projection matrix to
  21254. */
  21255. bindViewProjection(effect: Effect): void;
  21256. /**
  21257. * Specifies if material alpha testing should be turned on for the mesh
  21258. * @param mesh defines the mesh to check
  21259. */
  21260. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21261. /**
  21262. * Processes to execute after binding the material to a mesh
  21263. * @param mesh defines the rendered mesh
  21264. */
  21265. protected _afterBind(mesh?: Mesh): void;
  21266. /**
  21267. * Unbinds the material from the mesh
  21268. */
  21269. unbind(): void;
  21270. /**
  21271. * Gets the active textures from the material
  21272. * @returns an array of textures
  21273. */
  21274. getActiveTextures(): BaseTexture[];
  21275. /**
  21276. * Specifies if the material uses a texture
  21277. * @param texture defines the texture to check against the material
  21278. * @returns a boolean specifying if the material uses the texture
  21279. */
  21280. hasTexture(texture: BaseTexture): boolean;
  21281. /**
  21282. * Makes a duplicate of the material, and gives it a new name
  21283. * @param name defines the new name for the duplicated material
  21284. * @returns the cloned material
  21285. */
  21286. clone(name: string): Nullable<Material>;
  21287. /**
  21288. * Gets the meshes bound to the material
  21289. * @returns an array of meshes bound to the material
  21290. */
  21291. getBindedMeshes(): AbstractMesh[];
  21292. /**
  21293. * Force shader compilation
  21294. * @param mesh defines the mesh associated with this material
  21295. * @param onCompiled defines a function to execute once the material is compiled
  21296. * @param options defines the options to configure the compilation
  21297. * @param onError defines a function to execute if the material fails compiling
  21298. */
  21299. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21300. /**
  21301. * Force shader compilation
  21302. * @param mesh defines the mesh that will use this material
  21303. * @param options defines additional options for compiling the shaders
  21304. * @returns a promise that resolves when the compilation completes
  21305. */
  21306. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21307. private static readonly _AllDirtyCallBack;
  21308. private static readonly _ImageProcessingDirtyCallBack;
  21309. private static readonly _TextureDirtyCallBack;
  21310. private static readonly _FresnelDirtyCallBack;
  21311. private static readonly _MiscDirtyCallBack;
  21312. private static readonly _LightsDirtyCallBack;
  21313. private static readonly _AttributeDirtyCallBack;
  21314. private static _FresnelAndMiscDirtyCallBack;
  21315. private static _TextureAndMiscDirtyCallBack;
  21316. private static readonly _DirtyCallbackArray;
  21317. private static readonly _RunDirtyCallBacks;
  21318. /**
  21319. * Marks a define in the material to indicate that it needs to be re-computed
  21320. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21321. */
  21322. markAsDirty(flag: number): void;
  21323. /**
  21324. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21325. * @param func defines a function which checks material defines against the submeshes
  21326. */
  21327. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21328. /**
  21329. * Indicates that we need to re-calculated for all submeshes
  21330. */
  21331. protected _markAllSubMeshesAsAllDirty(): void;
  21332. /**
  21333. * Indicates that image processing needs to be re-calculated for all submeshes
  21334. */
  21335. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21336. /**
  21337. * Indicates that textures need to be re-calculated for all submeshes
  21338. */
  21339. protected _markAllSubMeshesAsTexturesDirty(): void;
  21340. /**
  21341. * Indicates that fresnel needs to be re-calculated for all submeshes
  21342. */
  21343. protected _markAllSubMeshesAsFresnelDirty(): void;
  21344. /**
  21345. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21346. */
  21347. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21348. /**
  21349. * Indicates that lights need to be re-calculated for all submeshes
  21350. */
  21351. protected _markAllSubMeshesAsLightsDirty(): void;
  21352. /**
  21353. * Indicates that attributes need to be re-calculated for all submeshes
  21354. */
  21355. protected _markAllSubMeshesAsAttributesDirty(): void;
  21356. /**
  21357. * Indicates that misc needs to be re-calculated for all submeshes
  21358. */
  21359. protected _markAllSubMeshesAsMiscDirty(): void;
  21360. /**
  21361. * Indicates that textures and misc need to be re-calculated for all submeshes
  21362. */
  21363. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21364. /**
  21365. * Disposes the material
  21366. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21367. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21368. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21369. */
  21370. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21371. /** @hidden */
  21372. private releaseVertexArrayObject;
  21373. /**
  21374. * Serializes this material
  21375. * @returns the serialized material object
  21376. */
  21377. serialize(): any;
  21378. /**
  21379. * Creates a material from parsed material data
  21380. * @param parsedMaterial defines parsed material data
  21381. * @param scene defines the hosting scene
  21382. * @param rootUrl defines the root URL to use to load textures
  21383. * @returns a new material
  21384. */
  21385. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21386. }
  21387. }
  21388. declare module "babylonjs/Materials/multiMaterial" {
  21389. import { Nullable } from "babylonjs/types";
  21390. import { Scene } from "babylonjs/scene";
  21391. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21392. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21393. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21394. import { Material } from "babylonjs/Materials/material";
  21395. /**
  21396. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21397. * separate meshes. This can be use to improve performances.
  21398. * @see http://doc.babylonjs.com/how_to/multi_materials
  21399. */
  21400. export class MultiMaterial extends Material {
  21401. private _subMaterials;
  21402. /**
  21403. * Gets or Sets the list of Materials used within the multi material.
  21404. * They need to be ordered according to the submeshes order in the associated mesh
  21405. */
  21406. subMaterials: Nullable<Material>[];
  21407. /**
  21408. * Function used to align with Node.getChildren()
  21409. * @returns the list of Materials used within the multi material
  21410. */
  21411. getChildren(): Nullable<Material>[];
  21412. /**
  21413. * Instantiates a new Multi Material
  21414. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21415. * separate meshes. This can be use to improve performances.
  21416. * @see http://doc.babylonjs.com/how_to/multi_materials
  21417. * @param name Define the name in the scene
  21418. * @param scene Define the scene the material belongs to
  21419. */
  21420. constructor(name: string, scene: Scene);
  21421. private _hookArray;
  21422. /**
  21423. * Get one of the submaterial by its index in the submaterials array
  21424. * @param index The index to look the sub material at
  21425. * @returns The Material if the index has been defined
  21426. */
  21427. getSubMaterial(index: number): Nullable<Material>;
  21428. /**
  21429. * Get the list of active textures for the whole sub materials list.
  21430. * @returns All the textures that will be used during the rendering
  21431. */
  21432. getActiveTextures(): BaseTexture[];
  21433. /**
  21434. * Gets the current class name of the material e.g. "MultiMaterial"
  21435. * Mainly use in serialization.
  21436. * @returns the class name
  21437. */
  21438. getClassName(): string;
  21439. /**
  21440. * Checks if the material is ready to render the requested sub mesh
  21441. * @param mesh Define the mesh the submesh belongs to
  21442. * @param subMesh Define the sub mesh to look readyness for
  21443. * @param useInstances Define whether or not the material is used with instances
  21444. * @returns true if ready, otherwise false
  21445. */
  21446. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21447. /**
  21448. * Clones the current material and its related sub materials
  21449. * @param name Define the name of the newly cloned material
  21450. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21451. * @returns the cloned material
  21452. */
  21453. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21454. /**
  21455. * Serializes the materials into a JSON representation.
  21456. * @returns the JSON representation
  21457. */
  21458. serialize(): any;
  21459. /**
  21460. * Dispose the material and release its associated resources
  21461. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21462. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21463. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21464. */
  21465. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21466. /**
  21467. * Creates a MultiMaterial from parsed MultiMaterial data.
  21468. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21469. * @param scene defines the hosting scene
  21470. * @returns a new MultiMaterial
  21471. */
  21472. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21473. }
  21474. }
  21475. declare module "babylonjs/Meshes/subMesh" {
  21476. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21477. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21478. import { Engine } from "babylonjs/Engines/engine";
  21479. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21480. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21481. import { Effect } from "babylonjs/Materials/effect";
  21482. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21483. import { Plane } from "babylonjs/Maths/math.plane";
  21484. import { Collider } from "babylonjs/Collisions/collider";
  21485. import { Material } from "babylonjs/Materials/material";
  21486. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21487. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21488. import { Mesh } from "babylonjs/Meshes/mesh";
  21489. import { Ray } from "babylonjs/Culling/ray";
  21490. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21491. /**
  21492. * Base class for submeshes
  21493. */
  21494. export class BaseSubMesh {
  21495. /** @hidden */
  21496. _materialDefines: Nullable<MaterialDefines>;
  21497. /** @hidden */
  21498. _materialEffect: Nullable<Effect>;
  21499. /**
  21500. * Gets associated effect
  21501. */
  21502. readonly effect: Nullable<Effect>;
  21503. /**
  21504. * Sets associated effect (effect used to render this submesh)
  21505. * @param effect defines the effect to associate with
  21506. * @param defines defines the set of defines used to compile this effect
  21507. */
  21508. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21509. }
  21510. /**
  21511. * Defines a subdivision inside a mesh
  21512. */
  21513. export class SubMesh extends BaseSubMesh implements ICullable {
  21514. /** the material index to use */
  21515. materialIndex: number;
  21516. /** vertex index start */
  21517. verticesStart: number;
  21518. /** vertices count */
  21519. verticesCount: number;
  21520. /** index start */
  21521. indexStart: number;
  21522. /** indices count */
  21523. indexCount: number;
  21524. /** @hidden */
  21525. _linesIndexCount: number;
  21526. private _mesh;
  21527. private _renderingMesh;
  21528. private _boundingInfo;
  21529. private _linesIndexBuffer;
  21530. /** @hidden */
  21531. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21532. /** @hidden */
  21533. _trianglePlanes: Plane[];
  21534. /** @hidden */
  21535. _lastColliderTransformMatrix: Nullable<Matrix>;
  21536. /** @hidden */
  21537. _renderId: number;
  21538. /** @hidden */
  21539. _alphaIndex: number;
  21540. /** @hidden */
  21541. _distanceToCamera: number;
  21542. /** @hidden */
  21543. _id: number;
  21544. private _currentMaterial;
  21545. /**
  21546. * Add a new submesh to a mesh
  21547. * @param materialIndex defines the material index to use
  21548. * @param verticesStart defines vertex index start
  21549. * @param verticesCount defines vertices count
  21550. * @param indexStart defines index start
  21551. * @param indexCount defines indices count
  21552. * @param mesh defines the parent mesh
  21553. * @param renderingMesh defines an optional rendering mesh
  21554. * @param createBoundingBox defines if bounding box should be created for this submesh
  21555. * @returns the new submesh
  21556. */
  21557. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21558. /**
  21559. * Creates a new submesh
  21560. * @param materialIndex defines the material index to use
  21561. * @param verticesStart defines vertex index start
  21562. * @param verticesCount defines vertices count
  21563. * @param indexStart defines index start
  21564. * @param indexCount defines indices count
  21565. * @param mesh defines the parent mesh
  21566. * @param renderingMesh defines an optional rendering mesh
  21567. * @param createBoundingBox defines if bounding box should be created for this submesh
  21568. */
  21569. constructor(
  21570. /** the material index to use */
  21571. materialIndex: number,
  21572. /** vertex index start */
  21573. verticesStart: number,
  21574. /** vertices count */
  21575. verticesCount: number,
  21576. /** index start */
  21577. indexStart: number,
  21578. /** indices count */
  21579. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21580. /**
  21581. * Returns true if this submesh covers the entire parent mesh
  21582. * @ignorenaming
  21583. */
  21584. readonly IsGlobal: boolean;
  21585. /**
  21586. * Returns the submesh BoudingInfo object
  21587. * @returns current bounding info (or mesh's one if the submesh is global)
  21588. */
  21589. getBoundingInfo(): BoundingInfo;
  21590. /**
  21591. * Sets the submesh BoundingInfo
  21592. * @param boundingInfo defines the new bounding info to use
  21593. * @returns the SubMesh
  21594. */
  21595. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21596. /**
  21597. * Returns the mesh of the current submesh
  21598. * @return the parent mesh
  21599. */
  21600. getMesh(): AbstractMesh;
  21601. /**
  21602. * Returns the rendering mesh of the submesh
  21603. * @returns the rendering mesh (could be different from parent mesh)
  21604. */
  21605. getRenderingMesh(): Mesh;
  21606. /**
  21607. * Returns the submesh material
  21608. * @returns null or the current material
  21609. */
  21610. getMaterial(): Nullable<Material>;
  21611. /**
  21612. * Sets a new updated BoundingInfo object to the submesh
  21613. * @param data defines an optional position array to use to determine the bounding info
  21614. * @returns the SubMesh
  21615. */
  21616. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21617. /** @hidden */
  21618. _checkCollision(collider: Collider): boolean;
  21619. /**
  21620. * Updates the submesh BoundingInfo
  21621. * @param world defines the world matrix to use to update the bounding info
  21622. * @returns the submesh
  21623. */
  21624. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21625. /**
  21626. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21627. * @param frustumPlanes defines the frustum planes
  21628. * @returns true if the submesh is intersecting with the frustum
  21629. */
  21630. isInFrustum(frustumPlanes: Plane[]): boolean;
  21631. /**
  21632. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21633. * @param frustumPlanes defines the frustum planes
  21634. * @returns true if the submesh is inside the frustum
  21635. */
  21636. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21637. /**
  21638. * Renders the submesh
  21639. * @param enableAlphaMode defines if alpha needs to be used
  21640. * @returns the submesh
  21641. */
  21642. render(enableAlphaMode: boolean): SubMesh;
  21643. /**
  21644. * @hidden
  21645. */
  21646. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21647. /**
  21648. * Checks if the submesh intersects with a ray
  21649. * @param ray defines the ray to test
  21650. * @returns true is the passed ray intersects the submesh bounding box
  21651. */
  21652. canIntersects(ray: Ray): boolean;
  21653. /**
  21654. * Intersects current submesh with a ray
  21655. * @param ray defines the ray to test
  21656. * @param positions defines mesh's positions array
  21657. * @param indices defines mesh's indices array
  21658. * @param fastCheck defines if only bounding info should be used
  21659. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21660. * @returns intersection info or null if no intersection
  21661. */
  21662. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21663. /** @hidden */
  21664. private _intersectLines;
  21665. /** @hidden */
  21666. private _intersectUnIndexedLines;
  21667. /** @hidden */
  21668. private _intersectTriangles;
  21669. /** @hidden */
  21670. private _intersectUnIndexedTriangles;
  21671. /** @hidden */
  21672. _rebuild(): void;
  21673. /**
  21674. * Creates a new submesh from the passed mesh
  21675. * @param newMesh defines the new hosting mesh
  21676. * @param newRenderingMesh defines an optional rendering mesh
  21677. * @returns the new submesh
  21678. */
  21679. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21680. /**
  21681. * Release associated resources
  21682. */
  21683. dispose(): void;
  21684. /**
  21685. * Gets the class name
  21686. * @returns the string "SubMesh".
  21687. */
  21688. getClassName(): string;
  21689. /**
  21690. * Creates a new submesh from indices data
  21691. * @param materialIndex the index of the main mesh material
  21692. * @param startIndex the index where to start the copy in the mesh indices array
  21693. * @param indexCount the number of indices to copy then from the startIndex
  21694. * @param mesh the main mesh to create the submesh from
  21695. * @param renderingMesh the optional rendering mesh
  21696. * @returns a new submesh
  21697. */
  21698. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21699. }
  21700. }
  21701. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21702. /**
  21703. * Class used to represent data loading progression
  21704. */
  21705. export class SceneLoaderFlags {
  21706. private static _ForceFullSceneLoadingForIncremental;
  21707. private static _ShowLoadingScreen;
  21708. private static _CleanBoneMatrixWeights;
  21709. private static _loggingLevel;
  21710. /**
  21711. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21712. */
  21713. static ForceFullSceneLoadingForIncremental: boolean;
  21714. /**
  21715. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21716. */
  21717. static ShowLoadingScreen: boolean;
  21718. /**
  21719. * Defines the current logging level (while loading the scene)
  21720. * @ignorenaming
  21721. */
  21722. static loggingLevel: number;
  21723. /**
  21724. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21725. */
  21726. static CleanBoneMatrixWeights: boolean;
  21727. }
  21728. }
  21729. declare module "babylonjs/Meshes/geometry" {
  21730. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21731. import { Scene } from "babylonjs/scene";
  21732. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21733. import { Engine } from "babylonjs/Engines/engine";
  21734. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21735. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21736. import { Effect } from "babylonjs/Materials/effect";
  21737. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21738. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21739. import { Mesh } from "babylonjs/Meshes/mesh";
  21740. /**
  21741. * Class used to store geometry data (vertex buffers + index buffer)
  21742. */
  21743. export class Geometry implements IGetSetVerticesData {
  21744. /**
  21745. * Gets or sets the ID of the geometry
  21746. */
  21747. id: string;
  21748. /**
  21749. * Gets or sets the unique ID of the geometry
  21750. */
  21751. uniqueId: number;
  21752. /**
  21753. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21754. */
  21755. delayLoadState: number;
  21756. /**
  21757. * Gets the file containing the data to load when running in delay load state
  21758. */
  21759. delayLoadingFile: Nullable<string>;
  21760. /**
  21761. * Callback called when the geometry is updated
  21762. */
  21763. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21764. private _scene;
  21765. private _engine;
  21766. private _meshes;
  21767. private _totalVertices;
  21768. /** @hidden */
  21769. _indices: IndicesArray;
  21770. /** @hidden */
  21771. _vertexBuffers: {
  21772. [key: string]: VertexBuffer;
  21773. };
  21774. private _isDisposed;
  21775. private _extend;
  21776. private _boundingBias;
  21777. /** @hidden */
  21778. _delayInfo: Array<string>;
  21779. private _indexBuffer;
  21780. private _indexBufferIsUpdatable;
  21781. /** @hidden */
  21782. _boundingInfo: Nullable<BoundingInfo>;
  21783. /** @hidden */
  21784. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21785. /** @hidden */
  21786. _softwareSkinningFrameId: number;
  21787. private _vertexArrayObjects;
  21788. private _updatable;
  21789. /** @hidden */
  21790. _positions: Nullable<Vector3[]>;
  21791. /**
  21792. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21793. */
  21794. /**
  21795. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21796. */
  21797. boundingBias: Vector2;
  21798. /**
  21799. * Static function used to attach a new empty geometry to a mesh
  21800. * @param mesh defines the mesh to attach the geometry to
  21801. * @returns the new Geometry
  21802. */
  21803. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21804. /**
  21805. * Creates a new geometry
  21806. * @param id defines the unique ID
  21807. * @param scene defines the hosting scene
  21808. * @param vertexData defines the VertexData used to get geometry data
  21809. * @param updatable defines if geometry must be updatable (false by default)
  21810. * @param mesh defines the mesh that will be associated with the geometry
  21811. */
  21812. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21813. /**
  21814. * Gets the current extend of the geometry
  21815. */
  21816. readonly extend: {
  21817. minimum: Vector3;
  21818. maximum: Vector3;
  21819. };
  21820. /**
  21821. * Gets the hosting scene
  21822. * @returns the hosting Scene
  21823. */
  21824. getScene(): Scene;
  21825. /**
  21826. * Gets the hosting engine
  21827. * @returns the hosting Engine
  21828. */
  21829. getEngine(): Engine;
  21830. /**
  21831. * Defines if the geometry is ready to use
  21832. * @returns true if the geometry is ready to be used
  21833. */
  21834. isReady(): boolean;
  21835. /**
  21836. * Gets a value indicating that the geometry should not be serialized
  21837. */
  21838. readonly doNotSerialize: boolean;
  21839. /** @hidden */
  21840. _rebuild(): void;
  21841. /**
  21842. * Affects all geometry data in one call
  21843. * @param vertexData defines the geometry data
  21844. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21845. */
  21846. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21847. /**
  21848. * Set specific vertex data
  21849. * @param kind defines the data kind (Position, normal, etc...)
  21850. * @param data defines the vertex data to use
  21851. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21852. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21853. */
  21854. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21855. /**
  21856. * Removes a specific vertex data
  21857. * @param kind defines the data kind (Position, normal, etc...)
  21858. */
  21859. removeVerticesData(kind: string): void;
  21860. /**
  21861. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21862. * @param buffer defines the vertex buffer to use
  21863. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21864. */
  21865. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21866. /**
  21867. * Update a specific vertex buffer
  21868. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21869. * It will do nothing if the buffer is not updatable
  21870. * @param kind defines the data kind (Position, normal, etc...)
  21871. * @param data defines the data to use
  21872. * @param offset defines the offset in the target buffer where to store the data
  21873. * @param useBytes set to true if the offset is in bytes
  21874. */
  21875. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21876. /**
  21877. * Update a specific vertex buffer
  21878. * This function will create a new buffer if the current one is not updatable
  21879. * @param kind defines the data kind (Position, normal, etc...)
  21880. * @param data defines the data to use
  21881. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21882. */
  21883. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21884. private _updateBoundingInfo;
  21885. /** @hidden */
  21886. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21887. /**
  21888. * Gets total number of vertices
  21889. * @returns the total number of vertices
  21890. */
  21891. getTotalVertices(): number;
  21892. /**
  21893. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21894. * @param kind defines the data kind (Position, normal, etc...)
  21895. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21896. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21897. * @returns a float array containing vertex data
  21898. */
  21899. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21900. /**
  21901. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21902. * @param kind defines the data kind (Position, normal, etc...)
  21903. * @returns true if the vertex buffer with the specified kind is updatable
  21904. */
  21905. isVertexBufferUpdatable(kind: string): boolean;
  21906. /**
  21907. * Gets a specific vertex buffer
  21908. * @param kind defines the data kind (Position, normal, etc...)
  21909. * @returns a VertexBuffer
  21910. */
  21911. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21912. /**
  21913. * Returns all vertex buffers
  21914. * @return an object holding all vertex buffers indexed by kind
  21915. */
  21916. getVertexBuffers(): Nullable<{
  21917. [key: string]: VertexBuffer;
  21918. }>;
  21919. /**
  21920. * Gets a boolean indicating if specific vertex buffer is present
  21921. * @param kind defines the data kind (Position, normal, etc...)
  21922. * @returns true if data is present
  21923. */
  21924. isVerticesDataPresent(kind: string): boolean;
  21925. /**
  21926. * Gets a list of all attached data kinds (Position, normal, etc...)
  21927. * @returns a list of string containing all kinds
  21928. */
  21929. getVerticesDataKinds(): string[];
  21930. /**
  21931. * Update index buffer
  21932. * @param indices defines the indices to store in the index buffer
  21933. * @param offset defines the offset in the target buffer where to store the data
  21934. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21935. */
  21936. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21937. /**
  21938. * Creates a new index buffer
  21939. * @param indices defines the indices to store in the index buffer
  21940. * @param totalVertices defines the total number of vertices (could be null)
  21941. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21942. */
  21943. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21944. /**
  21945. * Return the total number of indices
  21946. * @returns the total number of indices
  21947. */
  21948. getTotalIndices(): number;
  21949. /**
  21950. * Gets the index buffer array
  21951. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21952. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21953. * @returns the index buffer array
  21954. */
  21955. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21956. /**
  21957. * Gets the index buffer
  21958. * @return the index buffer
  21959. */
  21960. getIndexBuffer(): Nullable<DataBuffer>;
  21961. /** @hidden */
  21962. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21963. /**
  21964. * Release the associated resources for a specific mesh
  21965. * @param mesh defines the source mesh
  21966. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21967. */
  21968. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21969. /**
  21970. * Apply current geometry to a given mesh
  21971. * @param mesh defines the mesh to apply geometry to
  21972. */
  21973. applyToMesh(mesh: Mesh): void;
  21974. private _updateExtend;
  21975. private _applyToMesh;
  21976. private notifyUpdate;
  21977. /**
  21978. * Load the geometry if it was flagged as delay loaded
  21979. * @param scene defines the hosting scene
  21980. * @param onLoaded defines a callback called when the geometry is loaded
  21981. */
  21982. load(scene: Scene, onLoaded?: () => void): void;
  21983. private _queueLoad;
  21984. /**
  21985. * Invert the geometry to move from a right handed system to a left handed one.
  21986. */
  21987. toLeftHanded(): void;
  21988. /** @hidden */
  21989. _resetPointsArrayCache(): void;
  21990. /** @hidden */
  21991. _generatePointsArray(): boolean;
  21992. /**
  21993. * Gets a value indicating if the geometry is disposed
  21994. * @returns true if the geometry was disposed
  21995. */
  21996. isDisposed(): boolean;
  21997. private _disposeVertexArrayObjects;
  21998. /**
  21999. * Free all associated resources
  22000. */
  22001. dispose(): void;
  22002. /**
  22003. * Clone the current geometry into a new geometry
  22004. * @param id defines the unique ID of the new geometry
  22005. * @returns a new geometry object
  22006. */
  22007. copy(id: string): Geometry;
  22008. /**
  22009. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22010. * @return a JSON representation of the current geometry data (without the vertices data)
  22011. */
  22012. serialize(): any;
  22013. private toNumberArray;
  22014. /**
  22015. * Serialize all vertices data into a JSON oject
  22016. * @returns a JSON representation of the current geometry data
  22017. */
  22018. serializeVerticeData(): any;
  22019. /**
  22020. * Extracts a clone of a mesh geometry
  22021. * @param mesh defines the source mesh
  22022. * @param id defines the unique ID of the new geometry object
  22023. * @returns the new geometry object
  22024. */
  22025. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22026. /**
  22027. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22028. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22029. * Be aware Math.random() could cause collisions, but:
  22030. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  22031. * @returns a string containing a new GUID
  22032. */
  22033. static RandomId(): string;
  22034. /** @hidden */
  22035. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22036. private static _CleanMatricesWeights;
  22037. /**
  22038. * Create a new geometry from persisted data (Using .babylon file format)
  22039. * @param parsedVertexData defines the persisted data
  22040. * @param scene defines the hosting scene
  22041. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22042. * @returns the new geometry object
  22043. */
  22044. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22045. }
  22046. }
  22047. declare module "babylonjs/Meshes/mesh.vertexData" {
  22048. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22049. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22050. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22051. import { Geometry } from "babylonjs/Meshes/geometry";
  22052. import { Mesh } from "babylonjs/Meshes/mesh";
  22053. /**
  22054. * Define an interface for all classes that will get and set the data on vertices
  22055. */
  22056. export interface IGetSetVerticesData {
  22057. /**
  22058. * Gets a boolean indicating if specific vertex data is present
  22059. * @param kind defines the vertex data kind to use
  22060. * @returns true is data kind is present
  22061. */
  22062. isVerticesDataPresent(kind: string): boolean;
  22063. /**
  22064. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22065. * @param kind defines the data kind (Position, normal, etc...)
  22066. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22067. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22068. * @returns a float array containing vertex data
  22069. */
  22070. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22071. /**
  22072. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22073. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  22074. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22075. * @returns the indices array or an empty array if the mesh has no geometry
  22076. */
  22077. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22078. /**
  22079. * Set specific vertex data
  22080. * @param kind defines the data kind (Position, normal, etc...)
  22081. * @param data defines the vertex data to use
  22082. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22083. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22084. */
  22085. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22086. /**
  22087. * Update a specific associated vertex buffer
  22088. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22089. * - VertexBuffer.PositionKind
  22090. * - VertexBuffer.UVKind
  22091. * - VertexBuffer.UV2Kind
  22092. * - VertexBuffer.UV3Kind
  22093. * - VertexBuffer.UV4Kind
  22094. * - VertexBuffer.UV5Kind
  22095. * - VertexBuffer.UV6Kind
  22096. * - VertexBuffer.ColorKind
  22097. * - VertexBuffer.MatricesIndicesKind
  22098. * - VertexBuffer.MatricesIndicesExtraKind
  22099. * - VertexBuffer.MatricesWeightsKind
  22100. * - VertexBuffer.MatricesWeightsExtraKind
  22101. * @param data defines the data source
  22102. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22103. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  22104. */
  22105. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22106. /**
  22107. * Creates a new index buffer
  22108. * @param indices defines the indices to store in the index buffer
  22109. * @param totalVertices defines the total number of vertices (could be null)
  22110. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22111. */
  22112. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22113. }
  22114. /**
  22115. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22116. */
  22117. export class VertexData {
  22118. /**
  22119. * Mesh side orientation : usually the external or front surface
  22120. */
  22121. static readonly FRONTSIDE: number;
  22122. /**
  22123. * Mesh side orientation : usually the internal or back surface
  22124. */
  22125. static readonly BACKSIDE: number;
  22126. /**
  22127. * Mesh side orientation : both internal and external or front and back surfaces
  22128. */
  22129. static readonly DOUBLESIDE: number;
  22130. /**
  22131. * Mesh side orientation : by default, `FRONTSIDE`
  22132. */
  22133. static readonly DEFAULTSIDE: number;
  22134. /**
  22135. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22136. */
  22137. positions: Nullable<FloatArray>;
  22138. /**
  22139. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22140. */
  22141. normals: Nullable<FloatArray>;
  22142. /**
  22143. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22144. */
  22145. tangents: Nullable<FloatArray>;
  22146. /**
  22147. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22148. */
  22149. uvs: Nullable<FloatArray>;
  22150. /**
  22151. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22152. */
  22153. uvs2: Nullable<FloatArray>;
  22154. /**
  22155. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22156. */
  22157. uvs3: Nullable<FloatArray>;
  22158. /**
  22159. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22160. */
  22161. uvs4: Nullable<FloatArray>;
  22162. /**
  22163. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22164. */
  22165. uvs5: Nullable<FloatArray>;
  22166. /**
  22167. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22168. */
  22169. uvs6: Nullable<FloatArray>;
  22170. /**
  22171. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22172. */
  22173. colors: Nullable<FloatArray>;
  22174. /**
  22175. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  22176. */
  22177. matricesIndices: Nullable<FloatArray>;
  22178. /**
  22179. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22180. */
  22181. matricesWeights: Nullable<FloatArray>;
  22182. /**
  22183. * An array extending the number of possible indices
  22184. */
  22185. matricesIndicesExtra: Nullable<FloatArray>;
  22186. /**
  22187. * An array extending the number of possible weights when the number of indices is extended
  22188. */
  22189. matricesWeightsExtra: Nullable<FloatArray>;
  22190. /**
  22191. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22192. */
  22193. indices: Nullable<IndicesArray>;
  22194. /**
  22195. * Uses the passed data array to set the set the values for the specified kind of data
  22196. * @param data a linear array of floating numbers
  22197. * @param kind the type of data that is being set, eg positions, colors etc
  22198. */
  22199. set(data: FloatArray, kind: string): void;
  22200. /**
  22201. * Associates the vertexData to the passed Mesh.
  22202. * Sets it as updatable or not (default `false`)
  22203. * @param mesh the mesh the vertexData is applied to
  22204. * @param updatable when used and having the value true allows new data to update the vertexData
  22205. * @returns the VertexData
  22206. */
  22207. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22208. /**
  22209. * Associates the vertexData to the passed Geometry.
  22210. * Sets it as updatable or not (default `false`)
  22211. * @param geometry the geometry the vertexData is applied to
  22212. * @param updatable when used and having the value true allows new data to update the vertexData
  22213. * @returns VertexData
  22214. */
  22215. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22216. /**
  22217. * Updates the associated mesh
  22218. * @param mesh the mesh to be updated
  22219. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22220. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22221. * @returns VertexData
  22222. */
  22223. updateMesh(mesh: Mesh): VertexData;
  22224. /**
  22225. * Updates the associated geometry
  22226. * @param geometry the geometry to be updated
  22227. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22228. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22229. * @returns VertexData.
  22230. */
  22231. updateGeometry(geometry: Geometry): VertexData;
  22232. private _applyTo;
  22233. private _update;
  22234. /**
  22235. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22236. * @param matrix the transforming matrix
  22237. * @returns the VertexData
  22238. */
  22239. transform(matrix: Matrix): VertexData;
  22240. /**
  22241. * Merges the passed VertexData into the current one
  22242. * @param other the VertexData to be merged into the current one
  22243. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22244. * @returns the modified VertexData
  22245. */
  22246. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22247. private _mergeElement;
  22248. private _validate;
  22249. /**
  22250. * Serializes the VertexData
  22251. * @returns a serialized object
  22252. */
  22253. serialize(): any;
  22254. /**
  22255. * Extracts the vertexData from a mesh
  22256. * @param mesh the mesh from which to extract the VertexData
  22257. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22258. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22259. * @returns the object VertexData associated to the passed mesh
  22260. */
  22261. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22262. /**
  22263. * Extracts the vertexData from the geometry
  22264. * @param geometry the geometry from which to extract the VertexData
  22265. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22266. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22267. * @returns the object VertexData associated to the passed mesh
  22268. */
  22269. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22270. private static _ExtractFrom;
  22271. /**
  22272. * Creates the VertexData for a Ribbon
  22273. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22274. * * pathArray array of paths, each of which an array of successive Vector3
  22275. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22276. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22277. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  22278. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22279. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22280. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22281. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22282. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22283. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22284. * @returns the VertexData of the ribbon
  22285. */
  22286. static CreateRibbon(options: {
  22287. pathArray: Vector3[][];
  22288. closeArray?: boolean;
  22289. closePath?: boolean;
  22290. offset?: number;
  22291. sideOrientation?: number;
  22292. frontUVs?: Vector4;
  22293. backUVs?: Vector4;
  22294. invertUV?: boolean;
  22295. uvs?: Vector2[];
  22296. colors?: Color4[];
  22297. }): VertexData;
  22298. /**
  22299. * Creates the VertexData for a box
  22300. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22301. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22302. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22303. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22304. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22305. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22306. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22307. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22308. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22309. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22310. * @returns the VertexData of the box
  22311. */
  22312. static CreateBox(options: {
  22313. size?: number;
  22314. width?: number;
  22315. height?: number;
  22316. depth?: number;
  22317. faceUV?: Vector4[];
  22318. faceColors?: Color4[];
  22319. sideOrientation?: number;
  22320. frontUVs?: Vector4;
  22321. backUVs?: Vector4;
  22322. }): VertexData;
  22323. /**
  22324. * Creates the VertexData for a tiled box
  22325. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22326. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22327. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22328. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22329. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22330. * @returns the VertexData of the box
  22331. */
  22332. static CreateTiledBox(options: {
  22333. pattern?: number;
  22334. width?: number;
  22335. height?: number;
  22336. depth?: number;
  22337. tileSize?: number;
  22338. tileWidth?: number;
  22339. tileHeight?: number;
  22340. alignHorizontal?: number;
  22341. alignVertical?: number;
  22342. faceUV?: Vector4[];
  22343. faceColors?: Color4[];
  22344. sideOrientation?: number;
  22345. }): VertexData;
  22346. /**
  22347. * Creates the VertexData for a tiled plane
  22348. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22349. * * pattern a limited pattern arrangement depending on the number
  22350. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22351. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22352. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22353. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22354. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22355. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22356. * @returns the VertexData of the tiled plane
  22357. */
  22358. static CreateTiledPlane(options: {
  22359. pattern?: number;
  22360. tileSize?: number;
  22361. tileWidth?: number;
  22362. tileHeight?: number;
  22363. size?: number;
  22364. width?: number;
  22365. height?: number;
  22366. alignHorizontal?: number;
  22367. alignVertical?: number;
  22368. sideOrientation?: number;
  22369. frontUVs?: Vector4;
  22370. backUVs?: Vector4;
  22371. }): VertexData;
  22372. /**
  22373. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22374. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22375. * * segments sets the number of horizontal strips optional, default 32
  22376. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22377. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22378. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22379. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22380. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22381. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22382. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22383. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22384. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22385. * @returns the VertexData of the ellipsoid
  22386. */
  22387. static CreateSphere(options: {
  22388. segments?: number;
  22389. diameter?: number;
  22390. diameterX?: number;
  22391. diameterY?: number;
  22392. diameterZ?: number;
  22393. arc?: number;
  22394. slice?: number;
  22395. sideOrientation?: number;
  22396. frontUVs?: Vector4;
  22397. backUVs?: Vector4;
  22398. }): VertexData;
  22399. /**
  22400. * Creates the VertexData for a cylinder, cone or prism
  22401. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22402. * * height sets the height (y direction) of the cylinder, optional, default 2
  22403. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22404. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22405. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22406. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22407. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22408. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22409. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22410. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22411. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22412. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22413. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22414. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22415. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22416. * @returns the VertexData of the cylinder, cone or prism
  22417. */
  22418. static CreateCylinder(options: {
  22419. height?: number;
  22420. diameterTop?: number;
  22421. diameterBottom?: number;
  22422. diameter?: number;
  22423. tessellation?: number;
  22424. subdivisions?: number;
  22425. arc?: number;
  22426. faceColors?: Color4[];
  22427. faceUV?: Vector4[];
  22428. hasRings?: boolean;
  22429. enclose?: boolean;
  22430. sideOrientation?: number;
  22431. frontUVs?: Vector4;
  22432. backUVs?: Vector4;
  22433. }): VertexData;
  22434. /**
  22435. * Creates the VertexData for a torus
  22436. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22437. * * diameter the diameter of the torus, optional default 1
  22438. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22439. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22440. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22441. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22442. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22443. * @returns the VertexData of the torus
  22444. */
  22445. static CreateTorus(options: {
  22446. diameter?: number;
  22447. thickness?: number;
  22448. tessellation?: number;
  22449. sideOrientation?: number;
  22450. frontUVs?: Vector4;
  22451. backUVs?: Vector4;
  22452. }): VertexData;
  22453. /**
  22454. * Creates the VertexData of the LineSystem
  22455. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22456. * - lines an array of lines, each line being an array of successive Vector3
  22457. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22458. * @returns the VertexData of the LineSystem
  22459. */
  22460. static CreateLineSystem(options: {
  22461. lines: Vector3[][];
  22462. colors?: Nullable<Color4[][]>;
  22463. }): VertexData;
  22464. /**
  22465. * Create the VertexData for a DashedLines
  22466. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22467. * - points an array successive Vector3
  22468. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22469. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22470. * - dashNb the intended total number of dashes, optional, default 200
  22471. * @returns the VertexData for the DashedLines
  22472. */
  22473. static CreateDashedLines(options: {
  22474. points: Vector3[];
  22475. dashSize?: number;
  22476. gapSize?: number;
  22477. dashNb?: number;
  22478. }): VertexData;
  22479. /**
  22480. * Creates the VertexData for a Ground
  22481. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22482. * - width the width (x direction) of the ground, optional, default 1
  22483. * - height the height (z direction) of the ground, optional, default 1
  22484. * - subdivisions the number of subdivisions per side, optional, default 1
  22485. * @returns the VertexData of the Ground
  22486. */
  22487. static CreateGround(options: {
  22488. width?: number;
  22489. height?: number;
  22490. subdivisions?: number;
  22491. subdivisionsX?: number;
  22492. subdivisionsY?: number;
  22493. }): VertexData;
  22494. /**
  22495. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22496. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22497. * * xmin the ground minimum X coordinate, optional, default -1
  22498. * * zmin the ground minimum Z coordinate, optional, default -1
  22499. * * xmax the ground maximum X coordinate, optional, default 1
  22500. * * zmax the ground maximum Z coordinate, optional, default 1
  22501. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22502. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22503. * @returns the VertexData of the TiledGround
  22504. */
  22505. static CreateTiledGround(options: {
  22506. xmin: number;
  22507. zmin: number;
  22508. xmax: number;
  22509. zmax: number;
  22510. subdivisions?: {
  22511. w: number;
  22512. h: number;
  22513. };
  22514. precision?: {
  22515. w: number;
  22516. h: number;
  22517. };
  22518. }): VertexData;
  22519. /**
  22520. * Creates the VertexData of the Ground designed from a heightmap
  22521. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22522. * * width the width (x direction) of the ground
  22523. * * height the height (z direction) of the ground
  22524. * * subdivisions the number of subdivisions per side
  22525. * * minHeight the minimum altitude on the ground, optional, default 0
  22526. * * maxHeight the maximum altitude on the ground, optional default 1
  22527. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22528. * * buffer the array holding the image color data
  22529. * * bufferWidth the width of image
  22530. * * bufferHeight the height of image
  22531. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22532. * @returns the VertexData of the Ground designed from a heightmap
  22533. */
  22534. static CreateGroundFromHeightMap(options: {
  22535. width: number;
  22536. height: number;
  22537. subdivisions: number;
  22538. minHeight: number;
  22539. maxHeight: number;
  22540. colorFilter: Color3;
  22541. buffer: Uint8Array;
  22542. bufferWidth: number;
  22543. bufferHeight: number;
  22544. alphaFilter: number;
  22545. }): VertexData;
  22546. /**
  22547. * Creates the VertexData for a Plane
  22548. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22549. * * size sets the width and height of the plane to the value of size, optional default 1
  22550. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22551. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22552. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22553. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22554. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22555. * @returns the VertexData of the box
  22556. */
  22557. static CreatePlane(options: {
  22558. size?: number;
  22559. width?: number;
  22560. height?: number;
  22561. sideOrientation?: number;
  22562. frontUVs?: Vector4;
  22563. backUVs?: Vector4;
  22564. }): VertexData;
  22565. /**
  22566. * Creates the VertexData of the Disc or regular Polygon
  22567. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22568. * * radius the radius of the disc, optional default 0.5
  22569. * * tessellation the number of polygon sides, optional, default 64
  22570. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22571. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22572. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22573. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22574. * @returns the VertexData of the box
  22575. */
  22576. static CreateDisc(options: {
  22577. radius?: number;
  22578. tessellation?: number;
  22579. arc?: number;
  22580. sideOrientation?: number;
  22581. frontUVs?: Vector4;
  22582. backUVs?: Vector4;
  22583. }): VertexData;
  22584. /**
  22585. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22586. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22587. * @param polygon a mesh built from polygonTriangulation.build()
  22588. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22589. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22590. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22591. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22592. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22593. * @returns the VertexData of the Polygon
  22594. */
  22595. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22596. /**
  22597. * Creates the VertexData of the IcoSphere
  22598. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22599. * * radius the radius of the IcoSphere, optional default 1
  22600. * * radiusX allows stretching in the x direction, optional, default radius
  22601. * * radiusY allows stretching in the y direction, optional, default radius
  22602. * * radiusZ allows stretching in the z direction, optional, default radius
  22603. * * flat when true creates a flat shaded mesh, optional, default true
  22604. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22605. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22606. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22607. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22608. * @returns the VertexData of the IcoSphere
  22609. */
  22610. static CreateIcoSphere(options: {
  22611. radius?: number;
  22612. radiusX?: number;
  22613. radiusY?: number;
  22614. radiusZ?: number;
  22615. flat?: boolean;
  22616. subdivisions?: number;
  22617. sideOrientation?: number;
  22618. frontUVs?: Vector4;
  22619. backUVs?: Vector4;
  22620. }): VertexData;
  22621. /**
  22622. * Creates the VertexData for a Polyhedron
  22623. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22624. * * type provided types are:
  22625. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22626. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22627. * * size the size of the IcoSphere, optional default 1
  22628. * * sizeX allows stretching in the x direction, optional, default size
  22629. * * sizeY allows stretching in the y direction, optional, default size
  22630. * * sizeZ allows stretching in the z direction, optional, default size
  22631. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22632. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22633. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22634. * * flat when true creates a flat shaded mesh, optional, default true
  22635. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22636. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22637. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22638. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22639. * @returns the VertexData of the Polyhedron
  22640. */
  22641. static CreatePolyhedron(options: {
  22642. type?: number;
  22643. size?: number;
  22644. sizeX?: number;
  22645. sizeY?: number;
  22646. sizeZ?: number;
  22647. custom?: any;
  22648. faceUV?: Vector4[];
  22649. faceColors?: Color4[];
  22650. flat?: boolean;
  22651. sideOrientation?: number;
  22652. frontUVs?: Vector4;
  22653. backUVs?: Vector4;
  22654. }): VertexData;
  22655. /**
  22656. * Creates the VertexData for a TorusKnot
  22657. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22658. * * radius the radius of the torus knot, optional, default 2
  22659. * * tube the thickness of the tube, optional, default 0.5
  22660. * * radialSegments the number of sides on each tube segments, optional, default 32
  22661. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22662. * * p the number of windings around the z axis, optional, default 2
  22663. * * q the number of windings around the x axis, optional, default 3
  22664. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22665. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22666. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22667. * @returns the VertexData of the Torus Knot
  22668. */
  22669. static CreateTorusKnot(options: {
  22670. radius?: number;
  22671. tube?: number;
  22672. radialSegments?: number;
  22673. tubularSegments?: number;
  22674. p?: number;
  22675. q?: number;
  22676. sideOrientation?: number;
  22677. frontUVs?: Vector4;
  22678. backUVs?: Vector4;
  22679. }): VertexData;
  22680. /**
  22681. * Compute normals for given positions and indices
  22682. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22683. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22684. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22685. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22686. * * facetNormals : optional array of facet normals (vector3)
  22687. * * facetPositions : optional array of facet positions (vector3)
  22688. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22689. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22690. * * bInfo : optional bounding info, required for facetPartitioning computation
  22691. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22692. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22693. * * useRightHandedSystem: optional boolean to for right handed system computation
  22694. * * depthSort : optional boolean to enable the facet depth sort computation
  22695. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22696. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22697. */
  22698. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22699. facetNormals?: any;
  22700. facetPositions?: any;
  22701. facetPartitioning?: any;
  22702. ratio?: number;
  22703. bInfo?: any;
  22704. bbSize?: Vector3;
  22705. subDiv?: any;
  22706. useRightHandedSystem?: boolean;
  22707. depthSort?: boolean;
  22708. distanceTo?: Vector3;
  22709. depthSortedFacets?: any;
  22710. }): void;
  22711. /** @hidden */
  22712. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22713. /**
  22714. * Applies VertexData created from the imported parameters to the geometry
  22715. * @param parsedVertexData the parsed data from an imported file
  22716. * @param geometry the geometry to apply the VertexData to
  22717. */
  22718. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22719. }
  22720. }
  22721. declare module "babylonjs/Morph/morphTarget" {
  22722. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22723. import { Observable } from "babylonjs/Misc/observable";
  22724. import { Nullable, FloatArray } from "babylonjs/types";
  22725. import { Scene } from "babylonjs/scene";
  22726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22727. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22728. /**
  22729. * Defines a target to use with MorphTargetManager
  22730. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22731. */
  22732. export class MorphTarget implements IAnimatable {
  22733. /** defines the name of the target */
  22734. name: string;
  22735. /**
  22736. * Gets or sets the list of animations
  22737. */
  22738. animations: import("babylonjs/Animations/animation").Animation[];
  22739. private _scene;
  22740. private _positions;
  22741. private _normals;
  22742. private _tangents;
  22743. private _uvs;
  22744. private _influence;
  22745. /**
  22746. * Observable raised when the influence changes
  22747. */
  22748. onInfluenceChanged: Observable<boolean>;
  22749. /** @hidden */
  22750. _onDataLayoutChanged: Observable<void>;
  22751. /**
  22752. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22753. */
  22754. influence: number;
  22755. /**
  22756. * Gets or sets the id of the morph Target
  22757. */
  22758. id: string;
  22759. private _animationPropertiesOverride;
  22760. /**
  22761. * Gets or sets the animation properties override
  22762. */
  22763. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22764. /**
  22765. * Creates a new MorphTarget
  22766. * @param name defines the name of the target
  22767. * @param influence defines the influence to use
  22768. * @param scene defines the scene the morphtarget belongs to
  22769. */
  22770. constructor(
  22771. /** defines the name of the target */
  22772. name: string, influence?: number, scene?: Nullable<Scene>);
  22773. /**
  22774. * Gets a boolean defining if the target contains position data
  22775. */
  22776. readonly hasPositions: boolean;
  22777. /**
  22778. * Gets a boolean defining if the target contains normal data
  22779. */
  22780. readonly hasNormals: boolean;
  22781. /**
  22782. * Gets a boolean defining if the target contains tangent data
  22783. */
  22784. readonly hasTangents: boolean;
  22785. /**
  22786. * Gets a boolean defining if the target contains texture coordinates data
  22787. */
  22788. readonly hasUVs: boolean;
  22789. /**
  22790. * Affects position data to this target
  22791. * @param data defines the position data to use
  22792. */
  22793. setPositions(data: Nullable<FloatArray>): void;
  22794. /**
  22795. * Gets the position data stored in this target
  22796. * @returns a FloatArray containing the position data (or null if not present)
  22797. */
  22798. getPositions(): Nullable<FloatArray>;
  22799. /**
  22800. * Affects normal data to this target
  22801. * @param data defines the normal data to use
  22802. */
  22803. setNormals(data: Nullable<FloatArray>): void;
  22804. /**
  22805. * Gets the normal data stored in this target
  22806. * @returns a FloatArray containing the normal data (or null if not present)
  22807. */
  22808. getNormals(): Nullable<FloatArray>;
  22809. /**
  22810. * Affects tangent data to this target
  22811. * @param data defines the tangent data to use
  22812. */
  22813. setTangents(data: Nullable<FloatArray>): void;
  22814. /**
  22815. * Gets the tangent data stored in this target
  22816. * @returns a FloatArray containing the tangent data (or null if not present)
  22817. */
  22818. getTangents(): Nullable<FloatArray>;
  22819. /**
  22820. * Affects texture coordinates data to this target
  22821. * @param data defines the texture coordinates data to use
  22822. */
  22823. setUVs(data: Nullable<FloatArray>): void;
  22824. /**
  22825. * Gets the texture coordinates data stored in this target
  22826. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22827. */
  22828. getUVs(): Nullable<FloatArray>;
  22829. /**
  22830. * Serializes the current target into a Serialization object
  22831. * @returns the serialized object
  22832. */
  22833. serialize(): any;
  22834. /**
  22835. * Returns the string "MorphTarget"
  22836. * @returns "MorphTarget"
  22837. */
  22838. getClassName(): string;
  22839. /**
  22840. * Creates a new target from serialized data
  22841. * @param serializationObject defines the serialized data to use
  22842. * @returns a new MorphTarget
  22843. */
  22844. static Parse(serializationObject: any): MorphTarget;
  22845. /**
  22846. * Creates a MorphTarget from mesh data
  22847. * @param mesh defines the source mesh
  22848. * @param name defines the name to use for the new target
  22849. * @param influence defines the influence to attach to the target
  22850. * @returns a new MorphTarget
  22851. */
  22852. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22853. }
  22854. }
  22855. declare module "babylonjs/Morph/morphTargetManager" {
  22856. import { Nullable } from "babylonjs/types";
  22857. import { Scene } from "babylonjs/scene";
  22858. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22859. /**
  22860. * This class is used to deform meshes using morphing between different targets
  22861. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22862. */
  22863. export class MorphTargetManager {
  22864. private _targets;
  22865. private _targetInfluenceChangedObservers;
  22866. private _targetDataLayoutChangedObservers;
  22867. private _activeTargets;
  22868. private _scene;
  22869. private _influences;
  22870. private _supportsNormals;
  22871. private _supportsTangents;
  22872. private _supportsUVs;
  22873. private _vertexCount;
  22874. private _uniqueId;
  22875. private _tempInfluences;
  22876. /**
  22877. * Gets or sets a boolean indicating if normals must be morphed
  22878. */
  22879. enableNormalMorphing: boolean;
  22880. /**
  22881. * Gets or sets a boolean indicating if tangents must be morphed
  22882. */
  22883. enableTangentMorphing: boolean;
  22884. /**
  22885. * Gets or sets a boolean indicating if UV must be morphed
  22886. */
  22887. enableUVMorphing: boolean;
  22888. /**
  22889. * Creates a new MorphTargetManager
  22890. * @param scene defines the current scene
  22891. */
  22892. constructor(scene?: Nullable<Scene>);
  22893. /**
  22894. * Gets the unique ID of this manager
  22895. */
  22896. readonly uniqueId: number;
  22897. /**
  22898. * Gets the number of vertices handled by this manager
  22899. */
  22900. readonly vertexCount: number;
  22901. /**
  22902. * Gets a boolean indicating if this manager supports morphing of normals
  22903. */
  22904. readonly supportsNormals: boolean;
  22905. /**
  22906. * Gets a boolean indicating if this manager supports morphing of tangents
  22907. */
  22908. readonly supportsTangents: boolean;
  22909. /**
  22910. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22911. */
  22912. readonly supportsUVs: boolean;
  22913. /**
  22914. * Gets the number of targets stored in this manager
  22915. */
  22916. readonly numTargets: number;
  22917. /**
  22918. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22919. */
  22920. readonly numInfluencers: number;
  22921. /**
  22922. * Gets the list of influences (one per target)
  22923. */
  22924. readonly influences: Float32Array;
  22925. /**
  22926. * Gets the active target at specified index. An active target is a target with an influence > 0
  22927. * @param index defines the index to check
  22928. * @returns the requested target
  22929. */
  22930. getActiveTarget(index: number): MorphTarget;
  22931. /**
  22932. * Gets the target at specified index
  22933. * @param index defines the index to check
  22934. * @returns the requested target
  22935. */
  22936. getTarget(index: number): MorphTarget;
  22937. /**
  22938. * Add a new target to this manager
  22939. * @param target defines the target to add
  22940. */
  22941. addTarget(target: MorphTarget): void;
  22942. /**
  22943. * Removes a target from the manager
  22944. * @param target defines the target to remove
  22945. */
  22946. removeTarget(target: MorphTarget): void;
  22947. /**
  22948. * Serializes the current manager into a Serialization object
  22949. * @returns the serialized object
  22950. */
  22951. serialize(): any;
  22952. private _syncActiveTargets;
  22953. /**
  22954. * Syncrhonize the targets with all the meshes using this morph target manager
  22955. */
  22956. synchronize(): void;
  22957. /**
  22958. * Creates a new MorphTargetManager from serialized data
  22959. * @param serializationObject defines the serialized data
  22960. * @param scene defines the hosting scene
  22961. * @returns the new MorphTargetManager
  22962. */
  22963. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22964. }
  22965. }
  22966. declare module "babylonjs/Meshes/meshLODLevel" {
  22967. import { Mesh } from "babylonjs/Meshes/mesh";
  22968. import { Nullable } from "babylonjs/types";
  22969. /**
  22970. * Class used to represent a specific level of detail of a mesh
  22971. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22972. */
  22973. export class MeshLODLevel {
  22974. /** Defines the distance where this level should start being displayed */
  22975. distance: number;
  22976. /** Defines the mesh to use to render this level */
  22977. mesh: Nullable<Mesh>;
  22978. /**
  22979. * Creates a new LOD level
  22980. * @param distance defines the distance where this level should star being displayed
  22981. * @param mesh defines the mesh to use to render this level
  22982. */
  22983. constructor(
  22984. /** Defines the distance where this level should start being displayed */
  22985. distance: number,
  22986. /** Defines the mesh to use to render this level */
  22987. mesh: Nullable<Mesh>);
  22988. }
  22989. }
  22990. declare module "babylonjs/Meshes/groundMesh" {
  22991. import { Scene } from "babylonjs/scene";
  22992. import { Vector3 } from "babylonjs/Maths/math.vector";
  22993. import { Mesh } from "babylonjs/Meshes/mesh";
  22994. /**
  22995. * Mesh representing the gorund
  22996. */
  22997. export class GroundMesh extends Mesh {
  22998. /** If octree should be generated */
  22999. generateOctree: boolean;
  23000. private _heightQuads;
  23001. /** @hidden */
  23002. _subdivisionsX: number;
  23003. /** @hidden */
  23004. _subdivisionsY: number;
  23005. /** @hidden */
  23006. _width: number;
  23007. /** @hidden */
  23008. _height: number;
  23009. /** @hidden */
  23010. _minX: number;
  23011. /** @hidden */
  23012. _maxX: number;
  23013. /** @hidden */
  23014. _minZ: number;
  23015. /** @hidden */
  23016. _maxZ: number;
  23017. constructor(name: string, scene: Scene);
  23018. /**
  23019. * "GroundMesh"
  23020. * @returns "GroundMesh"
  23021. */
  23022. getClassName(): string;
  23023. /**
  23024. * The minimum of x and y subdivisions
  23025. */
  23026. readonly subdivisions: number;
  23027. /**
  23028. * X subdivisions
  23029. */
  23030. readonly subdivisionsX: number;
  23031. /**
  23032. * Y subdivisions
  23033. */
  23034. readonly subdivisionsY: number;
  23035. /**
  23036. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23037. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23038. * @param chunksCount the number of subdivisions for x and y
  23039. * @param octreeBlocksSize (Default: 32)
  23040. */
  23041. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23042. /**
  23043. * Returns a height (y) value in the Worl system :
  23044. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23045. * @param x x coordinate
  23046. * @param z z coordinate
  23047. * @returns the ground y position if (x, z) are outside the ground surface.
  23048. */
  23049. getHeightAtCoordinates(x: number, z: number): number;
  23050. /**
  23051. * Returns a normalized vector (Vector3) orthogonal to the ground
  23052. * at the ground coordinates (x, z) expressed in the World system.
  23053. * @param x x coordinate
  23054. * @param z z coordinate
  23055. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23056. */
  23057. getNormalAtCoordinates(x: number, z: number): Vector3;
  23058. /**
  23059. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23060. * at the ground coordinates (x, z) expressed in the World system.
  23061. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23062. * @param x x coordinate
  23063. * @param z z coordinate
  23064. * @param ref vector to store the result
  23065. * @returns the GroundMesh.
  23066. */
  23067. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23068. /**
  23069. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23070. * if the ground has been updated.
  23071. * This can be used in the render loop.
  23072. * @returns the GroundMesh.
  23073. */
  23074. updateCoordinateHeights(): GroundMesh;
  23075. private _getFacetAt;
  23076. private _initHeightQuads;
  23077. private _computeHeightQuads;
  23078. /**
  23079. * Serializes this ground mesh
  23080. * @param serializationObject object to write serialization to
  23081. */
  23082. serialize(serializationObject: any): void;
  23083. /**
  23084. * Parses a serialized ground mesh
  23085. * @param parsedMesh the serialized mesh
  23086. * @param scene the scene to create the ground mesh in
  23087. * @returns the created ground mesh
  23088. */
  23089. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23090. }
  23091. }
  23092. declare module "babylonjs/Physics/physicsJoint" {
  23093. import { Vector3 } from "babylonjs/Maths/math.vector";
  23094. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23095. /**
  23096. * Interface for Physics-Joint data
  23097. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23098. */
  23099. export interface PhysicsJointData {
  23100. /**
  23101. * The main pivot of the joint
  23102. */
  23103. mainPivot?: Vector3;
  23104. /**
  23105. * The connected pivot of the joint
  23106. */
  23107. connectedPivot?: Vector3;
  23108. /**
  23109. * The main axis of the joint
  23110. */
  23111. mainAxis?: Vector3;
  23112. /**
  23113. * The connected axis of the joint
  23114. */
  23115. connectedAxis?: Vector3;
  23116. /**
  23117. * The collision of the joint
  23118. */
  23119. collision?: boolean;
  23120. /**
  23121. * Native Oimo/Cannon/Energy data
  23122. */
  23123. nativeParams?: any;
  23124. }
  23125. /**
  23126. * This is a holder class for the physics joint created by the physics plugin
  23127. * It holds a set of functions to control the underlying joint
  23128. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23129. */
  23130. export class PhysicsJoint {
  23131. /**
  23132. * The type of the physics joint
  23133. */
  23134. type: number;
  23135. /**
  23136. * The data for the physics joint
  23137. */
  23138. jointData: PhysicsJointData;
  23139. private _physicsJoint;
  23140. protected _physicsPlugin: IPhysicsEnginePlugin;
  23141. /**
  23142. * Initializes the physics joint
  23143. * @param type The type of the physics joint
  23144. * @param jointData The data for the physics joint
  23145. */
  23146. constructor(
  23147. /**
  23148. * The type of the physics joint
  23149. */
  23150. type: number,
  23151. /**
  23152. * The data for the physics joint
  23153. */
  23154. jointData: PhysicsJointData);
  23155. /**
  23156. * Gets the physics joint
  23157. */
  23158. /**
  23159. * Sets the physics joint
  23160. */
  23161. physicsJoint: any;
  23162. /**
  23163. * Sets the physics plugin
  23164. */
  23165. physicsPlugin: IPhysicsEnginePlugin;
  23166. /**
  23167. * Execute a function that is physics-plugin specific.
  23168. * @param {Function} func the function that will be executed.
  23169. * It accepts two parameters: the physics world and the physics joint
  23170. */
  23171. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23172. /**
  23173. * Distance-Joint type
  23174. */
  23175. static DistanceJoint: number;
  23176. /**
  23177. * Hinge-Joint type
  23178. */
  23179. static HingeJoint: number;
  23180. /**
  23181. * Ball-and-Socket joint type
  23182. */
  23183. static BallAndSocketJoint: number;
  23184. /**
  23185. * Wheel-Joint type
  23186. */
  23187. static WheelJoint: number;
  23188. /**
  23189. * Slider-Joint type
  23190. */
  23191. static SliderJoint: number;
  23192. /**
  23193. * Prismatic-Joint type
  23194. */
  23195. static PrismaticJoint: number;
  23196. /**
  23197. * Universal-Joint type
  23198. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23199. */
  23200. static UniversalJoint: number;
  23201. /**
  23202. * Hinge-Joint 2 type
  23203. */
  23204. static Hinge2Joint: number;
  23205. /**
  23206. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23207. */
  23208. static PointToPointJoint: number;
  23209. /**
  23210. * Spring-Joint type
  23211. */
  23212. static SpringJoint: number;
  23213. /**
  23214. * Lock-Joint type
  23215. */
  23216. static LockJoint: number;
  23217. }
  23218. /**
  23219. * A class representing a physics distance joint
  23220. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23221. */
  23222. export class DistanceJoint extends PhysicsJoint {
  23223. /**
  23224. *
  23225. * @param jointData The data for the Distance-Joint
  23226. */
  23227. constructor(jointData: DistanceJointData);
  23228. /**
  23229. * Update the predefined distance.
  23230. * @param maxDistance The maximum preferred distance
  23231. * @param minDistance The minimum preferred distance
  23232. */
  23233. updateDistance(maxDistance: number, minDistance?: number): void;
  23234. }
  23235. /**
  23236. * Represents a Motor-Enabled Joint
  23237. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23238. */
  23239. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23240. /**
  23241. * Initializes the Motor-Enabled Joint
  23242. * @param type The type of the joint
  23243. * @param jointData The physica joint data for the joint
  23244. */
  23245. constructor(type: number, jointData: PhysicsJointData);
  23246. /**
  23247. * Set the motor values.
  23248. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23249. * @param force the force to apply
  23250. * @param maxForce max force for this motor.
  23251. */
  23252. setMotor(force?: number, maxForce?: number): void;
  23253. /**
  23254. * Set the motor's limits.
  23255. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23256. * @param upperLimit The upper limit of the motor
  23257. * @param lowerLimit The lower limit of the motor
  23258. */
  23259. setLimit(upperLimit: number, lowerLimit?: number): void;
  23260. }
  23261. /**
  23262. * This class represents a single physics Hinge-Joint
  23263. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23264. */
  23265. export class HingeJoint extends MotorEnabledJoint {
  23266. /**
  23267. * Initializes the Hinge-Joint
  23268. * @param jointData The joint data for the Hinge-Joint
  23269. */
  23270. constructor(jointData: PhysicsJointData);
  23271. /**
  23272. * Set the motor values.
  23273. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23274. * @param {number} force the force to apply
  23275. * @param {number} maxForce max force for this motor.
  23276. */
  23277. setMotor(force?: number, maxForce?: number): void;
  23278. /**
  23279. * Set the motor's limits.
  23280. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23281. * @param upperLimit The upper limit of the motor
  23282. * @param lowerLimit The lower limit of the motor
  23283. */
  23284. setLimit(upperLimit: number, lowerLimit?: number): void;
  23285. }
  23286. /**
  23287. * This class represents a dual hinge physics joint (same as wheel joint)
  23288. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23289. */
  23290. export class Hinge2Joint extends MotorEnabledJoint {
  23291. /**
  23292. * Initializes the Hinge2-Joint
  23293. * @param jointData The joint data for the Hinge2-Joint
  23294. */
  23295. constructor(jointData: PhysicsJointData);
  23296. /**
  23297. * Set the motor values.
  23298. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23299. * @param {number} targetSpeed the speed the motor is to reach
  23300. * @param {number} maxForce max force for this motor.
  23301. * @param {motorIndex} the motor's index, 0 or 1.
  23302. */
  23303. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23304. /**
  23305. * Set the motor limits.
  23306. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23307. * @param {number} upperLimit the upper limit
  23308. * @param {number} lowerLimit lower limit
  23309. * @param {motorIndex} the motor's index, 0 or 1.
  23310. */
  23311. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23312. }
  23313. /**
  23314. * Interface for a motor enabled joint
  23315. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23316. */
  23317. export interface IMotorEnabledJoint {
  23318. /**
  23319. * Physics joint
  23320. */
  23321. physicsJoint: any;
  23322. /**
  23323. * Sets the motor of the motor-enabled joint
  23324. * @param force The force of the motor
  23325. * @param maxForce The maximum force of the motor
  23326. * @param motorIndex The index of the motor
  23327. */
  23328. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23329. /**
  23330. * Sets the limit of the motor
  23331. * @param upperLimit The upper limit of the motor
  23332. * @param lowerLimit The lower limit of the motor
  23333. * @param motorIndex The index of the motor
  23334. */
  23335. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23336. }
  23337. /**
  23338. * Joint data for a Distance-Joint
  23339. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23340. */
  23341. export interface DistanceJointData extends PhysicsJointData {
  23342. /**
  23343. * Max distance the 2 joint objects can be apart
  23344. */
  23345. maxDistance: number;
  23346. }
  23347. /**
  23348. * Joint data from a spring joint
  23349. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23350. */
  23351. export interface SpringJointData extends PhysicsJointData {
  23352. /**
  23353. * Length of the spring
  23354. */
  23355. length: number;
  23356. /**
  23357. * Stiffness of the spring
  23358. */
  23359. stiffness: number;
  23360. /**
  23361. * Damping of the spring
  23362. */
  23363. damping: number;
  23364. /** this callback will be called when applying the force to the impostors. */
  23365. forceApplicationCallback: () => void;
  23366. }
  23367. }
  23368. declare module "babylonjs/Physics/physicsRaycastResult" {
  23369. import { Vector3 } from "babylonjs/Maths/math.vector";
  23370. /**
  23371. * Holds the data for the raycast result
  23372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23373. */
  23374. export class PhysicsRaycastResult {
  23375. private _hasHit;
  23376. private _hitDistance;
  23377. private _hitNormalWorld;
  23378. private _hitPointWorld;
  23379. private _rayFromWorld;
  23380. private _rayToWorld;
  23381. /**
  23382. * Gets if there was a hit
  23383. */
  23384. readonly hasHit: boolean;
  23385. /**
  23386. * Gets the distance from the hit
  23387. */
  23388. readonly hitDistance: number;
  23389. /**
  23390. * Gets the hit normal/direction in the world
  23391. */
  23392. readonly hitNormalWorld: Vector3;
  23393. /**
  23394. * Gets the hit point in the world
  23395. */
  23396. readonly hitPointWorld: Vector3;
  23397. /**
  23398. * Gets the ray "start point" of the ray in the world
  23399. */
  23400. readonly rayFromWorld: Vector3;
  23401. /**
  23402. * Gets the ray "end point" of the ray in the world
  23403. */
  23404. readonly rayToWorld: Vector3;
  23405. /**
  23406. * Sets the hit data (normal & point in world space)
  23407. * @param hitNormalWorld defines the normal in world space
  23408. * @param hitPointWorld defines the point in world space
  23409. */
  23410. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23411. /**
  23412. * Sets the distance from the start point to the hit point
  23413. * @param distance
  23414. */
  23415. setHitDistance(distance: number): void;
  23416. /**
  23417. * Calculates the distance manually
  23418. */
  23419. calculateHitDistance(): void;
  23420. /**
  23421. * Resets all the values to default
  23422. * @param from The from point on world space
  23423. * @param to The to point on world space
  23424. */
  23425. reset(from?: Vector3, to?: Vector3): void;
  23426. }
  23427. /**
  23428. * Interface for the size containing width and height
  23429. */
  23430. interface IXYZ {
  23431. /**
  23432. * X
  23433. */
  23434. x: number;
  23435. /**
  23436. * Y
  23437. */
  23438. y: number;
  23439. /**
  23440. * Z
  23441. */
  23442. z: number;
  23443. }
  23444. }
  23445. declare module "babylonjs/Physics/IPhysicsEngine" {
  23446. import { Nullable } from "babylonjs/types";
  23447. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23449. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23450. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23451. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23452. /**
  23453. * Interface used to describe a physics joint
  23454. */
  23455. export interface PhysicsImpostorJoint {
  23456. /** Defines the main impostor to which the joint is linked */
  23457. mainImpostor: PhysicsImpostor;
  23458. /** Defines the impostor that is connected to the main impostor using this joint */
  23459. connectedImpostor: PhysicsImpostor;
  23460. /** Defines the joint itself */
  23461. joint: PhysicsJoint;
  23462. }
  23463. /** @hidden */
  23464. export interface IPhysicsEnginePlugin {
  23465. world: any;
  23466. name: string;
  23467. setGravity(gravity: Vector3): void;
  23468. setTimeStep(timeStep: number): void;
  23469. getTimeStep(): number;
  23470. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23471. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23472. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23473. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23474. removePhysicsBody(impostor: PhysicsImpostor): void;
  23475. generateJoint(joint: PhysicsImpostorJoint): void;
  23476. removeJoint(joint: PhysicsImpostorJoint): void;
  23477. isSupported(): boolean;
  23478. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23479. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23480. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23481. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23482. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23483. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23484. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23485. getBodyMass(impostor: PhysicsImpostor): number;
  23486. getBodyFriction(impostor: PhysicsImpostor): number;
  23487. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23488. getBodyRestitution(impostor: PhysicsImpostor): number;
  23489. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23490. getBodyPressure?(impostor: PhysicsImpostor): number;
  23491. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23492. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23493. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23494. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23495. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23496. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23497. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23498. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23499. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23500. sleepBody(impostor: PhysicsImpostor): void;
  23501. wakeUpBody(impostor: PhysicsImpostor): void;
  23502. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23503. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23504. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23505. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23506. getRadius(impostor: PhysicsImpostor): number;
  23507. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23508. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23509. dispose(): void;
  23510. }
  23511. /**
  23512. * Interface used to define a physics engine
  23513. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23514. */
  23515. export interface IPhysicsEngine {
  23516. /**
  23517. * Gets the gravity vector used by the simulation
  23518. */
  23519. gravity: Vector3;
  23520. /**
  23521. * Sets the gravity vector used by the simulation
  23522. * @param gravity defines the gravity vector to use
  23523. */
  23524. setGravity(gravity: Vector3): void;
  23525. /**
  23526. * Set the time step of the physics engine.
  23527. * Default is 1/60.
  23528. * To slow it down, enter 1/600 for example.
  23529. * To speed it up, 1/30
  23530. * @param newTimeStep the new timestep to apply to this world.
  23531. */
  23532. setTimeStep(newTimeStep: number): void;
  23533. /**
  23534. * Get the time step of the physics engine.
  23535. * @returns the current time step
  23536. */
  23537. getTimeStep(): number;
  23538. /**
  23539. * Release all resources
  23540. */
  23541. dispose(): void;
  23542. /**
  23543. * Gets the name of the current physics plugin
  23544. * @returns the name of the plugin
  23545. */
  23546. getPhysicsPluginName(): string;
  23547. /**
  23548. * Adding a new impostor for the impostor tracking.
  23549. * This will be done by the impostor itself.
  23550. * @param impostor the impostor to add
  23551. */
  23552. addImpostor(impostor: PhysicsImpostor): void;
  23553. /**
  23554. * Remove an impostor from the engine.
  23555. * This impostor and its mesh will not longer be updated by the physics engine.
  23556. * @param impostor the impostor to remove
  23557. */
  23558. removeImpostor(impostor: PhysicsImpostor): void;
  23559. /**
  23560. * Add a joint to the physics engine
  23561. * @param mainImpostor defines the main impostor to which the joint is added.
  23562. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23563. * @param joint defines the joint that will connect both impostors.
  23564. */
  23565. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23566. /**
  23567. * Removes a joint from the simulation
  23568. * @param mainImpostor defines the impostor used with the joint
  23569. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23570. * @param joint defines the joint to remove
  23571. */
  23572. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23573. /**
  23574. * Gets the current plugin used to run the simulation
  23575. * @returns current plugin
  23576. */
  23577. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23578. /**
  23579. * Gets the list of physic impostors
  23580. * @returns an array of PhysicsImpostor
  23581. */
  23582. getImpostors(): Array<PhysicsImpostor>;
  23583. /**
  23584. * Gets the impostor for a physics enabled object
  23585. * @param object defines the object impersonated by the impostor
  23586. * @returns the PhysicsImpostor or null if not found
  23587. */
  23588. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23589. /**
  23590. * Gets the impostor for a physics body object
  23591. * @param body defines physics body used by the impostor
  23592. * @returns the PhysicsImpostor or null if not found
  23593. */
  23594. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23595. /**
  23596. * Does a raycast in the physics world
  23597. * @param from when should the ray start?
  23598. * @param to when should the ray end?
  23599. * @returns PhysicsRaycastResult
  23600. */
  23601. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23602. /**
  23603. * Called by the scene. No need to call it.
  23604. * @param delta defines the timespam between frames
  23605. */
  23606. _step(delta: number): void;
  23607. }
  23608. }
  23609. declare module "babylonjs/Physics/physicsImpostor" {
  23610. import { Nullable, IndicesArray } from "babylonjs/types";
  23611. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23612. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23613. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23614. import { Scene } from "babylonjs/scene";
  23615. import { Bone } from "babylonjs/Bones/bone";
  23616. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23617. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23618. import { Space } from "babylonjs/Maths/math.axis";
  23619. /**
  23620. * The interface for the physics imposter parameters
  23621. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23622. */
  23623. export interface PhysicsImpostorParameters {
  23624. /**
  23625. * The mass of the physics imposter
  23626. */
  23627. mass: number;
  23628. /**
  23629. * The friction of the physics imposter
  23630. */
  23631. friction?: number;
  23632. /**
  23633. * The coefficient of restitution of the physics imposter
  23634. */
  23635. restitution?: number;
  23636. /**
  23637. * The native options of the physics imposter
  23638. */
  23639. nativeOptions?: any;
  23640. /**
  23641. * Specifies if the parent should be ignored
  23642. */
  23643. ignoreParent?: boolean;
  23644. /**
  23645. * Specifies if bi-directional transformations should be disabled
  23646. */
  23647. disableBidirectionalTransformation?: boolean;
  23648. /**
  23649. * The pressure inside the physics imposter, soft object only
  23650. */
  23651. pressure?: number;
  23652. /**
  23653. * The stiffness the physics imposter, soft object only
  23654. */
  23655. stiffness?: number;
  23656. /**
  23657. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23658. */
  23659. velocityIterations?: number;
  23660. /**
  23661. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23662. */
  23663. positionIterations?: number;
  23664. /**
  23665. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23666. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23667. * Add to fix multiple points
  23668. */
  23669. fixedPoints?: number;
  23670. /**
  23671. * The collision margin around a soft object
  23672. */
  23673. margin?: number;
  23674. /**
  23675. * The collision margin around a soft object
  23676. */
  23677. damping?: number;
  23678. /**
  23679. * The path for a rope based on an extrusion
  23680. */
  23681. path?: any;
  23682. /**
  23683. * The shape of an extrusion used for a rope based on an extrusion
  23684. */
  23685. shape?: any;
  23686. }
  23687. /**
  23688. * Interface for a physics-enabled object
  23689. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23690. */
  23691. export interface IPhysicsEnabledObject {
  23692. /**
  23693. * The position of the physics-enabled object
  23694. */
  23695. position: Vector3;
  23696. /**
  23697. * The rotation of the physics-enabled object
  23698. */
  23699. rotationQuaternion: Nullable<Quaternion>;
  23700. /**
  23701. * The scale of the physics-enabled object
  23702. */
  23703. scaling: Vector3;
  23704. /**
  23705. * The rotation of the physics-enabled object
  23706. */
  23707. rotation?: Vector3;
  23708. /**
  23709. * The parent of the physics-enabled object
  23710. */
  23711. parent?: any;
  23712. /**
  23713. * The bounding info of the physics-enabled object
  23714. * @returns The bounding info of the physics-enabled object
  23715. */
  23716. getBoundingInfo(): BoundingInfo;
  23717. /**
  23718. * Computes the world matrix
  23719. * @param force Specifies if the world matrix should be computed by force
  23720. * @returns A world matrix
  23721. */
  23722. computeWorldMatrix(force: boolean): Matrix;
  23723. /**
  23724. * Gets the world matrix
  23725. * @returns A world matrix
  23726. */
  23727. getWorldMatrix?(): Matrix;
  23728. /**
  23729. * Gets the child meshes
  23730. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23731. * @returns An array of abstract meshes
  23732. */
  23733. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23734. /**
  23735. * Gets the vertex data
  23736. * @param kind The type of vertex data
  23737. * @returns A nullable array of numbers, or a float32 array
  23738. */
  23739. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23740. /**
  23741. * Gets the indices from the mesh
  23742. * @returns A nullable array of index arrays
  23743. */
  23744. getIndices?(): Nullable<IndicesArray>;
  23745. /**
  23746. * Gets the scene from the mesh
  23747. * @returns the indices array or null
  23748. */
  23749. getScene?(): Scene;
  23750. /**
  23751. * Gets the absolute position from the mesh
  23752. * @returns the absolute position
  23753. */
  23754. getAbsolutePosition(): Vector3;
  23755. /**
  23756. * Gets the absolute pivot point from the mesh
  23757. * @returns the absolute pivot point
  23758. */
  23759. getAbsolutePivotPoint(): Vector3;
  23760. /**
  23761. * Rotates the mesh
  23762. * @param axis The axis of rotation
  23763. * @param amount The amount of rotation
  23764. * @param space The space of the rotation
  23765. * @returns The rotation transform node
  23766. */
  23767. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23768. /**
  23769. * Translates the mesh
  23770. * @param axis The axis of translation
  23771. * @param distance The distance of translation
  23772. * @param space The space of the translation
  23773. * @returns The transform node
  23774. */
  23775. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23776. /**
  23777. * Sets the absolute position of the mesh
  23778. * @param absolutePosition The absolute position of the mesh
  23779. * @returns The transform node
  23780. */
  23781. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23782. /**
  23783. * Gets the class name of the mesh
  23784. * @returns The class name
  23785. */
  23786. getClassName(): string;
  23787. }
  23788. /**
  23789. * Represents a physics imposter
  23790. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23791. */
  23792. export class PhysicsImpostor {
  23793. /**
  23794. * The physics-enabled object used as the physics imposter
  23795. */
  23796. object: IPhysicsEnabledObject;
  23797. /**
  23798. * The type of the physics imposter
  23799. */
  23800. type: number;
  23801. private _options;
  23802. private _scene?;
  23803. /**
  23804. * The default object size of the imposter
  23805. */
  23806. static DEFAULT_OBJECT_SIZE: Vector3;
  23807. /**
  23808. * The identity quaternion of the imposter
  23809. */
  23810. static IDENTITY_QUATERNION: Quaternion;
  23811. /** @hidden */
  23812. _pluginData: any;
  23813. private _physicsEngine;
  23814. private _physicsBody;
  23815. private _bodyUpdateRequired;
  23816. private _onBeforePhysicsStepCallbacks;
  23817. private _onAfterPhysicsStepCallbacks;
  23818. /** @hidden */
  23819. _onPhysicsCollideCallbacks: Array<{
  23820. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23821. otherImpostors: Array<PhysicsImpostor>;
  23822. }>;
  23823. private _deltaPosition;
  23824. private _deltaRotation;
  23825. private _deltaRotationConjugated;
  23826. /** @hidden */
  23827. _isFromLine: boolean;
  23828. private _parent;
  23829. private _isDisposed;
  23830. private static _tmpVecs;
  23831. private static _tmpQuat;
  23832. /**
  23833. * Specifies if the physics imposter is disposed
  23834. */
  23835. readonly isDisposed: boolean;
  23836. /**
  23837. * Gets the mass of the physics imposter
  23838. */
  23839. mass: number;
  23840. /**
  23841. * Gets the coefficient of friction
  23842. */
  23843. /**
  23844. * Sets the coefficient of friction
  23845. */
  23846. friction: number;
  23847. /**
  23848. * Gets the coefficient of restitution
  23849. */
  23850. /**
  23851. * Sets the coefficient of restitution
  23852. */
  23853. restitution: number;
  23854. /**
  23855. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23856. */
  23857. /**
  23858. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23859. */
  23860. pressure: number;
  23861. /**
  23862. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23863. */
  23864. /**
  23865. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23866. */
  23867. stiffness: number;
  23868. /**
  23869. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23870. */
  23871. /**
  23872. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23873. */
  23874. velocityIterations: number;
  23875. /**
  23876. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23877. */
  23878. /**
  23879. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23880. */
  23881. positionIterations: number;
  23882. /**
  23883. * The unique id of the physics imposter
  23884. * set by the physics engine when adding this impostor to the array
  23885. */
  23886. uniqueId: number;
  23887. /**
  23888. * @hidden
  23889. */
  23890. soft: boolean;
  23891. /**
  23892. * @hidden
  23893. */
  23894. segments: number;
  23895. private _joints;
  23896. /**
  23897. * Initializes the physics imposter
  23898. * @param object The physics-enabled object used as the physics imposter
  23899. * @param type The type of the physics imposter
  23900. * @param _options The options for the physics imposter
  23901. * @param _scene The Babylon scene
  23902. */
  23903. constructor(
  23904. /**
  23905. * The physics-enabled object used as the physics imposter
  23906. */
  23907. object: IPhysicsEnabledObject,
  23908. /**
  23909. * The type of the physics imposter
  23910. */
  23911. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23912. /**
  23913. * This function will completly initialize this impostor.
  23914. * It will create a new body - but only if this mesh has no parent.
  23915. * If it has, this impostor will not be used other than to define the impostor
  23916. * of the child mesh.
  23917. * @hidden
  23918. */
  23919. _init(): void;
  23920. private _getPhysicsParent;
  23921. /**
  23922. * Should a new body be generated.
  23923. * @returns boolean specifying if body initialization is required
  23924. */
  23925. isBodyInitRequired(): boolean;
  23926. /**
  23927. * Sets the updated scaling
  23928. * @param updated Specifies if the scaling is updated
  23929. */
  23930. setScalingUpdated(): void;
  23931. /**
  23932. * Force a regeneration of this or the parent's impostor's body.
  23933. * Use under cautious - This will remove all joints already implemented.
  23934. */
  23935. forceUpdate(): void;
  23936. /**
  23937. * Gets the body that holds this impostor. Either its own, or its parent.
  23938. */
  23939. /**
  23940. * Set the physics body. Used mainly by the physics engine/plugin
  23941. */
  23942. physicsBody: any;
  23943. /**
  23944. * Get the parent of the physics imposter
  23945. * @returns Physics imposter or null
  23946. */
  23947. /**
  23948. * Sets the parent of the physics imposter
  23949. */
  23950. parent: Nullable<PhysicsImpostor>;
  23951. /**
  23952. * Resets the update flags
  23953. */
  23954. resetUpdateFlags(): void;
  23955. /**
  23956. * Gets the object extend size
  23957. * @returns the object extend size
  23958. */
  23959. getObjectExtendSize(): Vector3;
  23960. /**
  23961. * Gets the object center
  23962. * @returns The object center
  23963. */
  23964. getObjectCenter(): Vector3;
  23965. /**
  23966. * Get a specific parametes from the options parameter
  23967. * @param paramName The object parameter name
  23968. * @returns The object parameter
  23969. */
  23970. getParam(paramName: string): any;
  23971. /**
  23972. * Sets a specific parameter in the options given to the physics plugin
  23973. * @param paramName The parameter name
  23974. * @param value The value of the parameter
  23975. */
  23976. setParam(paramName: string, value: number): void;
  23977. /**
  23978. * Specifically change the body's mass option. Won't recreate the physics body object
  23979. * @param mass The mass of the physics imposter
  23980. */
  23981. setMass(mass: number): void;
  23982. /**
  23983. * Gets the linear velocity
  23984. * @returns linear velocity or null
  23985. */
  23986. getLinearVelocity(): Nullable<Vector3>;
  23987. /**
  23988. * Sets the linear velocity
  23989. * @param velocity linear velocity or null
  23990. */
  23991. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23992. /**
  23993. * Gets the angular velocity
  23994. * @returns angular velocity or null
  23995. */
  23996. getAngularVelocity(): Nullable<Vector3>;
  23997. /**
  23998. * Sets the angular velocity
  23999. * @param velocity The velocity or null
  24000. */
  24001. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24002. /**
  24003. * Execute a function with the physics plugin native code
  24004. * Provide a function the will have two variables - the world object and the physics body object
  24005. * @param func The function to execute with the physics plugin native code
  24006. */
  24007. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24008. /**
  24009. * Register a function that will be executed before the physics world is stepping forward
  24010. * @param func The function to execute before the physics world is stepped forward
  24011. */
  24012. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24013. /**
  24014. * Unregister a function that will be executed before the physics world is stepping forward
  24015. * @param func The function to execute before the physics world is stepped forward
  24016. */
  24017. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24018. /**
  24019. * Register a function that will be executed after the physics step
  24020. * @param func The function to execute after physics step
  24021. */
  24022. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24023. /**
  24024. * Unregisters a function that will be executed after the physics step
  24025. * @param func The function to execute after physics step
  24026. */
  24027. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24028. /**
  24029. * register a function that will be executed when this impostor collides against a different body
  24030. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24031. * @param func Callback that is executed on collision
  24032. */
  24033. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24034. /**
  24035. * Unregisters the physics imposter on contact
  24036. * @param collideAgainst The physics object to collide against
  24037. * @param func Callback to execute on collision
  24038. */
  24039. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24040. private _tmpQuat;
  24041. private _tmpQuat2;
  24042. /**
  24043. * Get the parent rotation
  24044. * @returns The parent rotation
  24045. */
  24046. getParentsRotation(): Quaternion;
  24047. /**
  24048. * this function is executed by the physics engine.
  24049. */
  24050. beforeStep: () => void;
  24051. /**
  24052. * this function is executed by the physics engine
  24053. */
  24054. afterStep: () => void;
  24055. /**
  24056. * Legacy collision detection event support
  24057. */
  24058. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24059. /**
  24060. * event and body object due to cannon's event-based architecture.
  24061. */
  24062. onCollide: (e: {
  24063. body: any;
  24064. }) => void;
  24065. /**
  24066. * Apply a force
  24067. * @param force The force to apply
  24068. * @param contactPoint The contact point for the force
  24069. * @returns The physics imposter
  24070. */
  24071. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24072. /**
  24073. * Apply an impulse
  24074. * @param force The impulse force
  24075. * @param contactPoint The contact point for the impulse force
  24076. * @returns The physics imposter
  24077. */
  24078. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24079. /**
  24080. * A help function to create a joint
  24081. * @param otherImpostor A physics imposter used to create a joint
  24082. * @param jointType The type of joint
  24083. * @param jointData The data for the joint
  24084. * @returns The physics imposter
  24085. */
  24086. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24087. /**
  24088. * Add a joint to this impostor with a different impostor
  24089. * @param otherImpostor A physics imposter used to add a joint
  24090. * @param joint The joint to add
  24091. * @returns The physics imposter
  24092. */
  24093. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24094. /**
  24095. * Add an anchor to a cloth impostor
  24096. * @param otherImpostor rigid impostor to anchor to
  24097. * @param width ratio across width from 0 to 1
  24098. * @param height ratio up height from 0 to 1
  24099. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24100. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24101. * @returns impostor the soft imposter
  24102. */
  24103. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24104. /**
  24105. * Add a hook to a rope impostor
  24106. * @param otherImpostor rigid impostor to anchor to
  24107. * @param length ratio across rope from 0 to 1
  24108. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24109. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24110. * @returns impostor the rope imposter
  24111. */
  24112. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24113. /**
  24114. * Will keep this body still, in a sleep mode.
  24115. * @returns the physics imposter
  24116. */
  24117. sleep(): PhysicsImpostor;
  24118. /**
  24119. * Wake the body up.
  24120. * @returns The physics imposter
  24121. */
  24122. wakeUp(): PhysicsImpostor;
  24123. /**
  24124. * Clones the physics imposter
  24125. * @param newObject The physics imposter clones to this physics-enabled object
  24126. * @returns A nullable physics imposter
  24127. */
  24128. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24129. /**
  24130. * Disposes the physics imposter
  24131. */
  24132. dispose(): void;
  24133. /**
  24134. * Sets the delta position
  24135. * @param position The delta position amount
  24136. */
  24137. setDeltaPosition(position: Vector3): void;
  24138. /**
  24139. * Sets the delta rotation
  24140. * @param rotation The delta rotation amount
  24141. */
  24142. setDeltaRotation(rotation: Quaternion): void;
  24143. /**
  24144. * Gets the box size of the physics imposter and stores the result in the input parameter
  24145. * @param result Stores the box size
  24146. * @returns The physics imposter
  24147. */
  24148. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24149. /**
  24150. * Gets the radius of the physics imposter
  24151. * @returns Radius of the physics imposter
  24152. */
  24153. getRadius(): number;
  24154. /**
  24155. * Sync a bone with this impostor
  24156. * @param bone The bone to sync to the impostor.
  24157. * @param boneMesh The mesh that the bone is influencing.
  24158. * @param jointPivot The pivot of the joint / bone in local space.
  24159. * @param distToJoint Optional distance from the impostor to the joint.
  24160. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24161. */
  24162. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24163. /**
  24164. * Sync impostor to a bone
  24165. * @param bone The bone that the impostor will be synced to.
  24166. * @param boneMesh The mesh that the bone is influencing.
  24167. * @param jointPivot The pivot of the joint / bone in local space.
  24168. * @param distToJoint Optional distance from the impostor to the joint.
  24169. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24170. * @param boneAxis Optional vector3 axis the bone is aligned with
  24171. */
  24172. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24173. /**
  24174. * No-Imposter type
  24175. */
  24176. static NoImpostor: number;
  24177. /**
  24178. * Sphere-Imposter type
  24179. */
  24180. static SphereImpostor: number;
  24181. /**
  24182. * Box-Imposter type
  24183. */
  24184. static BoxImpostor: number;
  24185. /**
  24186. * Plane-Imposter type
  24187. */
  24188. static PlaneImpostor: number;
  24189. /**
  24190. * Mesh-imposter type
  24191. */
  24192. static MeshImpostor: number;
  24193. /**
  24194. * Capsule-Impostor type (Ammo.js plugin only)
  24195. */
  24196. static CapsuleImpostor: number;
  24197. /**
  24198. * Cylinder-Imposter type
  24199. */
  24200. static CylinderImpostor: number;
  24201. /**
  24202. * Particle-Imposter type
  24203. */
  24204. static ParticleImpostor: number;
  24205. /**
  24206. * Heightmap-Imposter type
  24207. */
  24208. static HeightmapImpostor: number;
  24209. /**
  24210. * ConvexHull-Impostor type (Ammo.js plugin only)
  24211. */
  24212. static ConvexHullImpostor: number;
  24213. /**
  24214. * Rope-Imposter type
  24215. */
  24216. static RopeImpostor: number;
  24217. /**
  24218. * Cloth-Imposter type
  24219. */
  24220. static ClothImpostor: number;
  24221. /**
  24222. * Softbody-Imposter type
  24223. */
  24224. static SoftbodyImpostor: number;
  24225. }
  24226. }
  24227. declare module "babylonjs/Meshes/mesh" {
  24228. import { Observable } from "babylonjs/Misc/observable";
  24229. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24230. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24231. import { Camera } from "babylonjs/Cameras/camera";
  24232. import { Scene } from "babylonjs/scene";
  24233. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24234. import { Color4 } from "babylonjs/Maths/math.color";
  24235. import { Engine } from "babylonjs/Engines/engine";
  24236. import { Node } from "babylonjs/node";
  24237. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24238. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24239. import { Buffer } from "babylonjs/Meshes/buffer";
  24240. import { Geometry } from "babylonjs/Meshes/geometry";
  24241. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24242. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24243. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24244. import { Effect } from "babylonjs/Materials/effect";
  24245. import { Material } from "babylonjs/Materials/material";
  24246. import { Skeleton } from "babylonjs/Bones/skeleton";
  24247. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24248. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24249. import { Path3D } from "babylonjs/Maths/math.path";
  24250. import { Plane } from "babylonjs/Maths/math.plane";
  24251. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24252. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24253. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24254. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24255. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24256. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24257. /**
  24258. * @hidden
  24259. **/
  24260. export class _CreationDataStorage {
  24261. closePath?: boolean;
  24262. closeArray?: boolean;
  24263. idx: number[];
  24264. dashSize: number;
  24265. gapSize: number;
  24266. path3D: Path3D;
  24267. pathArray: Vector3[][];
  24268. arc: number;
  24269. radius: number;
  24270. cap: number;
  24271. tessellation: number;
  24272. }
  24273. /**
  24274. * @hidden
  24275. **/
  24276. class _InstanceDataStorage {
  24277. visibleInstances: any;
  24278. batchCache: _InstancesBatch;
  24279. instancesBufferSize: number;
  24280. instancesBuffer: Nullable<Buffer>;
  24281. instancesData: Float32Array;
  24282. overridenInstanceCount: number;
  24283. isFrozen: boolean;
  24284. previousBatch: Nullable<_InstancesBatch>;
  24285. hardwareInstancedRendering: boolean;
  24286. sideOrientation: number;
  24287. }
  24288. /**
  24289. * @hidden
  24290. **/
  24291. export class _InstancesBatch {
  24292. mustReturn: boolean;
  24293. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24294. renderSelf: boolean[];
  24295. hardwareInstancedRendering: boolean[];
  24296. }
  24297. /**
  24298. * Class used to represent renderable models
  24299. */
  24300. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24301. /**
  24302. * Mesh side orientation : usually the external or front surface
  24303. */
  24304. static readonly FRONTSIDE: number;
  24305. /**
  24306. * Mesh side orientation : usually the internal or back surface
  24307. */
  24308. static readonly BACKSIDE: number;
  24309. /**
  24310. * Mesh side orientation : both internal and external or front and back surfaces
  24311. */
  24312. static readonly DOUBLESIDE: number;
  24313. /**
  24314. * Mesh side orientation : by default, `FRONTSIDE`
  24315. */
  24316. static readonly DEFAULTSIDE: number;
  24317. /**
  24318. * Mesh cap setting : no cap
  24319. */
  24320. static readonly NO_CAP: number;
  24321. /**
  24322. * Mesh cap setting : one cap at the beginning of the mesh
  24323. */
  24324. static readonly CAP_START: number;
  24325. /**
  24326. * Mesh cap setting : one cap at the end of the mesh
  24327. */
  24328. static readonly CAP_END: number;
  24329. /**
  24330. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24331. */
  24332. static readonly CAP_ALL: number;
  24333. /**
  24334. * Mesh pattern setting : no flip or rotate
  24335. */
  24336. static readonly NO_FLIP: number;
  24337. /**
  24338. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24339. */
  24340. static readonly FLIP_TILE: number;
  24341. /**
  24342. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24343. */
  24344. static readonly ROTATE_TILE: number;
  24345. /**
  24346. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24347. */
  24348. static readonly FLIP_ROW: number;
  24349. /**
  24350. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24351. */
  24352. static readonly ROTATE_ROW: number;
  24353. /**
  24354. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24355. */
  24356. static readonly FLIP_N_ROTATE_TILE: number;
  24357. /**
  24358. * Mesh pattern setting : rotate pattern and rotate
  24359. */
  24360. static readonly FLIP_N_ROTATE_ROW: number;
  24361. /**
  24362. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24363. */
  24364. static readonly CENTER: number;
  24365. /**
  24366. * Mesh tile positioning : part tiles on left
  24367. */
  24368. static readonly LEFT: number;
  24369. /**
  24370. * Mesh tile positioning : part tiles on right
  24371. */
  24372. static readonly RIGHT: number;
  24373. /**
  24374. * Mesh tile positioning : part tiles on top
  24375. */
  24376. static readonly TOP: number;
  24377. /**
  24378. * Mesh tile positioning : part tiles on bottom
  24379. */
  24380. static readonly BOTTOM: number;
  24381. /**
  24382. * Gets the default side orientation.
  24383. * @param orientation the orientation to value to attempt to get
  24384. * @returns the default orientation
  24385. * @hidden
  24386. */
  24387. static _GetDefaultSideOrientation(orientation?: number): number;
  24388. private _internalMeshDataInfo;
  24389. /**
  24390. * An event triggered before rendering the mesh
  24391. */
  24392. readonly onBeforeRenderObservable: Observable<Mesh>;
  24393. /**
  24394. * An event triggered before binding the mesh
  24395. */
  24396. readonly onBeforeBindObservable: Observable<Mesh>;
  24397. /**
  24398. * An event triggered after rendering the mesh
  24399. */
  24400. readonly onAfterRenderObservable: Observable<Mesh>;
  24401. /**
  24402. * An event triggered before drawing the mesh
  24403. */
  24404. readonly onBeforeDrawObservable: Observable<Mesh>;
  24405. private _onBeforeDrawObserver;
  24406. /**
  24407. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24408. */
  24409. onBeforeDraw: () => void;
  24410. readonly hasInstances: boolean;
  24411. /**
  24412. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24413. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24414. */
  24415. delayLoadState: number;
  24416. /**
  24417. * Gets the list of instances created from this mesh
  24418. * it is not supposed to be modified manually.
  24419. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24420. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24421. */
  24422. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24423. /**
  24424. * Gets the file containing delay loading data for this mesh
  24425. */
  24426. delayLoadingFile: string;
  24427. /** @hidden */
  24428. _binaryInfo: any;
  24429. /**
  24430. * User defined function used to change how LOD level selection is done
  24431. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24432. */
  24433. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24434. /**
  24435. * Gets or sets the morph target manager
  24436. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24437. */
  24438. morphTargetManager: Nullable<MorphTargetManager>;
  24439. /** @hidden */
  24440. _creationDataStorage: Nullable<_CreationDataStorage>;
  24441. /** @hidden */
  24442. _geometry: Nullable<Geometry>;
  24443. /** @hidden */
  24444. _delayInfo: Array<string>;
  24445. /** @hidden */
  24446. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24447. /** @hidden */
  24448. _instanceDataStorage: _InstanceDataStorage;
  24449. private _effectiveMaterial;
  24450. /** @hidden */
  24451. _shouldGenerateFlatShading: boolean;
  24452. /** @hidden */
  24453. _originalBuilderSideOrientation: number;
  24454. /**
  24455. * Use this property to change the original side orientation defined at construction time
  24456. */
  24457. overrideMaterialSideOrientation: Nullable<number>;
  24458. /**
  24459. * Gets the source mesh (the one used to clone this one from)
  24460. */
  24461. readonly source: Nullable<Mesh>;
  24462. /**
  24463. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24464. */
  24465. isUnIndexed: boolean;
  24466. /**
  24467. * @constructor
  24468. * @param name The value used by scene.getMeshByName() to do a lookup.
  24469. * @param scene The scene to add this mesh to.
  24470. * @param parent The parent of this mesh, if it has one
  24471. * @param source An optional Mesh from which geometry is shared, cloned.
  24472. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24473. * When false, achieved by calling a clone(), also passing False.
  24474. * This will make creation of children, recursive.
  24475. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24476. */
  24477. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24478. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24479. /**
  24480. * Gets the class name
  24481. * @returns the string "Mesh".
  24482. */
  24483. getClassName(): string;
  24484. /** @hidden */
  24485. readonly _isMesh: boolean;
  24486. /**
  24487. * Returns a description of this mesh
  24488. * @param fullDetails define if full details about this mesh must be used
  24489. * @returns a descriptive string representing this mesh
  24490. */
  24491. toString(fullDetails?: boolean): string;
  24492. /** @hidden */
  24493. _unBindEffect(): void;
  24494. /**
  24495. * Gets a boolean indicating if this mesh has LOD
  24496. */
  24497. readonly hasLODLevels: boolean;
  24498. /**
  24499. * Gets the list of MeshLODLevel associated with the current mesh
  24500. * @returns an array of MeshLODLevel
  24501. */
  24502. getLODLevels(): MeshLODLevel[];
  24503. private _sortLODLevels;
  24504. /**
  24505. * Add a mesh as LOD level triggered at the given distance.
  24506. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24507. * @param distance The distance from the center of the object to show this level
  24508. * @param mesh The mesh to be added as LOD level (can be null)
  24509. * @return This mesh (for chaining)
  24510. */
  24511. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24512. /**
  24513. * Returns the LOD level mesh at the passed distance or null if not found.
  24514. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24515. * @param distance The distance from the center of the object to show this level
  24516. * @returns a Mesh or `null`
  24517. */
  24518. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24519. /**
  24520. * Remove a mesh from the LOD array
  24521. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24522. * @param mesh defines the mesh to be removed
  24523. * @return This mesh (for chaining)
  24524. */
  24525. removeLODLevel(mesh: Mesh): Mesh;
  24526. /**
  24527. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24528. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24529. * @param camera defines the camera to use to compute distance
  24530. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24531. * @return This mesh (for chaining)
  24532. */
  24533. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24534. /**
  24535. * Gets the mesh internal Geometry object
  24536. */
  24537. readonly geometry: Nullable<Geometry>;
  24538. /**
  24539. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24540. * @returns the total number of vertices
  24541. */
  24542. getTotalVertices(): number;
  24543. /**
  24544. * Returns the content of an associated vertex buffer
  24545. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24546. * - VertexBuffer.PositionKind
  24547. * - VertexBuffer.UVKind
  24548. * - VertexBuffer.UV2Kind
  24549. * - VertexBuffer.UV3Kind
  24550. * - VertexBuffer.UV4Kind
  24551. * - VertexBuffer.UV5Kind
  24552. * - VertexBuffer.UV6Kind
  24553. * - VertexBuffer.ColorKind
  24554. * - VertexBuffer.MatricesIndicesKind
  24555. * - VertexBuffer.MatricesIndicesExtraKind
  24556. * - VertexBuffer.MatricesWeightsKind
  24557. * - VertexBuffer.MatricesWeightsExtraKind
  24558. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24559. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24560. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24561. */
  24562. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24563. /**
  24564. * Returns the mesh VertexBuffer object from the requested `kind`
  24565. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24566. * - VertexBuffer.PositionKind
  24567. * - VertexBuffer.NormalKind
  24568. * - VertexBuffer.UVKind
  24569. * - VertexBuffer.UV2Kind
  24570. * - VertexBuffer.UV3Kind
  24571. * - VertexBuffer.UV4Kind
  24572. * - VertexBuffer.UV5Kind
  24573. * - VertexBuffer.UV6Kind
  24574. * - VertexBuffer.ColorKind
  24575. * - VertexBuffer.MatricesIndicesKind
  24576. * - VertexBuffer.MatricesIndicesExtraKind
  24577. * - VertexBuffer.MatricesWeightsKind
  24578. * - VertexBuffer.MatricesWeightsExtraKind
  24579. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24580. */
  24581. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24582. /**
  24583. * Tests if a specific vertex buffer is associated with this mesh
  24584. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24585. * - VertexBuffer.PositionKind
  24586. * - VertexBuffer.NormalKind
  24587. * - VertexBuffer.UVKind
  24588. * - VertexBuffer.UV2Kind
  24589. * - VertexBuffer.UV3Kind
  24590. * - VertexBuffer.UV4Kind
  24591. * - VertexBuffer.UV5Kind
  24592. * - VertexBuffer.UV6Kind
  24593. * - VertexBuffer.ColorKind
  24594. * - VertexBuffer.MatricesIndicesKind
  24595. * - VertexBuffer.MatricesIndicesExtraKind
  24596. * - VertexBuffer.MatricesWeightsKind
  24597. * - VertexBuffer.MatricesWeightsExtraKind
  24598. * @returns a boolean
  24599. */
  24600. isVerticesDataPresent(kind: string): boolean;
  24601. /**
  24602. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24603. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24604. * - VertexBuffer.PositionKind
  24605. * - VertexBuffer.UVKind
  24606. * - VertexBuffer.UV2Kind
  24607. * - VertexBuffer.UV3Kind
  24608. * - VertexBuffer.UV4Kind
  24609. * - VertexBuffer.UV5Kind
  24610. * - VertexBuffer.UV6Kind
  24611. * - VertexBuffer.ColorKind
  24612. * - VertexBuffer.MatricesIndicesKind
  24613. * - VertexBuffer.MatricesIndicesExtraKind
  24614. * - VertexBuffer.MatricesWeightsKind
  24615. * - VertexBuffer.MatricesWeightsExtraKind
  24616. * @returns a boolean
  24617. */
  24618. isVertexBufferUpdatable(kind: string): boolean;
  24619. /**
  24620. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24621. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24622. * - VertexBuffer.PositionKind
  24623. * - VertexBuffer.NormalKind
  24624. * - VertexBuffer.UVKind
  24625. * - VertexBuffer.UV2Kind
  24626. * - VertexBuffer.UV3Kind
  24627. * - VertexBuffer.UV4Kind
  24628. * - VertexBuffer.UV5Kind
  24629. * - VertexBuffer.UV6Kind
  24630. * - VertexBuffer.ColorKind
  24631. * - VertexBuffer.MatricesIndicesKind
  24632. * - VertexBuffer.MatricesIndicesExtraKind
  24633. * - VertexBuffer.MatricesWeightsKind
  24634. * - VertexBuffer.MatricesWeightsExtraKind
  24635. * @returns an array of strings
  24636. */
  24637. getVerticesDataKinds(): string[];
  24638. /**
  24639. * Returns a positive integer : the total number of indices in this mesh geometry.
  24640. * @returns the numner of indices or zero if the mesh has no geometry.
  24641. */
  24642. getTotalIndices(): number;
  24643. /**
  24644. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24645. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24646. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24647. * @returns the indices array or an empty array if the mesh has no geometry
  24648. */
  24649. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24650. readonly isBlocked: boolean;
  24651. /**
  24652. * Determine if the current mesh is ready to be rendered
  24653. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24654. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24655. * @returns true if all associated assets are ready (material, textures, shaders)
  24656. */
  24657. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24658. /**
  24659. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24660. */
  24661. readonly areNormalsFrozen: boolean;
  24662. /**
  24663. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24664. * @returns the current mesh
  24665. */
  24666. freezeNormals(): Mesh;
  24667. /**
  24668. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24669. * @returns the current mesh
  24670. */
  24671. unfreezeNormals(): Mesh;
  24672. /**
  24673. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24674. */
  24675. overridenInstanceCount: number;
  24676. /** @hidden */
  24677. _preActivate(): Mesh;
  24678. /** @hidden */
  24679. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24680. /** @hidden */
  24681. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24682. /**
  24683. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24684. * This means the mesh underlying bounding box and sphere are recomputed.
  24685. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24686. * @returns the current mesh
  24687. */
  24688. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24689. /** @hidden */
  24690. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24691. /**
  24692. * This function will subdivide the mesh into multiple submeshes
  24693. * @param count defines the expected number of submeshes
  24694. */
  24695. subdivide(count: number): void;
  24696. /**
  24697. * Copy a FloatArray into a specific associated vertex buffer
  24698. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24699. * - VertexBuffer.PositionKind
  24700. * - VertexBuffer.UVKind
  24701. * - VertexBuffer.UV2Kind
  24702. * - VertexBuffer.UV3Kind
  24703. * - VertexBuffer.UV4Kind
  24704. * - VertexBuffer.UV5Kind
  24705. * - VertexBuffer.UV6Kind
  24706. * - VertexBuffer.ColorKind
  24707. * - VertexBuffer.MatricesIndicesKind
  24708. * - VertexBuffer.MatricesIndicesExtraKind
  24709. * - VertexBuffer.MatricesWeightsKind
  24710. * - VertexBuffer.MatricesWeightsExtraKind
  24711. * @param data defines the data source
  24712. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24713. * @param stride defines the data stride size (can be null)
  24714. * @returns the current mesh
  24715. */
  24716. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24717. /**
  24718. * Delete a vertex buffer associated with this mesh
  24719. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24720. * - VertexBuffer.PositionKind
  24721. * - VertexBuffer.UVKind
  24722. * - VertexBuffer.UV2Kind
  24723. * - VertexBuffer.UV3Kind
  24724. * - VertexBuffer.UV4Kind
  24725. * - VertexBuffer.UV5Kind
  24726. * - VertexBuffer.UV6Kind
  24727. * - VertexBuffer.ColorKind
  24728. * - VertexBuffer.MatricesIndicesKind
  24729. * - VertexBuffer.MatricesIndicesExtraKind
  24730. * - VertexBuffer.MatricesWeightsKind
  24731. * - VertexBuffer.MatricesWeightsExtraKind
  24732. */
  24733. removeVerticesData(kind: string): void;
  24734. /**
  24735. * Flags an associated vertex buffer as updatable
  24736. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24737. * - VertexBuffer.PositionKind
  24738. * - VertexBuffer.UVKind
  24739. * - VertexBuffer.UV2Kind
  24740. * - VertexBuffer.UV3Kind
  24741. * - VertexBuffer.UV4Kind
  24742. * - VertexBuffer.UV5Kind
  24743. * - VertexBuffer.UV6Kind
  24744. * - VertexBuffer.ColorKind
  24745. * - VertexBuffer.MatricesIndicesKind
  24746. * - VertexBuffer.MatricesIndicesExtraKind
  24747. * - VertexBuffer.MatricesWeightsKind
  24748. * - VertexBuffer.MatricesWeightsExtraKind
  24749. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24750. */
  24751. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24752. /**
  24753. * Sets the mesh global Vertex Buffer
  24754. * @param buffer defines the buffer to use
  24755. * @returns the current mesh
  24756. */
  24757. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24758. /**
  24759. * Update a specific associated vertex buffer
  24760. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24761. * - VertexBuffer.PositionKind
  24762. * - VertexBuffer.UVKind
  24763. * - VertexBuffer.UV2Kind
  24764. * - VertexBuffer.UV3Kind
  24765. * - VertexBuffer.UV4Kind
  24766. * - VertexBuffer.UV5Kind
  24767. * - VertexBuffer.UV6Kind
  24768. * - VertexBuffer.ColorKind
  24769. * - VertexBuffer.MatricesIndicesKind
  24770. * - VertexBuffer.MatricesIndicesExtraKind
  24771. * - VertexBuffer.MatricesWeightsKind
  24772. * - VertexBuffer.MatricesWeightsExtraKind
  24773. * @param data defines the data source
  24774. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24775. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24776. * @returns the current mesh
  24777. */
  24778. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24779. /**
  24780. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24781. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24782. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24783. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24784. * @returns the current mesh
  24785. */
  24786. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24787. /**
  24788. * Creates a un-shared specific occurence of the geometry for the mesh.
  24789. * @returns the current mesh
  24790. */
  24791. makeGeometryUnique(): Mesh;
  24792. /**
  24793. * Set the index buffer of this mesh
  24794. * @param indices defines the source data
  24795. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24796. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24797. * @returns the current mesh
  24798. */
  24799. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24800. /**
  24801. * Update the current index buffer
  24802. * @param indices defines the source data
  24803. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24804. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24805. * @returns the current mesh
  24806. */
  24807. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24808. /**
  24809. * Invert the geometry to move from a right handed system to a left handed one.
  24810. * @returns the current mesh
  24811. */
  24812. toLeftHanded(): Mesh;
  24813. /** @hidden */
  24814. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24815. /** @hidden */
  24816. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24817. /**
  24818. * Registers for this mesh a javascript function called just before the rendering process
  24819. * @param func defines the function to call before rendering this mesh
  24820. * @returns the current mesh
  24821. */
  24822. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24823. /**
  24824. * Disposes a previously registered javascript function called before the rendering
  24825. * @param func defines the function to remove
  24826. * @returns the current mesh
  24827. */
  24828. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24829. /**
  24830. * Registers for this mesh a javascript function called just after the rendering is complete
  24831. * @param func defines the function to call after rendering this mesh
  24832. * @returns the current mesh
  24833. */
  24834. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24835. /**
  24836. * Disposes a previously registered javascript function called after the rendering.
  24837. * @param func defines the function to remove
  24838. * @returns the current mesh
  24839. */
  24840. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24841. /** @hidden */
  24842. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24843. /** @hidden */
  24844. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24845. /** @hidden */
  24846. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24847. /** @hidden */
  24848. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24849. /** @hidden */
  24850. _rebuild(): void;
  24851. /** @hidden */
  24852. _freeze(): void;
  24853. /** @hidden */
  24854. _unFreeze(): void;
  24855. /**
  24856. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24857. * @param subMesh defines the subMesh to render
  24858. * @param enableAlphaMode defines if alpha mode can be changed
  24859. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24860. * @returns the current mesh
  24861. */
  24862. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24863. private _onBeforeDraw;
  24864. /**
  24865. * Renormalize the mesh and patch it up if there are no weights
  24866. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24867. * However in the case of zero weights then we set just a single influence to 1.
  24868. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24869. */
  24870. cleanMatrixWeights(): void;
  24871. private normalizeSkinFourWeights;
  24872. private normalizeSkinWeightsAndExtra;
  24873. /**
  24874. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24875. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24876. * the user know there was an issue with importing the mesh
  24877. * @returns a validation object with skinned, valid and report string
  24878. */
  24879. validateSkinning(): {
  24880. skinned: boolean;
  24881. valid: boolean;
  24882. report: string;
  24883. };
  24884. /** @hidden */
  24885. _checkDelayState(): Mesh;
  24886. private _queueLoad;
  24887. /**
  24888. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24889. * A mesh is in the frustum if its bounding box intersects the frustum
  24890. * @param frustumPlanes defines the frustum to test
  24891. * @returns true if the mesh is in the frustum planes
  24892. */
  24893. isInFrustum(frustumPlanes: Plane[]): boolean;
  24894. /**
  24895. * Sets the mesh material by the material or multiMaterial `id` property
  24896. * @param id is a string identifying the material or the multiMaterial
  24897. * @returns the current mesh
  24898. */
  24899. setMaterialByID(id: string): Mesh;
  24900. /**
  24901. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24902. * @returns an array of IAnimatable
  24903. */
  24904. getAnimatables(): IAnimatable[];
  24905. /**
  24906. * Modifies the mesh geometry according to the passed transformation matrix.
  24907. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24908. * The mesh normals are modified using the same transformation.
  24909. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24910. * @param transform defines the transform matrix to use
  24911. * @see http://doc.babylonjs.com/resources/baking_transformations
  24912. * @returns the current mesh
  24913. */
  24914. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24915. /**
  24916. * Modifies the mesh geometry according to its own current World Matrix.
  24917. * The mesh World Matrix is then reset.
  24918. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24919. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24920. * @see http://doc.babylonjs.com/resources/baking_transformations
  24921. * @returns the current mesh
  24922. */
  24923. bakeCurrentTransformIntoVertices(): Mesh;
  24924. /** @hidden */
  24925. readonly _positions: Nullable<Vector3[]>;
  24926. /** @hidden */
  24927. _resetPointsArrayCache(): Mesh;
  24928. /** @hidden */
  24929. _generatePointsArray(): boolean;
  24930. /**
  24931. * Returns a new Mesh object generated from the current mesh properties.
  24932. * This method must not get confused with createInstance()
  24933. * @param name is a string, the name given to the new mesh
  24934. * @param newParent can be any Node object (default `null`)
  24935. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24936. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24937. * @returns a new mesh
  24938. */
  24939. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24940. /**
  24941. * Releases resources associated with this mesh.
  24942. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24943. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24944. */
  24945. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24946. /** @hidden */
  24947. _disposeInstanceSpecificData(): void;
  24948. /**
  24949. * Modifies the mesh geometry according to a displacement map.
  24950. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24951. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24952. * @param url is a string, the URL from the image file is to be downloaded.
  24953. * @param minHeight is the lower limit of the displacement.
  24954. * @param maxHeight is the upper limit of the displacement.
  24955. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24956. * @param uvOffset is an optional vector2 used to offset UV.
  24957. * @param uvScale is an optional vector2 used to scale UV.
  24958. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24959. * @returns the Mesh.
  24960. */
  24961. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24962. /**
  24963. * Modifies the mesh geometry according to a displacementMap buffer.
  24964. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24965. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24966. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24967. * @param heightMapWidth is the width of the buffer image.
  24968. * @param heightMapHeight is the height of the buffer image.
  24969. * @param minHeight is the lower limit of the displacement.
  24970. * @param maxHeight is the upper limit of the displacement.
  24971. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24972. * @param uvOffset is an optional vector2 used to offset UV.
  24973. * @param uvScale is an optional vector2 used to scale UV.
  24974. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24975. * @returns the Mesh.
  24976. */
  24977. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24978. /**
  24979. * Modify the mesh to get a flat shading rendering.
  24980. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24981. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24982. * @returns current mesh
  24983. */
  24984. convertToFlatShadedMesh(): Mesh;
  24985. /**
  24986. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24987. * In other words, more vertices, no more indices and a single bigger VBO.
  24988. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24989. * @returns current mesh
  24990. */
  24991. convertToUnIndexedMesh(): Mesh;
  24992. /**
  24993. * Inverses facet orientations.
  24994. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24995. * @param flipNormals will also inverts the normals
  24996. * @returns current mesh
  24997. */
  24998. flipFaces(flipNormals?: boolean): Mesh;
  24999. /**
  25000. * Increase the number of facets and hence vertices in a mesh
  25001. * Vertex normals are interpolated from existing vertex normals
  25002. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25003. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25004. */
  25005. increaseVertices(numberPerEdge: number): void;
  25006. /**
  25007. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25008. * This will undo any application of covertToFlatShadedMesh
  25009. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25010. */
  25011. forceSharedVertices(): void;
  25012. /** @hidden */
  25013. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25014. /** @hidden */
  25015. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25016. /**
  25017. * Creates a new InstancedMesh object from the mesh model.
  25018. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25019. * @param name defines the name of the new instance
  25020. * @returns a new InstancedMesh
  25021. */
  25022. createInstance(name: string): InstancedMesh;
  25023. /**
  25024. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25025. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25026. * @returns the current mesh
  25027. */
  25028. synchronizeInstances(): Mesh;
  25029. /**
  25030. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25031. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25032. * This should be used together with the simplification to avoid disappearing triangles.
  25033. * @param successCallback an optional success callback to be called after the optimization finished.
  25034. * @returns the current mesh
  25035. */
  25036. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25037. /**
  25038. * Serialize current mesh
  25039. * @param serializationObject defines the object which will receive the serialization data
  25040. */
  25041. serialize(serializationObject: any): void;
  25042. /** @hidden */
  25043. _syncGeometryWithMorphTargetManager(): void;
  25044. /** @hidden */
  25045. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25046. /**
  25047. * Returns a new Mesh object parsed from the source provided.
  25048. * @param parsedMesh is the source
  25049. * @param scene defines the hosting scene
  25050. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25051. * @returns a new Mesh
  25052. */
  25053. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25054. /**
  25055. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25056. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25057. * @param name defines the name of the mesh to create
  25058. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25059. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25060. * @param closePath creates a seam between the first and the last points of each path of the path array
  25061. * @param offset is taken in account only if the `pathArray` is containing a single path
  25062. * @param scene defines the hosting scene
  25063. * @param updatable defines if the mesh must be flagged as updatable
  25064. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25065. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  25066. * @returns a new Mesh
  25067. */
  25068. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25069. /**
  25070. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25071. * @param name defines the name of the mesh to create
  25072. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25073. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25074. * @param scene defines the hosting scene
  25075. * @param updatable defines if the mesh must be flagged as updatable
  25076. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25077. * @returns a new Mesh
  25078. */
  25079. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25080. /**
  25081. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25082. * @param name defines the name of the mesh to create
  25083. * @param size sets the size (float) of each box side (default 1)
  25084. * @param scene defines the hosting scene
  25085. * @param updatable defines if the mesh must be flagged as updatable
  25086. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25087. * @returns a new Mesh
  25088. */
  25089. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25090. /**
  25091. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25092. * @param name defines the name of the mesh to create
  25093. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25094. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25095. * @param scene defines the hosting scene
  25096. * @param updatable defines if the mesh must be flagged as updatable
  25097. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25098. * @returns a new Mesh
  25099. */
  25100. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25101. /**
  25102. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25103. * @param name defines the name of the mesh to create
  25104. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25105. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25106. * @param scene defines the hosting scene
  25107. * @returns a new Mesh
  25108. */
  25109. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25110. /**
  25111. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25112. * @param name defines the name of the mesh to create
  25113. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25114. * @param diameterTop set the top cap diameter (floats, default 1)
  25115. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25116. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25117. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25118. * @param scene defines the hosting scene
  25119. * @param updatable defines if the mesh must be flagged as updatable
  25120. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25121. * @returns a new Mesh
  25122. */
  25123. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25124. /**
  25125. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25126. * @param name defines the name of the mesh to create
  25127. * @param diameter sets the diameter size (float) of the torus (default 1)
  25128. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25129. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25130. * @param scene defines the hosting scene
  25131. * @param updatable defines if the mesh must be flagged as updatable
  25132. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25133. * @returns a new Mesh
  25134. */
  25135. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25136. /**
  25137. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25138. * @param name defines the name of the mesh to create
  25139. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25140. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25141. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25142. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25143. * @param p the number of windings on X axis (positive integers, default 2)
  25144. * @param q the number of windings on Y axis (positive integers, default 3)
  25145. * @param scene defines the hosting scene
  25146. * @param updatable defines if the mesh must be flagged as updatable
  25147. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25148. * @returns a new Mesh
  25149. */
  25150. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25151. /**
  25152. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25153. * @param name defines the name of the mesh to create
  25154. * @param points is an array successive Vector3
  25155. * @param scene defines the hosting scene
  25156. * @param updatable defines if the mesh must be flagged as updatable
  25157. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  25158. * @returns a new Mesh
  25159. */
  25160. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25161. /**
  25162. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25163. * @param name defines the name of the mesh to create
  25164. * @param points is an array successive Vector3
  25165. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25166. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25167. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25168. * @param scene defines the hosting scene
  25169. * @param updatable defines if the mesh must be flagged as updatable
  25170. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  25171. * @returns a new Mesh
  25172. */
  25173. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25174. /**
  25175. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25176. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25177. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  25178. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25179. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25180. * Remember you can only change the shape positions, not their number when updating a polygon.
  25181. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25182. * @param name defines the name of the mesh to create
  25183. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25184. * @param scene defines the hosting scene
  25185. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25186. * @param updatable defines if the mesh must be flagged as updatable
  25187. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25188. * @param earcutInjection can be used to inject your own earcut reference
  25189. * @returns a new Mesh
  25190. */
  25191. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25192. /**
  25193. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25194. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25195. * @param name defines the name of the mesh to create
  25196. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25197. * @param depth defines the height of extrusion
  25198. * @param scene defines the hosting scene
  25199. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25200. * @param updatable defines if the mesh must be flagged as updatable
  25201. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25202. * @param earcutInjection can be used to inject your own earcut reference
  25203. * @returns a new Mesh
  25204. */
  25205. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25206. /**
  25207. * Creates an extruded shape mesh.
  25208. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  25209. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25210. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25211. * @param name defines the name of the mesh to create
  25212. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25213. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25214. * @param scale is the value to scale the shape
  25215. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  25216. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25217. * @param scene defines the hosting scene
  25218. * @param updatable defines if the mesh must be flagged as updatable
  25219. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25220. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  25221. * @returns a new Mesh
  25222. */
  25223. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25224. /**
  25225. * Creates an custom extruded shape mesh.
  25226. * The custom extrusion is a parametric shape.
  25227. * It has no predefined shape. Its final shape will depend on the input parameters.
  25228. * Please consider using the same method from the MeshBuilder class instead
  25229. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25230. * @param name defines the name of the mesh to create
  25231. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25232. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25233. * @param scaleFunction is a custom Javascript function called on each path point
  25234. * @param rotationFunction is a custom Javascript function called on each path point
  25235. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25236. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25237. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25238. * @param scene defines the hosting scene
  25239. * @param updatable defines if the mesh must be flagged as updatable
  25240. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25241. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  25242. * @returns a new Mesh
  25243. */
  25244. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25245. /**
  25246. * Creates lathe mesh.
  25247. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25248. * Please consider using the same method from the MeshBuilder class instead
  25249. * @param name defines the name of the mesh to create
  25250. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  25251. * @param radius is the radius value of the lathe
  25252. * @param tessellation is the side number of the lathe.
  25253. * @param scene defines the hosting scene
  25254. * @param updatable defines if the mesh must be flagged as updatable
  25255. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25256. * @returns a new Mesh
  25257. */
  25258. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25259. /**
  25260. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25261. * @param name defines the name of the mesh to create
  25262. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25263. * @param scene defines the hosting scene
  25264. * @param updatable defines if the mesh must be flagged as updatable
  25265. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25266. * @returns a new Mesh
  25267. */
  25268. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25269. /**
  25270. * Creates a ground mesh.
  25271. * Please consider using the same method from the MeshBuilder class instead
  25272. * @param name defines the name of the mesh to create
  25273. * @param width set the width of the ground
  25274. * @param height set the height of the ground
  25275. * @param subdivisions sets the number of subdivisions per side
  25276. * @param scene defines the hosting scene
  25277. * @param updatable defines if the mesh must be flagged as updatable
  25278. * @returns a new Mesh
  25279. */
  25280. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25281. /**
  25282. * Creates a tiled ground mesh.
  25283. * Please consider using the same method from the MeshBuilder class instead
  25284. * @param name defines the name of the mesh to create
  25285. * @param xmin set the ground minimum X coordinate
  25286. * @param zmin set the ground minimum Y coordinate
  25287. * @param xmax set the ground maximum X coordinate
  25288. * @param zmax set the ground maximum Z coordinate
  25289. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  25290. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  25291. * @param scene defines the hosting scene
  25292. * @param updatable defines if the mesh must be flagged as updatable
  25293. * @returns a new Mesh
  25294. */
  25295. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25296. w: number;
  25297. h: number;
  25298. }, precision: {
  25299. w: number;
  25300. h: number;
  25301. }, scene: Scene, updatable?: boolean): Mesh;
  25302. /**
  25303. * Creates a ground mesh from a height map.
  25304. * Please consider using the same method from the MeshBuilder class instead
  25305. * @see http://doc.babylonjs.com/babylon101/height_map
  25306. * @param name defines the name of the mesh to create
  25307. * @param url sets the URL of the height map image resource
  25308. * @param width set the ground width size
  25309. * @param height set the ground height size
  25310. * @param subdivisions sets the number of subdivision per side
  25311. * @param minHeight is the minimum altitude on the ground
  25312. * @param maxHeight is the maximum altitude on the ground
  25313. * @param scene defines the hosting scene
  25314. * @param updatable defines if the mesh must be flagged as updatable
  25315. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25316. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25317. * @returns a new Mesh
  25318. */
  25319. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  25320. /**
  25321. * Creates a tube mesh.
  25322. * The tube is a parametric shape.
  25323. * It has no predefined shape. Its final shape will depend on the input parameters.
  25324. * Please consider using the same method from the MeshBuilder class instead
  25325. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25326. * @param name defines the name of the mesh to create
  25327. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25328. * @param radius sets the tube radius size
  25329. * @param tessellation is the number of sides on the tubular surface
  25330. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25331. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25332. * @param scene defines the hosting scene
  25333. * @param updatable defines if the mesh must be flagged as updatable
  25334. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25335. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25336. * @returns a new Mesh
  25337. */
  25338. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25339. (i: number, distance: number): number;
  25340. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25341. /**
  25342. * Creates a polyhedron mesh.
  25343. * Please consider using the same method from the MeshBuilder class instead.
  25344. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25345. * * The parameter `size` (positive float, default 1) sets the polygon size
  25346. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25347. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25348. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25349. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25350. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25351. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25352. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25353. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25355. * @param name defines the name of the mesh to create
  25356. * @param options defines the options used to create the mesh
  25357. * @param scene defines the hosting scene
  25358. * @returns a new Mesh
  25359. */
  25360. static CreatePolyhedron(name: string, options: {
  25361. type?: number;
  25362. size?: number;
  25363. sizeX?: number;
  25364. sizeY?: number;
  25365. sizeZ?: number;
  25366. custom?: any;
  25367. faceUV?: Vector4[];
  25368. faceColors?: Color4[];
  25369. updatable?: boolean;
  25370. sideOrientation?: number;
  25371. }, scene: Scene): Mesh;
  25372. /**
  25373. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25374. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25375. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25376. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25377. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25378. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25379. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25380. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25381. * @param name defines the name of the mesh
  25382. * @param options defines the options used to create the mesh
  25383. * @param scene defines the hosting scene
  25384. * @returns a new Mesh
  25385. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25386. */
  25387. static CreateIcoSphere(name: string, options: {
  25388. radius?: number;
  25389. flat?: boolean;
  25390. subdivisions?: number;
  25391. sideOrientation?: number;
  25392. updatable?: boolean;
  25393. }, scene: Scene): Mesh;
  25394. /**
  25395. * Creates a decal mesh.
  25396. * Please consider using the same method from the MeshBuilder class instead.
  25397. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25398. * @param name defines the name of the mesh
  25399. * @param sourceMesh defines the mesh receiving the decal
  25400. * @param position sets the position of the decal in world coordinates
  25401. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25402. * @param size sets the decal scaling
  25403. * @param angle sets the angle to rotate the decal
  25404. * @returns a new Mesh
  25405. */
  25406. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25407. /**
  25408. * Prepare internal position array for software CPU skinning
  25409. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25410. */
  25411. setPositionsForCPUSkinning(): Float32Array;
  25412. /**
  25413. * Prepare internal normal array for software CPU skinning
  25414. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25415. */
  25416. setNormalsForCPUSkinning(): Float32Array;
  25417. /**
  25418. * Updates the vertex buffer by applying transformation from the bones
  25419. * @param skeleton defines the skeleton to apply to current mesh
  25420. * @returns the current mesh
  25421. */
  25422. applySkeleton(skeleton: Skeleton): Mesh;
  25423. /**
  25424. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25425. * @param meshes defines the list of meshes to scan
  25426. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25427. */
  25428. static MinMax(meshes: AbstractMesh[]): {
  25429. min: Vector3;
  25430. max: Vector3;
  25431. };
  25432. /**
  25433. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25434. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25435. * @returns a vector3
  25436. */
  25437. static Center(meshesOrMinMaxVector: {
  25438. min: Vector3;
  25439. max: Vector3;
  25440. } | AbstractMesh[]): Vector3;
  25441. /**
  25442. * Merge the array of meshes into a single mesh for performance reasons.
  25443. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25444. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25445. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25446. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25447. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25448. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25449. * @returns a new mesh
  25450. */
  25451. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25452. /** @hidden */
  25453. addInstance(instance: InstancedMesh): void;
  25454. /** @hidden */
  25455. removeInstance(instance: InstancedMesh): void;
  25456. }
  25457. }
  25458. declare module "babylonjs/Cameras/camera" {
  25459. import { SmartArray } from "babylonjs/Misc/smartArray";
  25460. import { Observable } from "babylonjs/Misc/observable";
  25461. import { Nullable } from "babylonjs/types";
  25462. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25463. import { Scene } from "babylonjs/scene";
  25464. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25465. import { Node } from "babylonjs/node";
  25466. import { Mesh } from "babylonjs/Meshes/mesh";
  25467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25468. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25469. import { Viewport } from "babylonjs/Maths/math.viewport";
  25470. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25471. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25472. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25473. import { Ray } from "babylonjs/Culling/ray";
  25474. /**
  25475. * This is the base class of all the camera used in the application.
  25476. * @see http://doc.babylonjs.com/features/cameras
  25477. */
  25478. export class Camera extends Node {
  25479. /** @hidden */
  25480. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25481. /**
  25482. * This is the default projection mode used by the cameras.
  25483. * It helps recreating a feeling of perspective and better appreciate depth.
  25484. * This is the best way to simulate real life cameras.
  25485. */
  25486. static readonly PERSPECTIVE_CAMERA: number;
  25487. /**
  25488. * This helps creating camera with an orthographic mode.
  25489. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25490. */
  25491. static readonly ORTHOGRAPHIC_CAMERA: number;
  25492. /**
  25493. * This is the default FOV mode for perspective cameras.
  25494. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25495. */
  25496. static readonly FOVMODE_VERTICAL_FIXED: number;
  25497. /**
  25498. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25499. */
  25500. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25501. /**
  25502. * This specifies ther is no need for a camera rig.
  25503. * Basically only one eye is rendered corresponding to the camera.
  25504. */
  25505. static readonly RIG_MODE_NONE: number;
  25506. /**
  25507. * Simulates a camera Rig with one blue eye and one red eye.
  25508. * This can be use with 3d blue and red glasses.
  25509. */
  25510. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25511. /**
  25512. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25513. */
  25514. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25515. /**
  25516. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25517. */
  25518. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25519. /**
  25520. * Defines that both eyes of the camera will be rendered over under each other.
  25521. */
  25522. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25523. /**
  25524. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25525. */
  25526. static readonly RIG_MODE_VR: number;
  25527. /**
  25528. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25529. */
  25530. static readonly RIG_MODE_WEBVR: number;
  25531. /**
  25532. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25533. */
  25534. static readonly RIG_MODE_CUSTOM: number;
  25535. /**
  25536. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25537. */
  25538. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25539. /**
  25540. * Define the input manager associated with the camera.
  25541. */
  25542. inputs: CameraInputsManager<Camera>;
  25543. /** @hidden */
  25544. _position: Vector3;
  25545. /**
  25546. * Define the current local position of the camera in the scene
  25547. */
  25548. position: Vector3;
  25549. /**
  25550. * The vector the camera should consider as up.
  25551. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25552. */
  25553. upVector: Vector3;
  25554. /**
  25555. * Define the current limit on the left side for an orthographic camera
  25556. * In scene unit
  25557. */
  25558. orthoLeft: Nullable<number>;
  25559. /**
  25560. * Define the current limit on the right side for an orthographic camera
  25561. * In scene unit
  25562. */
  25563. orthoRight: Nullable<number>;
  25564. /**
  25565. * Define the current limit on the bottom side for an orthographic camera
  25566. * In scene unit
  25567. */
  25568. orthoBottom: Nullable<number>;
  25569. /**
  25570. * Define the current limit on the top side for an orthographic camera
  25571. * In scene unit
  25572. */
  25573. orthoTop: Nullable<number>;
  25574. /**
  25575. * Field Of View is set in Radians. (default is 0.8)
  25576. */
  25577. fov: number;
  25578. /**
  25579. * Define the minimum distance the camera can see from.
  25580. * This is important to note that the depth buffer are not infinite and the closer it starts
  25581. * the more your scene might encounter depth fighting issue.
  25582. */
  25583. minZ: number;
  25584. /**
  25585. * Define the maximum distance the camera can see to.
  25586. * This is important to note that the depth buffer are not infinite and the further it end
  25587. * the more your scene might encounter depth fighting issue.
  25588. */
  25589. maxZ: number;
  25590. /**
  25591. * Define the default inertia of the camera.
  25592. * This helps giving a smooth feeling to the camera movement.
  25593. */
  25594. inertia: number;
  25595. /**
  25596. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25597. */
  25598. mode: number;
  25599. /**
  25600. * Define wether the camera is intermediate.
  25601. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25602. */
  25603. isIntermediate: boolean;
  25604. /**
  25605. * Define the viewport of the camera.
  25606. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25607. */
  25608. viewport: Viewport;
  25609. /**
  25610. * Restricts the camera to viewing objects with the same layerMask.
  25611. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25612. */
  25613. layerMask: number;
  25614. /**
  25615. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25616. */
  25617. fovMode: number;
  25618. /**
  25619. * Rig mode of the camera.
  25620. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25621. * This is normally controlled byt the camera themselves as internal use.
  25622. */
  25623. cameraRigMode: number;
  25624. /**
  25625. * Defines the distance between both "eyes" in case of a RIG
  25626. */
  25627. interaxialDistance: number;
  25628. /**
  25629. * Defines if stereoscopic rendering is done side by side or over under.
  25630. */
  25631. isStereoscopicSideBySide: boolean;
  25632. /**
  25633. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25634. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25635. * else in the scene. (Eg. security camera)
  25636. *
  25637. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25638. */
  25639. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25640. /**
  25641. * When set, the camera will render to this render target instead of the default canvas
  25642. *
  25643. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25644. */
  25645. outputRenderTarget: Nullable<RenderTargetTexture>;
  25646. /**
  25647. * Observable triggered when the camera view matrix has changed.
  25648. */
  25649. onViewMatrixChangedObservable: Observable<Camera>;
  25650. /**
  25651. * Observable triggered when the camera Projection matrix has changed.
  25652. */
  25653. onProjectionMatrixChangedObservable: Observable<Camera>;
  25654. /**
  25655. * Observable triggered when the inputs have been processed.
  25656. */
  25657. onAfterCheckInputsObservable: Observable<Camera>;
  25658. /**
  25659. * Observable triggered when reset has been called and applied to the camera.
  25660. */
  25661. onRestoreStateObservable: Observable<Camera>;
  25662. /** @hidden */
  25663. _cameraRigParams: any;
  25664. /** @hidden */
  25665. _rigCameras: Camera[];
  25666. /** @hidden */
  25667. _rigPostProcess: Nullable<PostProcess>;
  25668. protected _webvrViewMatrix: Matrix;
  25669. /** @hidden */
  25670. _skipRendering: boolean;
  25671. /** @hidden */
  25672. _projectionMatrix: Matrix;
  25673. /** @hidden */
  25674. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25675. /** @hidden */
  25676. _activeMeshes: SmartArray<AbstractMesh>;
  25677. protected _globalPosition: Vector3;
  25678. /** @hidden */
  25679. _computedViewMatrix: Matrix;
  25680. private _doNotComputeProjectionMatrix;
  25681. private _transformMatrix;
  25682. private _frustumPlanes;
  25683. private _refreshFrustumPlanes;
  25684. private _storedFov;
  25685. private _stateStored;
  25686. /**
  25687. * Instantiates a new camera object.
  25688. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25689. * @see http://doc.babylonjs.com/features/cameras
  25690. * @param name Defines the name of the camera in the scene
  25691. * @param position Defines the position of the camera
  25692. * @param scene Defines the scene the camera belongs too
  25693. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25694. */
  25695. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25696. /**
  25697. * Store current camera state (fov, position, etc..)
  25698. * @returns the camera
  25699. */
  25700. storeState(): Camera;
  25701. /**
  25702. * Restores the camera state values if it has been stored. You must call storeState() first
  25703. */
  25704. protected _restoreStateValues(): boolean;
  25705. /**
  25706. * Restored camera state. You must call storeState() first.
  25707. * @returns true if restored and false otherwise
  25708. */
  25709. restoreState(): boolean;
  25710. /**
  25711. * Gets the class name of the camera.
  25712. * @returns the class name
  25713. */
  25714. getClassName(): string;
  25715. /** @hidden */
  25716. readonly _isCamera: boolean;
  25717. /**
  25718. * Gets a string representation of the camera useful for debug purpose.
  25719. * @param fullDetails Defines that a more verboe level of logging is required
  25720. * @returns the string representation
  25721. */
  25722. toString(fullDetails?: boolean): string;
  25723. /**
  25724. * Gets the current world space position of the camera.
  25725. */
  25726. readonly globalPosition: Vector3;
  25727. /**
  25728. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25729. * @returns the active meshe list
  25730. */
  25731. getActiveMeshes(): SmartArray<AbstractMesh>;
  25732. /**
  25733. * Check wether a mesh is part of the current active mesh list of the camera
  25734. * @param mesh Defines the mesh to check
  25735. * @returns true if active, false otherwise
  25736. */
  25737. isActiveMesh(mesh: Mesh): boolean;
  25738. /**
  25739. * Is this camera ready to be used/rendered
  25740. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25741. * @return true if the camera is ready
  25742. */
  25743. isReady(completeCheck?: boolean): boolean;
  25744. /** @hidden */
  25745. _initCache(): void;
  25746. /** @hidden */
  25747. _updateCache(ignoreParentClass?: boolean): void;
  25748. /** @hidden */
  25749. _isSynchronized(): boolean;
  25750. /** @hidden */
  25751. _isSynchronizedViewMatrix(): boolean;
  25752. /** @hidden */
  25753. _isSynchronizedProjectionMatrix(): boolean;
  25754. /**
  25755. * Attach the input controls to a specific dom element to get the input from.
  25756. * @param element Defines the element the controls should be listened from
  25757. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25758. */
  25759. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25760. /**
  25761. * Detach the current controls from the specified dom element.
  25762. * @param element Defines the element to stop listening the inputs from
  25763. */
  25764. detachControl(element: HTMLElement): void;
  25765. /**
  25766. * Update the camera state according to the different inputs gathered during the frame.
  25767. */
  25768. update(): void;
  25769. /** @hidden */
  25770. _checkInputs(): void;
  25771. /** @hidden */
  25772. readonly rigCameras: Camera[];
  25773. /**
  25774. * Gets the post process used by the rig cameras
  25775. */
  25776. readonly rigPostProcess: Nullable<PostProcess>;
  25777. /**
  25778. * Internal, gets the first post proces.
  25779. * @returns the first post process to be run on this camera.
  25780. */
  25781. _getFirstPostProcess(): Nullable<PostProcess>;
  25782. private _cascadePostProcessesToRigCams;
  25783. /**
  25784. * Attach a post process to the camera.
  25785. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25786. * @param postProcess The post process to attach to the camera
  25787. * @param insertAt The position of the post process in case several of them are in use in the scene
  25788. * @returns the position the post process has been inserted at
  25789. */
  25790. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25791. /**
  25792. * Detach a post process to the camera.
  25793. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25794. * @param postProcess The post process to detach from the camera
  25795. */
  25796. detachPostProcess(postProcess: PostProcess): void;
  25797. /**
  25798. * Gets the current world matrix of the camera
  25799. */
  25800. getWorldMatrix(): Matrix;
  25801. /** @hidden */
  25802. _getViewMatrix(): Matrix;
  25803. /**
  25804. * Gets the current view matrix of the camera.
  25805. * @param force forces the camera to recompute the matrix without looking at the cached state
  25806. * @returns the view matrix
  25807. */
  25808. getViewMatrix(force?: boolean): Matrix;
  25809. /**
  25810. * Freeze the projection matrix.
  25811. * It will prevent the cache check of the camera projection compute and can speed up perf
  25812. * if no parameter of the camera are meant to change
  25813. * @param projection Defines manually a projection if necessary
  25814. */
  25815. freezeProjectionMatrix(projection?: Matrix): void;
  25816. /**
  25817. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25818. */
  25819. unfreezeProjectionMatrix(): void;
  25820. /**
  25821. * Gets the current projection matrix of the camera.
  25822. * @param force forces the camera to recompute the matrix without looking at the cached state
  25823. * @returns the projection matrix
  25824. */
  25825. getProjectionMatrix(force?: boolean): Matrix;
  25826. /**
  25827. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25828. * @returns a Matrix
  25829. */
  25830. getTransformationMatrix(): Matrix;
  25831. private _updateFrustumPlanes;
  25832. /**
  25833. * Checks if a cullable object (mesh...) is in the camera frustum
  25834. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25835. * @param target The object to check
  25836. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25837. * @returns true if the object is in frustum otherwise false
  25838. */
  25839. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25840. /**
  25841. * Checks if a cullable object (mesh...) is in the camera frustum
  25842. * Unlike isInFrustum this cheks the full bounding box
  25843. * @param target The object to check
  25844. * @returns true if the object is in frustum otherwise false
  25845. */
  25846. isCompletelyInFrustum(target: ICullable): boolean;
  25847. /**
  25848. * Gets a ray in the forward direction from the camera.
  25849. * @param length Defines the length of the ray to create
  25850. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25851. * @param origin Defines the start point of the ray which defaults to the camera position
  25852. * @returns the forward ray
  25853. */
  25854. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25855. /**
  25856. * Releases resources associated with this node.
  25857. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25858. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25859. */
  25860. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25861. /** @hidden */
  25862. _isLeftCamera: boolean;
  25863. /**
  25864. * Gets the left camera of a rig setup in case of Rigged Camera
  25865. */
  25866. readonly isLeftCamera: boolean;
  25867. /** @hidden */
  25868. _isRightCamera: boolean;
  25869. /**
  25870. * Gets the right camera of a rig setup in case of Rigged Camera
  25871. */
  25872. readonly isRightCamera: boolean;
  25873. /**
  25874. * Gets the left camera of a rig setup in case of Rigged Camera
  25875. */
  25876. readonly leftCamera: Nullable<FreeCamera>;
  25877. /**
  25878. * Gets the right camera of a rig setup in case of Rigged Camera
  25879. */
  25880. readonly rightCamera: Nullable<FreeCamera>;
  25881. /**
  25882. * Gets the left camera target of a rig setup in case of Rigged Camera
  25883. * @returns the target position
  25884. */
  25885. getLeftTarget(): Nullable<Vector3>;
  25886. /**
  25887. * Gets the right camera target of a rig setup in case of Rigged Camera
  25888. * @returns the target position
  25889. */
  25890. getRightTarget(): Nullable<Vector3>;
  25891. /**
  25892. * @hidden
  25893. */
  25894. setCameraRigMode(mode: number, rigParams: any): void;
  25895. /** @hidden */
  25896. static _setStereoscopicRigMode(camera: Camera): void;
  25897. /** @hidden */
  25898. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25899. /** @hidden */
  25900. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25901. /** @hidden */
  25902. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25903. /** @hidden */
  25904. _getVRProjectionMatrix(): Matrix;
  25905. protected _updateCameraRotationMatrix(): void;
  25906. protected _updateWebVRCameraRotationMatrix(): void;
  25907. /**
  25908. * This function MUST be overwritten by the different WebVR cameras available.
  25909. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25910. * @hidden
  25911. */
  25912. _getWebVRProjectionMatrix(): Matrix;
  25913. /**
  25914. * This function MUST be overwritten by the different WebVR cameras available.
  25915. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25916. * @hidden
  25917. */
  25918. _getWebVRViewMatrix(): Matrix;
  25919. /** @hidden */
  25920. setCameraRigParameter(name: string, value: any): void;
  25921. /**
  25922. * needs to be overridden by children so sub has required properties to be copied
  25923. * @hidden
  25924. */
  25925. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25926. /**
  25927. * May need to be overridden by children
  25928. * @hidden
  25929. */
  25930. _updateRigCameras(): void;
  25931. /** @hidden */
  25932. _setupInputs(): void;
  25933. /**
  25934. * Serialiaze the camera setup to a json represention
  25935. * @returns the JSON representation
  25936. */
  25937. serialize(): any;
  25938. /**
  25939. * Clones the current camera.
  25940. * @param name The cloned camera name
  25941. * @returns the cloned camera
  25942. */
  25943. clone(name: string): Camera;
  25944. /**
  25945. * Gets the direction of the camera relative to a given local axis.
  25946. * @param localAxis Defines the reference axis to provide a relative direction.
  25947. * @return the direction
  25948. */
  25949. getDirection(localAxis: Vector3): Vector3;
  25950. /**
  25951. * Returns the current camera absolute rotation
  25952. */
  25953. readonly absoluteRotation: Quaternion;
  25954. /**
  25955. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25956. * @param localAxis Defines the reference axis to provide a relative direction.
  25957. * @param result Defines the vector to store the result in
  25958. */
  25959. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25960. /**
  25961. * Gets a camera constructor for a given camera type
  25962. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25963. * @param name The name of the camera the result will be able to instantiate
  25964. * @param scene The scene the result will construct the camera in
  25965. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25966. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25967. * @returns a factory method to construc the camera
  25968. */
  25969. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25970. /**
  25971. * Compute the world matrix of the camera.
  25972. * @returns the camera world matrix
  25973. */
  25974. computeWorldMatrix(): Matrix;
  25975. /**
  25976. * Parse a JSON and creates the camera from the parsed information
  25977. * @param parsedCamera The JSON to parse
  25978. * @param scene The scene to instantiate the camera in
  25979. * @returns the newly constructed camera
  25980. */
  25981. static Parse(parsedCamera: any, scene: Scene): Camera;
  25982. }
  25983. }
  25984. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25985. import { Nullable } from "babylonjs/types";
  25986. import { Scene } from "babylonjs/scene";
  25987. import { Vector4 } from "babylonjs/Maths/math.vector";
  25988. import { Mesh } from "babylonjs/Meshes/mesh";
  25989. /**
  25990. * Class containing static functions to help procedurally build meshes
  25991. */
  25992. export class DiscBuilder {
  25993. /**
  25994. * Creates a plane polygonal mesh. By default, this is a disc
  25995. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25996. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25997. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25998. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25999. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  26000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26001. * @param name defines the name of the mesh
  26002. * @param options defines the options used to create the mesh
  26003. * @param scene defines the hosting scene
  26004. * @returns the plane polygonal mesh
  26005. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26006. */
  26007. static CreateDisc(name: string, options: {
  26008. radius?: number;
  26009. tessellation?: number;
  26010. arc?: number;
  26011. updatable?: boolean;
  26012. sideOrientation?: number;
  26013. frontUVs?: Vector4;
  26014. backUVs?: Vector4;
  26015. }, scene?: Nullable<Scene>): Mesh;
  26016. }
  26017. }
  26018. declare module "babylonjs/Particles/solidParticleSystem" {
  26019. import { Vector3 } from "babylonjs/Maths/math.vector";
  26020. import { Mesh } from "babylonjs/Meshes/mesh";
  26021. import { Scene, IDisposable } from "babylonjs/scene";
  26022. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26023. /**
  26024. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26025. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  26026. * The SPS is also a particle system. It provides some methods to manage the particles.
  26027. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26028. *
  26029. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26030. */
  26031. export class SolidParticleSystem implements IDisposable {
  26032. /**
  26033. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26034. * Example : var p = SPS.particles[i];
  26035. */
  26036. particles: SolidParticle[];
  26037. /**
  26038. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26039. */
  26040. nbParticles: number;
  26041. /**
  26042. * If the particles must ever face the camera (default false). Useful for planar particles.
  26043. */
  26044. billboard: boolean;
  26045. /**
  26046. * Recompute normals when adding a shape
  26047. */
  26048. recomputeNormals: boolean;
  26049. /**
  26050. * This a counter ofr your own usage. It's not set by any SPS functions.
  26051. */
  26052. counter: number;
  26053. /**
  26054. * The SPS name. This name is also given to the underlying mesh.
  26055. */
  26056. name: string;
  26057. /**
  26058. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26059. */
  26060. mesh: Mesh;
  26061. /**
  26062. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26063. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26064. */
  26065. vars: any;
  26066. /**
  26067. * This array is populated when the SPS is set as 'pickable'.
  26068. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26069. * Each element of this array is an object `{idx: int, faceId: int}`.
  26070. * `idx` is the picked particle index in the `SPS.particles` array
  26071. * `faceId` is the picked face index counted within this particle.
  26072. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26073. */
  26074. pickedParticles: {
  26075. idx: number;
  26076. faceId: number;
  26077. }[];
  26078. /**
  26079. * This array is populated when `enableDepthSort` is set to true.
  26080. * Each element of this array is an instance of the class DepthSortedParticle.
  26081. */
  26082. depthSortedParticles: DepthSortedParticle[];
  26083. /**
  26084. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26085. * @hidden
  26086. */
  26087. _bSphereOnly: boolean;
  26088. /**
  26089. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26090. * @hidden
  26091. */
  26092. _bSphereRadiusFactor: number;
  26093. private _scene;
  26094. private _positions;
  26095. private _indices;
  26096. private _normals;
  26097. private _colors;
  26098. private _uvs;
  26099. private _indices32;
  26100. private _positions32;
  26101. private _normals32;
  26102. private _fixedNormal32;
  26103. private _colors32;
  26104. private _uvs32;
  26105. private _index;
  26106. private _updatable;
  26107. private _pickable;
  26108. private _isVisibilityBoxLocked;
  26109. private _alwaysVisible;
  26110. private _depthSort;
  26111. private _expandable;
  26112. private _shapeCounter;
  26113. private _copy;
  26114. private _color;
  26115. private _computeParticleColor;
  26116. private _computeParticleTexture;
  26117. private _computeParticleRotation;
  26118. private _computeParticleVertex;
  26119. private _computeBoundingBox;
  26120. private _depthSortParticles;
  26121. private _camera;
  26122. private _mustUnrotateFixedNormals;
  26123. private _particlesIntersect;
  26124. private _needs32Bits;
  26125. private _isNotBuilt;
  26126. /**
  26127. * Creates a SPS (Solid Particle System) object.
  26128. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26129. * @param scene (Scene) is the scene in which the SPS is added.
  26130. * @param options defines the options of the sps e.g.
  26131. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26132. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26133. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26134. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26135. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26136. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26137. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26138. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26139. */
  26140. constructor(name: string, scene: Scene, options?: {
  26141. updatable?: boolean;
  26142. isPickable?: boolean;
  26143. enableDepthSort?: boolean;
  26144. particleIntersection?: boolean;
  26145. boundingSphereOnly?: boolean;
  26146. bSphereRadiusFactor?: number;
  26147. expandable?: boolean;
  26148. });
  26149. /**
  26150. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26151. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26152. * @returns the created mesh
  26153. */
  26154. buildMesh(): Mesh;
  26155. /**
  26156. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26157. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26158. * Thus the particles generated from `digest()` have their property `position` set yet.
  26159. * @param mesh ( Mesh ) is the mesh to be digested
  26160. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  26161. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26162. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26163. * @returns the current SPS
  26164. */
  26165. digest(mesh: Mesh, options?: {
  26166. facetNb?: number;
  26167. number?: number;
  26168. delta?: number;
  26169. }): SolidParticleSystem;
  26170. private _unrotateFixedNormals;
  26171. private _resetCopy;
  26172. private _meshBuilder;
  26173. private _posToShape;
  26174. private _uvsToShapeUV;
  26175. private _addParticle;
  26176. /**
  26177. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26178. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26179. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26180. * @param nb (positive integer) the number of particles to be created from this model
  26181. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26182. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26183. * @returns the number of shapes in the system
  26184. */
  26185. addShape(mesh: Mesh, nb: number, options?: {
  26186. positionFunction?: any;
  26187. vertexFunction?: any;
  26188. }): number;
  26189. private _rebuildParticle;
  26190. /**
  26191. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26192. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26193. * @returns the SPS.
  26194. */
  26195. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26196. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26197. * Returns an array with the removed particles.
  26198. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26199. * The SPS can't be empty so at least one particle needs to remain in place.
  26200. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26201. * @param start index of the first particle to remove
  26202. * @param end index of the last particle to remove (included)
  26203. * @returns an array populated with the removed particles
  26204. */
  26205. removeParticles(start: number, end: number): SolidParticle[];
  26206. /**
  26207. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26208. * This method calls `updateParticle()` for each particle of the SPS.
  26209. * For an animated SPS, it is usually called within the render loop.
  26210. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26211. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26212. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26213. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26214. * @returns the SPS.
  26215. */
  26216. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26217. /**
  26218. * Disposes the SPS.
  26219. */
  26220. dispose(): void;
  26221. /**
  26222. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26223. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26224. * @returns the SPS.
  26225. */
  26226. refreshVisibleSize(): SolidParticleSystem;
  26227. /**
  26228. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26229. * @param size the size (float) of the visibility box
  26230. * note : this doesn't lock the SPS mesh bounding box.
  26231. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26232. */
  26233. setVisibilityBox(size: number): void;
  26234. /**
  26235. * Gets whether the SPS as always visible or not
  26236. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26237. */
  26238. /**
  26239. * Sets the SPS as always visible or not
  26240. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26241. */
  26242. isAlwaysVisible: boolean;
  26243. /**
  26244. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26245. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26246. */
  26247. /**
  26248. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26249. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26250. */
  26251. isVisibilityBoxLocked: boolean;
  26252. /**
  26253. * Tells to `setParticles()` to compute the particle rotations or not.
  26254. * Default value : true. The SPS is faster when it's set to false.
  26255. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26256. */
  26257. /**
  26258. * Gets if `setParticles()` computes the particle rotations or not.
  26259. * Default value : true. The SPS is faster when it's set to false.
  26260. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26261. */
  26262. computeParticleRotation: boolean;
  26263. /**
  26264. * Tells to `setParticles()` to compute the particle colors or not.
  26265. * Default value : true. The SPS is faster when it's set to false.
  26266. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26267. */
  26268. /**
  26269. * Gets if `setParticles()` computes the particle colors or not.
  26270. * Default value : true. The SPS is faster when it's set to false.
  26271. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26272. */
  26273. computeParticleColor: boolean;
  26274. /**
  26275. * Gets if `setParticles()` computes the particle textures or not.
  26276. * Default value : true. The SPS is faster when it's set to false.
  26277. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26278. */
  26279. computeParticleTexture: boolean;
  26280. /**
  26281. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26282. * Default value : false. The SPS is faster when it's set to false.
  26283. * Note : the particle custom vertex positions aren't stored values.
  26284. */
  26285. /**
  26286. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26287. * Default value : false. The SPS is faster when it's set to false.
  26288. * Note : the particle custom vertex positions aren't stored values.
  26289. */
  26290. computeParticleVertex: boolean;
  26291. /**
  26292. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26293. */
  26294. /**
  26295. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26296. */
  26297. computeBoundingBox: boolean;
  26298. /**
  26299. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26300. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26301. * Default : `true`
  26302. */
  26303. /**
  26304. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26305. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26306. * Default : `true`
  26307. */
  26308. depthSortParticles: boolean;
  26309. /**
  26310. * Gets if the SPS is created as expandable at construction time.
  26311. * Default : `false`
  26312. */
  26313. readonly expandable: boolean;
  26314. /**
  26315. * This function does nothing. It may be overwritten to set all the particle first values.
  26316. * The SPS doesn't call this function, you may have to call it by your own.
  26317. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26318. */
  26319. initParticles(): void;
  26320. /**
  26321. * This function does nothing. It may be overwritten to recycle a particle.
  26322. * The SPS doesn't call this function, you may have to call it by your own.
  26323. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26324. * @param particle The particle to recycle
  26325. * @returns the recycled particle
  26326. */
  26327. recycleParticle(particle: SolidParticle): SolidParticle;
  26328. /**
  26329. * Updates a particle : this function should be overwritten by the user.
  26330. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26331. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26332. * @example : just set a particle position or velocity and recycle conditions
  26333. * @param particle The particle to update
  26334. * @returns the updated particle
  26335. */
  26336. updateParticle(particle: SolidParticle): SolidParticle;
  26337. /**
  26338. * Updates a vertex of a particle : it can be overwritten by the user.
  26339. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26340. * @param particle the current particle
  26341. * @param vertex the current index of the current particle
  26342. * @param pt the index of the current vertex in the particle shape
  26343. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26344. * @example : just set a vertex particle position
  26345. * @returns the updated vertex
  26346. */
  26347. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26348. /**
  26349. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26350. * This does nothing and may be overwritten by the user.
  26351. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26352. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26353. * @param update the boolean update value actually passed to setParticles()
  26354. */
  26355. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26356. /**
  26357. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26358. * This will be passed three parameters.
  26359. * This does nothing and may be overwritten by the user.
  26360. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26361. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26362. * @param update the boolean update value actually passed to setParticles()
  26363. */
  26364. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26365. }
  26366. }
  26367. declare module "babylonjs/Particles/solidParticle" {
  26368. import { Nullable } from "babylonjs/types";
  26369. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26370. import { Color4 } from "babylonjs/Maths/math.color";
  26371. import { Mesh } from "babylonjs/Meshes/mesh";
  26372. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26373. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26374. import { Plane } from "babylonjs/Maths/math.plane";
  26375. /**
  26376. * Represents one particle of a solid particle system.
  26377. */
  26378. export class SolidParticle {
  26379. /**
  26380. * particle global index
  26381. */
  26382. idx: number;
  26383. /**
  26384. * The color of the particle
  26385. */
  26386. color: Nullable<Color4>;
  26387. /**
  26388. * The world space position of the particle.
  26389. */
  26390. position: Vector3;
  26391. /**
  26392. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26393. */
  26394. rotation: Vector3;
  26395. /**
  26396. * The world space rotation quaternion of the particle.
  26397. */
  26398. rotationQuaternion: Nullable<Quaternion>;
  26399. /**
  26400. * The scaling of the particle.
  26401. */
  26402. scaling: Vector3;
  26403. /**
  26404. * The uvs of the particle.
  26405. */
  26406. uvs: Vector4;
  26407. /**
  26408. * The current speed of the particle.
  26409. */
  26410. velocity: Vector3;
  26411. /**
  26412. * The pivot point in the particle local space.
  26413. */
  26414. pivot: Vector3;
  26415. /**
  26416. * Must the particle be translated from its pivot point in its local space ?
  26417. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26418. * Default : false
  26419. */
  26420. translateFromPivot: boolean;
  26421. /**
  26422. * Is the particle active or not ?
  26423. */
  26424. alive: boolean;
  26425. /**
  26426. * Is the particle visible or not ?
  26427. */
  26428. isVisible: boolean;
  26429. /**
  26430. * Index of this particle in the global "positions" array (Internal use)
  26431. * @hidden
  26432. */
  26433. _pos: number;
  26434. /**
  26435. * @hidden Index of this particle in the global "indices" array (Internal use)
  26436. */
  26437. _ind: number;
  26438. /**
  26439. * @hidden ModelShape of this particle (Internal use)
  26440. */
  26441. _model: ModelShape;
  26442. /**
  26443. * ModelShape id of this particle
  26444. */
  26445. shapeId: number;
  26446. /**
  26447. * Index of the particle in its shape id
  26448. */
  26449. idxInShape: number;
  26450. /**
  26451. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26452. */
  26453. _modelBoundingInfo: BoundingInfo;
  26454. /**
  26455. * @hidden Particle BoundingInfo object (Internal use)
  26456. */
  26457. _boundingInfo: BoundingInfo;
  26458. /**
  26459. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26460. */
  26461. _sps: SolidParticleSystem;
  26462. /**
  26463. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26464. */
  26465. _stillInvisible: boolean;
  26466. /**
  26467. * @hidden Last computed particle rotation matrix
  26468. */
  26469. _rotationMatrix: number[];
  26470. /**
  26471. * Parent particle Id, if any.
  26472. * Default null.
  26473. */
  26474. parentId: Nullable<number>;
  26475. /**
  26476. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26477. * The possible values are :
  26478. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26479. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26480. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26481. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26482. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26483. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26484. * */
  26485. cullingStrategy: number;
  26486. /**
  26487. * @hidden Internal global position in the SPS.
  26488. */
  26489. _globalPosition: Vector3;
  26490. /**
  26491. * Creates a Solid Particle object.
  26492. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26493. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26494. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26495. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26496. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26497. * @param shapeId (integer) is the model shape identifier in the SPS.
  26498. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26499. * @param sps defines the sps it is associated to
  26500. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26501. */
  26502. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26503. /**
  26504. * Legacy support, changed scale to scaling
  26505. */
  26506. /**
  26507. * Legacy support, changed scale to scaling
  26508. */
  26509. scale: Vector3;
  26510. /**
  26511. * Legacy support, changed quaternion to rotationQuaternion
  26512. */
  26513. /**
  26514. * Legacy support, changed quaternion to rotationQuaternion
  26515. */
  26516. quaternion: Nullable<Quaternion>;
  26517. /**
  26518. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26519. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26520. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26521. * @returns true if it intersects
  26522. */
  26523. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26524. /**
  26525. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26526. * A particle is in the frustum if its bounding box intersects the frustum
  26527. * @param frustumPlanes defines the frustum to test
  26528. * @returns true if the particle is in the frustum planes
  26529. */
  26530. isInFrustum(frustumPlanes: Plane[]): boolean;
  26531. /**
  26532. * get the rotation matrix of the particle
  26533. * @hidden
  26534. */
  26535. getRotationMatrix(m: Matrix): void;
  26536. }
  26537. /**
  26538. * Represents the shape of the model used by one particle of a solid particle system.
  26539. * SPS internal tool, don't use it manually.
  26540. */
  26541. export class ModelShape {
  26542. /**
  26543. * The shape id
  26544. * @hidden
  26545. */
  26546. shapeID: number;
  26547. /**
  26548. * flat array of model positions (internal use)
  26549. * @hidden
  26550. */
  26551. _shape: Vector3[];
  26552. /**
  26553. * flat array of model UVs (internal use)
  26554. * @hidden
  26555. */
  26556. _shapeUV: number[];
  26557. /**
  26558. * color array of the model
  26559. * @hidden
  26560. */
  26561. _shapeColors: number[];
  26562. /**
  26563. * indices array of the model
  26564. * @hidden
  26565. */
  26566. _indices: number[];
  26567. /**
  26568. * normals array of the model
  26569. * @hidden
  26570. */
  26571. _normals: number[];
  26572. /**
  26573. * length of the shape in the model indices array (internal use)
  26574. * @hidden
  26575. */
  26576. _indicesLength: number;
  26577. /**
  26578. * Custom position function (internal use)
  26579. * @hidden
  26580. */
  26581. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26582. /**
  26583. * Custom vertex function (internal use)
  26584. * @hidden
  26585. */
  26586. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26587. /**
  26588. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26589. * SPS internal tool, don't use it manually.
  26590. * @hidden
  26591. */
  26592. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26593. }
  26594. /**
  26595. * Represents a Depth Sorted Particle in the solid particle system.
  26596. */
  26597. export class DepthSortedParticle {
  26598. /**
  26599. * Index of the particle in the "indices" array
  26600. */
  26601. ind: number;
  26602. /**
  26603. * Length of the particle shape in the "indices" array
  26604. */
  26605. indicesLength: number;
  26606. /**
  26607. * Squared distance from the particle to the camera
  26608. */
  26609. sqDistance: number;
  26610. }
  26611. }
  26612. declare module "babylonjs/Collisions/meshCollisionData" {
  26613. import { Collider } from "babylonjs/Collisions/collider";
  26614. import { Vector3 } from "babylonjs/Maths/math.vector";
  26615. import { Nullable } from "babylonjs/types";
  26616. import { Observer } from "babylonjs/Misc/observable";
  26617. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26618. /**
  26619. * @hidden
  26620. */
  26621. export class _MeshCollisionData {
  26622. _checkCollisions: boolean;
  26623. _collisionMask: number;
  26624. _collisionGroup: number;
  26625. _collider: Nullable<Collider>;
  26626. _oldPositionForCollisions: Vector3;
  26627. _diffPositionForCollisions: Vector3;
  26628. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26629. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26630. }
  26631. }
  26632. declare module "babylonjs/Meshes/abstractMesh" {
  26633. import { Observable } from "babylonjs/Misc/observable";
  26634. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26635. import { Camera } from "babylonjs/Cameras/camera";
  26636. import { Scene, IDisposable } from "babylonjs/scene";
  26637. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26638. import { Node } from "babylonjs/node";
  26639. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26640. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26641. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26642. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26643. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26644. import { Material } from "babylonjs/Materials/material";
  26645. import { Light } from "babylonjs/Lights/light";
  26646. import { Skeleton } from "babylonjs/Bones/skeleton";
  26647. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26648. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26649. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26650. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26651. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26652. import { Plane } from "babylonjs/Maths/math.plane";
  26653. import { Ray } from "babylonjs/Culling/ray";
  26654. import { Collider } from "babylonjs/Collisions/collider";
  26655. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26656. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26657. /** @hidden */
  26658. class _FacetDataStorage {
  26659. facetPositions: Vector3[];
  26660. facetNormals: Vector3[];
  26661. facetPartitioning: number[][];
  26662. facetNb: number;
  26663. partitioningSubdivisions: number;
  26664. partitioningBBoxRatio: number;
  26665. facetDataEnabled: boolean;
  26666. facetParameters: any;
  26667. bbSize: Vector3;
  26668. subDiv: {
  26669. max: number;
  26670. X: number;
  26671. Y: number;
  26672. Z: number;
  26673. };
  26674. facetDepthSort: boolean;
  26675. facetDepthSortEnabled: boolean;
  26676. depthSortedIndices: IndicesArray;
  26677. depthSortedFacets: {
  26678. ind: number;
  26679. sqDistance: number;
  26680. }[];
  26681. facetDepthSortFunction: (f1: {
  26682. ind: number;
  26683. sqDistance: number;
  26684. }, f2: {
  26685. ind: number;
  26686. sqDistance: number;
  26687. }) => number;
  26688. facetDepthSortFrom: Vector3;
  26689. facetDepthSortOrigin: Vector3;
  26690. invertedMatrix: Matrix;
  26691. }
  26692. /**
  26693. * @hidden
  26694. **/
  26695. class _InternalAbstractMeshDataInfo {
  26696. _hasVertexAlpha: boolean;
  26697. _useVertexColors: boolean;
  26698. _numBoneInfluencers: number;
  26699. _applyFog: boolean;
  26700. _receiveShadows: boolean;
  26701. _facetData: _FacetDataStorage;
  26702. _visibility: number;
  26703. _skeleton: Nullable<Skeleton>;
  26704. _layerMask: number;
  26705. _computeBonesUsingShaders: boolean;
  26706. _isActive: boolean;
  26707. _onlyForInstances: boolean;
  26708. _isActiveIntermediate: boolean;
  26709. _onlyForInstancesIntermediate: boolean;
  26710. _actAsRegularMesh: boolean;
  26711. }
  26712. /**
  26713. * Class used to store all common mesh properties
  26714. */
  26715. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26716. /** No occlusion */
  26717. static OCCLUSION_TYPE_NONE: number;
  26718. /** Occlusion set to optimisitic */
  26719. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26720. /** Occlusion set to strict */
  26721. static OCCLUSION_TYPE_STRICT: number;
  26722. /** Use an accurante occlusion algorithm */
  26723. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26724. /** Use a conservative occlusion algorithm */
  26725. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26726. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26727. * Test order :
  26728. * Is the bounding sphere outside the frustum ?
  26729. * If not, are the bounding box vertices outside the frustum ?
  26730. * It not, then the cullable object is in the frustum.
  26731. */
  26732. static readonly CULLINGSTRATEGY_STANDARD: number;
  26733. /** Culling strategy : Bounding Sphere Only.
  26734. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26735. * It's also less accurate than the standard because some not visible objects can still be selected.
  26736. * Test : is the bounding sphere outside the frustum ?
  26737. * If not, then the cullable object is in the frustum.
  26738. */
  26739. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26740. /** Culling strategy : Optimistic Inclusion.
  26741. * This in an inclusion test first, then the standard exclusion test.
  26742. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26743. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26744. * Anyway, it's as accurate as the standard strategy.
  26745. * Test :
  26746. * Is the cullable object bounding sphere center in the frustum ?
  26747. * If not, apply the default culling strategy.
  26748. */
  26749. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26750. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26751. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26752. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26753. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26754. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26755. * Test :
  26756. * Is the cullable object bounding sphere center in the frustum ?
  26757. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26758. */
  26759. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26760. /**
  26761. * No billboard
  26762. */
  26763. static readonly BILLBOARDMODE_NONE: number;
  26764. /** Billboard on X axis */
  26765. static readonly BILLBOARDMODE_X: number;
  26766. /** Billboard on Y axis */
  26767. static readonly BILLBOARDMODE_Y: number;
  26768. /** Billboard on Z axis */
  26769. static readonly BILLBOARDMODE_Z: number;
  26770. /** Billboard on all axes */
  26771. static readonly BILLBOARDMODE_ALL: number;
  26772. /** Billboard on using position instead of orientation */
  26773. static readonly BILLBOARDMODE_USE_POSITION: number;
  26774. /** @hidden */
  26775. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26776. /**
  26777. * The culling strategy to use to check whether the mesh must be rendered or not.
  26778. * This value can be changed at any time and will be used on the next render mesh selection.
  26779. * The possible values are :
  26780. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26781. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26782. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26783. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26784. * Please read each static variable documentation to get details about the culling process.
  26785. * */
  26786. cullingStrategy: number;
  26787. /**
  26788. * Gets the number of facets in the mesh
  26789. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26790. */
  26791. readonly facetNb: number;
  26792. /**
  26793. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26794. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26795. */
  26796. partitioningSubdivisions: number;
  26797. /**
  26798. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26799. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26800. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26801. */
  26802. partitioningBBoxRatio: number;
  26803. /**
  26804. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26805. * Works only for updatable meshes.
  26806. * Doesn't work with multi-materials
  26807. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26808. */
  26809. mustDepthSortFacets: boolean;
  26810. /**
  26811. * The location (Vector3) where the facet depth sort must be computed from.
  26812. * By default, the active camera position.
  26813. * Used only when facet depth sort is enabled
  26814. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26815. */
  26816. facetDepthSortFrom: Vector3;
  26817. /**
  26818. * gets a boolean indicating if facetData is enabled
  26819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26820. */
  26821. readonly isFacetDataEnabled: boolean;
  26822. /** @hidden */
  26823. _updateNonUniformScalingState(value: boolean): boolean;
  26824. /**
  26825. * An event triggered when this mesh collides with another one
  26826. */
  26827. onCollideObservable: Observable<AbstractMesh>;
  26828. /** Set a function to call when this mesh collides with another one */
  26829. onCollide: () => void;
  26830. /**
  26831. * An event triggered when the collision's position changes
  26832. */
  26833. onCollisionPositionChangeObservable: Observable<Vector3>;
  26834. /** Set a function to call when the collision's position changes */
  26835. onCollisionPositionChange: () => void;
  26836. /**
  26837. * An event triggered when material is changed
  26838. */
  26839. onMaterialChangedObservable: Observable<AbstractMesh>;
  26840. /**
  26841. * Gets or sets the orientation for POV movement & rotation
  26842. */
  26843. definedFacingForward: boolean;
  26844. /** @hidden */
  26845. _occlusionQuery: Nullable<WebGLQuery>;
  26846. /** @hidden */
  26847. _renderingGroup: Nullable<RenderingGroup>;
  26848. /**
  26849. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26850. */
  26851. /**
  26852. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26853. */
  26854. visibility: number;
  26855. /** Gets or sets the alpha index used to sort transparent meshes
  26856. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26857. */
  26858. alphaIndex: number;
  26859. /**
  26860. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26861. */
  26862. isVisible: boolean;
  26863. /**
  26864. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26865. */
  26866. isPickable: boolean;
  26867. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26868. showSubMeshesBoundingBox: boolean;
  26869. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26870. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26871. */
  26872. isBlocker: boolean;
  26873. /**
  26874. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26875. */
  26876. enablePointerMoveEvents: boolean;
  26877. /**
  26878. * Specifies the rendering group id for this mesh (0 by default)
  26879. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26880. */
  26881. renderingGroupId: number;
  26882. private _material;
  26883. /** Gets or sets current material */
  26884. material: Nullable<Material>;
  26885. /**
  26886. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26887. * @see http://doc.babylonjs.com/babylon101/shadows
  26888. */
  26889. receiveShadows: boolean;
  26890. /** Defines color to use when rendering outline */
  26891. outlineColor: Color3;
  26892. /** Define width to use when rendering outline */
  26893. outlineWidth: number;
  26894. /** Defines color to use when rendering overlay */
  26895. overlayColor: Color3;
  26896. /** Defines alpha to use when rendering overlay */
  26897. overlayAlpha: number;
  26898. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26899. hasVertexAlpha: boolean;
  26900. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26901. useVertexColors: boolean;
  26902. /**
  26903. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26904. */
  26905. computeBonesUsingShaders: boolean;
  26906. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26907. numBoneInfluencers: number;
  26908. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26909. applyFog: boolean;
  26910. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26911. useOctreeForRenderingSelection: boolean;
  26912. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26913. useOctreeForPicking: boolean;
  26914. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26915. useOctreeForCollisions: boolean;
  26916. /**
  26917. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26918. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26919. */
  26920. layerMask: number;
  26921. /**
  26922. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26923. */
  26924. alwaysSelectAsActiveMesh: boolean;
  26925. /**
  26926. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26927. */
  26928. doNotSyncBoundingInfo: boolean;
  26929. /**
  26930. * Gets or sets the current action manager
  26931. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26932. */
  26933. actionManager: Nullable<AbstractActionManager>;
  26934. private _meshCollisionData;
  26935. /**
  26936. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26937. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26938. */
  26939. ellipsoid: Vector3;
  26940. /**
  26941. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26942. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26943. */
  26944. ellipsoidOffset: Vector3;
  26945. /**
  26946. * Gets or sets a collision mask used to mask collisions (default is -1).
  26947. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26948. */
  26949. collisionMask: number;
  26950. /**
  26951. * Gets or sets the current collision group mask (-1 by default).
  26952. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26953. */
  26954. collisionGroup: number;
  26955. /**
  26956. * Defines edge width used when edgesRenderer is enabled
  26957. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26958. */
  26959. edgesWidth: number;
  26960. /**
  26961. * Defines edge color used when edgesRenderer is enabled
  26962. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26963. */
  26964. edgesColor: Color4;
  26965. /** @hidden */
  26966. _edgesRenderer: Nullable<IEdgesRenderer>;
  26967. /** @hidden */
  26968. _masterMesh: Nullable<AbstractMesh>;
  26969. /** @hidden */
  26970. _boundingInfo: Nullable<BoundingInfo>;
  26971. /** @hidden */
  26972. _renderId: number;
  26973. /**
  26974. * Gets or sets the list of subMeshes
  26975. * @see http://doc.babylonjs.com/how_to/multi_materials
  26976. */
  26977. subMeshes: SubMesh[];
  26978. /** @hidden */
  26979. _intersectionsInProgress: AbstractMesh[];
  26980. /** @hidden */
  26981. _unIndexed: boolean;
  26982. /** @hidden */
  26983. _lightSources: Light[];
  26984. /** Gets the list of lights affecting that mesh */
  26985. readonly lightSources: Light[];
  26986. /** @hidden */
  26987. readonly _positions: Nullable<Vector3[]>;
  26988. /** @hidden */
  26989. _waitingData: {
  26990. lods: Nullable<any>;
  26991. actions: Nullable<any>;
  26992. freezeWorldMatrix: Nullable<boolean>;
  26993. };
  26994. /** @hidden */
  26995. _bonesTransformMatrices: Nullable<Float32Array>;
  26996. /** @hidden */
  26997. _transformMatrixTexture: Nullable<RawTexture>;
  26998. /**
  26999. * Gets or sets a skeleton to apply skining transformations
  27000. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27001. */
  27002. skeleton: Nullable<Skeleton>;
  27003. /**
  27004. * An event triggered when the mesh is rebuilt.
  27005. */
  27006. onRebuildObservable: Observable<AbstractMesh>;
  27007. /**
  27008. * Creates a new AbstractMesh
  27009. * @param name defines the name of the mesh
  27010. * @param scene defines the hosting scene
  27011. */
  27012. constructor(name: string, scene?: Nullable<Scene>);
  27013. /**
  27014. * Returns the string "AbstractMesh"
  27015. * @returns "AbstractMesh"
  27016. */
  27017. getClassName(): string;
  27018. /**
  27019. * Gets a string representation of the current mesh
  27020. * @param fullDetails defines a boolean indicating if full details must be included
  27021. * @returns a string representation of the current mesh
  27022. */
  27023. toString(fullDetails?: boolean): string;
  27024. /**
  27025. * @hidden
  27026. */
  27027. protected _getEffectiveParent(): Nullable<Node>;
  27028. /** @hidden */
  27029. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27030. /** @hidden */
  27031. _rebuild(): void;
  27032. /** @hidden */
  27033. _resyncLightSources(): void;
  27034. /** @hidden */
  27035. _resyncLighSource(light: Light): void;
  27036. /** @hidden */
  27037. _unBindEffect(): void;
  27038. /** @hidden */
  27039. _removeLightSource(light: Light, dispose: boolean): void;
  27040. private _markSubMeshesAsDirty;
  27041. /** @hidden */
  27042. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27043. /** @hidden */
  27044. _markSubMeshesAsAttributesDirty(): void;
  27045. /** @hidden */
  27046. _markSubMeshesAsMiscDirty(): void;
  27047. /**
  27048. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27049. */
  27050. scaling: Vector3;
  27051. /**
  27052. * Returns true if the mesh is blocked. Implemented by child classes
  27053. */
  27054. readonly isBlocked: boolean;
  27055. /**
  27056. * Returns the mesh itself by default. Implemented by child classes
  27057. * @param camera defines the camera to use to pick the right LOD level
  27058. * @returns the currentAbstractMesh
  27059. */
  27060. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27061. /**
  27062. * Returns 0 by default. Implemented by child classes
  27063. * @returns an integer
  27064. */
  27065. getTotalVertices(): number;
  27066. /**
  27067. * Returns a positive integer : the total number of indices in this mesh geometry.
  27068. * @returns the numner of indices or zero if the mesh has no geometry.
  27069. */
  27070. getTotalIndices(): number;
  27071. /**
  27072. * Returns null by default. Implemented by child classes
  27073. * @returns null
  27074. */
  27075. getIndices(): Nullable<IndicesArray>;
  27076. /**
  27077. * Returns the array of the requested vertex data kind. Implemented by child classes
  27078. * @param kind defines the vertex data kind to use
  27079. * @returns null
  27080. */
  27081. getVerticesData(kind: string): Nullable<FloatArray>;
  27082. /**
  27083. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27084. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27085. * Note that a new underlying VertexBuffer object is created each call.
  27086. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27087. * @param kind defines vertex data kind:
  27088. * * VertexBuffer.PositionKind
  27089. * * VertexBuffer.UVKind
  27090. * * VertexBuffer.UV2Kind
  27091. * * VertexBuffer.UV3Kind
  27092. * * VertexBuffer.UV4Kind
  27093. * * VertexBuffer.UV5Kind
  27094. * * VertexBuffer.UV6Kind
  27095. * * VertexBuffer.ColorKind
  27096. * * VertexBuffer.MatricesIndicesKind
  27097. * * VertexBuffer.MatricesIndicesExtraKind
  27098. * * VertexBuffer.MatricesWeightsKind
  27099. * * VertexBuffer.MatricesWeightsExtraKind
  27100. * @param data defines the data source
  27101. * @param updatable defines if the data must be flagged as updatable (or static)
  27102. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  27103. * @returns the current mesh
  27104. */
  27105. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27106. /**
  27107. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27108. * If the mesh has no geometry, it is simply returned as it is.
  27109. * @param kind defines vertex data kind:
  27110. * * VertexBuffer.PositionKind
  27111. * * VertexBuffer.UVKind
  27112. * * VertexBuffer.UV2Kind
  27113. * * VertexBuffer.UV3Kind
  27114. * * VertexBuffer.UV4Kind
  27115. * * VertexBuffer.UV5Kind
  27116. * * VertexBuffer.UV6Kind
  27117. * * VertexBuffer.ColorKind
  27118. * * VertexBuffer.MatricesIndicesKind
  27119. * * VertexBuffer.MatricesIndicesExtraKind
  27120. * * VertexBuffer.MatricesWeightsKind
  27121. * * VertexBuffer.MatricesWeightsExtraKind
  27122. * @param data defines the data source
  27123. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  27124. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27125. * @returns the current mesh
  27126. */
  27127. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27128. /**
  27129. * Sets the mesh indices,
  27130. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27131. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27132. * @param totalVertices Defines the total number of vertices
  27133. * @returns the current mesh
  27134. */
  27135. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27136. /**
  27137. * Gets a boolean indicating if specific vertex data is present
  27138. * @param kind defines the vertex data kind to use
  27139. * @returns true is data kind is present
  27140. */
  27141. isVerticesDataPresent(kind: string): boolean;
  27142. /**
  27143. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27144. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27145. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27146. * @returns a BoundingInfo
  27147. */
  27148. getBoundingInfo(): BoundingInfo;
  27149. /**
  27150. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27151. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27152. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27153. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27154. * @returns the current mesh
  27155. */
  27156. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27157. /**
  27158. * Overwrite the current bounding info
  27159. * @param boundingInfo defines the new bounding info
  27160. * @returns the current mesh
  27161. */
  27162. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27163. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27164. readonly useBones: boolean;
  27165. /** @hidden */
  27166. _preActivate(): void;
  27167. /** @hidden */
  27168. _preActivateForIntermediateRendering(renderId: number): void;
  27169. /** @hidden */
  27170. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27171. /** @hidden */
  27172. _postActivate(): void;
  27173. /** @hidden */
  27174. _freeze(): void;
  27175. /** @hidden */
  27176. _unFreeze(): void;
  27177. /**
  27178. * Gets the current world matrix
  27179. * @returns a Matrix
  27180. */
  27181. getWorldMatrix(): Matrix;
  27182. /** @hidden */
  27183. _getWorldMatrixDeterminant(): number;
  27184. /**
  27185. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27186. */
  27187. readonly isAnInstance: boolean;
  27188. /**
  27189. * Gets a boolean indicating if this mesh has instances
  27190. */
  27191. readonly hasInstances: boolean;
  27192. /**
  27193. * Perform relative position change from the point of view of behind the front of the mesh.
  27194. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27195. * Supports definition of mesh facing forward or backward
  27196. * @param amountRight defines the distance on the right axis
  27197. * @param amountUp defines the distance on the up axis
  27198. * @param amountForward defines the distance on the forward axis
  27199. * @returns the current mesh
  27200. */
  27201. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27202. /**
  27203. * Calculate relative position change from the point of view of behind the front of the mesh.
  27204. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27205. * Supports definition of mesh facing forward or backward
  27206. * @param amountRight defines the distance on the right axis
  27207. * @param amountUp defines the distance on the up axis
  27208. * @param amountForward defines the distance on the forward axis
  27209. * @returns the new displacement vector
  27210. */
  27211. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27212. /**
  27213. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27214. * Supports definition of mesh facing forward or backward
  27215. * @param flipBack defines the flip
  27216. * @param twirlClockwise defines the twirl
  27217. * @param tiltRight defines the tilt
  27218. * @returns the current mesh
  27219. */
  27220. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27221. /**
  27222. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27223. * Supports definition of mesh facing forward or backward.
  27224. * @param flipBack defines the flip
  27225. * @param twirlClockwise defines the twirl
  27226. * @param tiltRight defines the tilt
  27227. * @returns the new rotation vector
  27228. */
  27229. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27230. /**
  27231. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27232. * This means the mesh underlying bounding box and sphere are recomputed.
  27233. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27234. * @returns the current mesh
  27235. */
  27236. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27237. /** @hidden */
  27238. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27239. /** @hidden */
  27240. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27241. /** @hidden */
  27242. _updateBoundingInfo(): AbstractMesh;
  27243. /** @hidden */
  27244. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27245. /** @hidden */
  27246. protected _afterComputeWorldMatrix(): void;
  27247. /** @hidden */
  27248. readonly _effectiveMesh: AbstractMesh;
  27249. /**
  27250. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27251. * A mesh is in the frustum if its bounding box intersects the frustum
  27252. * @param frustumPlanes defines the frustum to test
  27253. * @returns true if the mesh is in the frustum planes
  27254. */
  27255. isInFrustum(frustumPlanes: Plane[]): boolean;
  27256. /**
  27257. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27258. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27259. * @param frustumPlanes defines the frustum to test
  27260. * @returns true if the mesh is completely in the frustum planes
  27261. */
  27262. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27263. /**
  27264. * True if the mesh intersects another mesh or a SolidParticle object
  27265. * @param mesh defines a target mesh or SolidParticle to test
  27266. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  27267. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27268. * @returns true if there is an intersection
  27269. */
  27270. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27271. /**
  27272. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27273. * @param point defines the point to test
  27274. * @returns true if there is an intersection
  27275. */
  27276. intersectsPoint(point: Vector3): boolean;
  27277. /**
  27278. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27279. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27280. */
  27281. checkCollisions: boolean;
  27282. /**
  27283. * Gets Collider object used to compute collisions (not physics)
  27284. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27285. */
  27286. readonly collider: Nullable<Collider>;
  27287. /**
  27288. * Move the mesh using collision engine
  27289. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27290. * @param displacement defines the requested displacement vector
  27291. * @returns the current mesh
  27292. */
  27293. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27294. private _onCollisionPositionChange;
  27295. /** @hidden */
  27296. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27297. /** @hidden */
  27298. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27299. /** @hidden */
  27300. _checkCollision(collider: Collider): AbstractMesh;
  27301. /** @hidden */
  27302. _generatePointsArray(): boolean;
  27303. /**
  27304. * Checks if the passed Ray intersects with the mesh
  27305. * @param ray defines the ray to use
  27306. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27307. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27308. * @returns the picking info
  27309. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27310. */
  27311. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27312. /**
  27313. * Clones the current mesh
  27314. * @param name defines the mesh name
  27315. * @param newParent defines the new mesh parent
  27316. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27317. * @returns the new mesh
  27318. */
  27319. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27320. /**
  27321. * Disposes all the submeshes of the current meshnp
  27322. * @returns the current mesh
  27323. */
  27324. releaseSubMeshes(): AbstractMesh;
  27325. /**
  27326. * Releases resources associated with this abstract mesh.
  27327. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27328. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27329. */
  27330. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27331. /**
  27332. * Adds the passed mesh as a child to the current mesh
  27333. * @param mesh defines the child mesh
  27334. * @returns the current mesh
  27335. */
  27336. addChild(mesh: AbstractMesh): AbstractMesh;
  27337. /**
  27338. * Removes the passed mesh from the current mesh children list
  27339. * @param mesh defines the child mesh
  27340. * @returns the current mesh
  27341. */
  27342. removeChild(mesh: AbstractMesh): AbstractMesh;
  27343. /** @hidden */
  27344. private _initFacetData;
  27345. /**
  27346. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27347. * This method can be called within the render loop.
  27348. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  27349. * @returns the current mesh
  27350. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27351. */
  27352. updateFacetData(): AbstractMesh;
  27353. /**
  27354. * Returns the facetLocalNormals array.
  27355. * The normals are expressed in the mesh local spac
  27356. * @returns an array of Vector3
  27357. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27358. */
  27359. getFacetLocalNormals(): Vector3[];
  27360. /**
  27361. * Returns the facetLocalPositions array.
  27362. * The facet positions are expressed in the mesh local space
  27363. * @returns an array of Vector3
  27364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27365. */
  27366. getFacetLocalPositions(): Vector3[];
  27367. /**
  27368. * Returns the facetLocalPartioning array
  27369. * @returns an array of array of numbers
  27370. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27371. */
  27372. getFacetLocalPartitioning(): number[][];
  27373. /**
  27374. * Returns the i-th facet position in the world system.
  27375. * This method allocates a new Vector3 per call
  27376. * @param i defines the facet index
  27377. * @returns a new Vector3
  27378. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27379. */
  27380. getFacetPosition(i: number): Vector3;
  27381. /**
  27382. * Sets the reference Vector3 with the i-th facet position in the world system
  27383. * @param i defines the facet index
  27384. * @param ref defines the target vector
  27385. * @returns the current mesh
  27386. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27387. */
  27388. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27389. /**
  27390. * Returns the i-th facet normal in the world system.
  27391. * This method allocates a new Vector3 per call
  27392. * @param i defines the facet index
  27393. * @returns a new Vector3
  27394. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27395. */
  27396. getFacetNormal(i: number): Vector3;
  27397. /**
  27398. * Sets the reference Vector3 with the i-th facet normal in the world system
  27399. * @param i defines the facet index
  27400. * @param ref defines the target vector
  27401. * @returns the current mesh
  27402. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27403. */
  27404. getFacetNormalToRef(i: number, ref: Vector3): this;
  27405. /**
  27406. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  27407. * @param x defines x coordinate
  27408. * @param y defines y coordinate
  27409. * @param z defines z coordinate
  27410. * @returns the array of facet indexes
  27411. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27412. */
  27413. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27414. /**
  27415. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27416. * @param projected sets as the (x,y,z) world projection on the facet
  27417. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27418. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27419. * @param x defines x coordinate
  27420. * @param y defines y coordinate
  27421. * @param z defines z coordinate
  27422. * @returns the face index if found (or null instead)
  27423. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27424. */
  27425. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27426. /**
  27427. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27428. * @param projected sets as the (x,y,z) local projection on the facet
  27429. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27430. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27431. * @param x defines x coordinate
  27432. * @param y defines y coordinate
  27433. * @param z defines z coordinate
  27434. * @returns the face index if found (or null instead)
  27435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27436. */
  27437. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27438. /**
  27439. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27440. * @returns the parameters
  27441. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27442. */
  27443. getFacetDataParameters(): any;
  27444. /**
  27445. * Disables the feature FacetData and frees the related memory
  27446. * @returns the current mesh
  27447. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27448. */
  27449. disableFacetData(): AbstractMesh;
  27450. /**
  27451. * Updates the AbstractMesh indices array
  27452. * @param indices defines the data source
  27453. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27454. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27455. * @returns the current mesh
  27456. */
  27457. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27458. /**
  27459. * Creates new normals data for the mesh
  27460. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27461. * @returns the current mesh
  27462. */
  27463. createNormals(updatable: boolean): AbstractMesh;
  27464. /**
  27465. * Align the mesh with a normal
  27466. * @param normal defines the normal to use
  27467. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27468. * @returns the current mesh
  27469. */
  27470. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27471. /** @hidden */
  27472. _checkOcclusionQuery(): boolean;
  27473. /**
  27474. * Disables the mesh edge rendering mode
  27475. * @returns the currentAbstractMesh
  27476. */
  27477. disableEdgesRendering(): AbstractMesh;
  27478. /**
  27479. * Enables the edge rendering mode on the mesh.
  27480. * This mode makes the mesh edges visible
  27481. * @param epsilon defines the maximal distance between two angles to detect a face
  27482. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27483. * @returns the currentAbstractMesh
  27484. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27485. */
  27486. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27487. }
  27488. }
  27489. declare module "babylonjs/Actions/actionEvent" {
  27490. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27491. import { Nullable } from "babylonjs/types";
  27492. import { Sprite } from "babylonjs/Sprites/sprite";
  27493. import { Scene } from "babylonjs/scene";
  27494. import { Vector2 } from "babylonjs/Maths/math.vector";
  27495. /**
  27496. * Interface used to define ActionEvent
  27497. */
  27498. export interface IActionEvent {
  27499. /** The mesh or sprite that triggered the action */
  27500. source: any;
  27501. /** The X mouse cursor position at the time of the event */
  27502. pointerX: number;
  27503. /** The Y mouse cursor position at the time of the event */
  27504. pointerY: number;
  27505. /** The mesh that is currently pointed at (can be null) */
  27506. meshUnderPointer: Nullable<AbstractMesh>;
  27507. /** the original (browser) event that triggered the ActionEvent */
  27508. sourceEvent?: any;
  27509. /** additional data for the event */
  27510. additionalData?: any;
  27511. }
  27512. /**
  27513. * ActionEvent is the event being sent when an action is triggered.
  27514. */
  27515. export class ActionEvent implements IActionEvent {
  27516. /** The mesh or sprite that triggered the action */
  27517. source: any;
  27518. /** The X mouse cursor position at the time of the event */
  27519. pointerX: number;
  27520. /** The Y mouse cursor position at the time of the event */
  27521. pointerY: number;
  27522. /** The mesh that is currently pointed at (can be null) */
  27523. meshUnderPointer: Nullable<AbstractMesh>;
  27524. /** the original (browser) event that triggered the ActionEvent */
  27525. sourceEvent?: any;
  27526. /** additional data for the event */
  27527. additionalData?: any;
  27528. /**
  27529. * Creates a new ActionEvent
  27530. * @param source The mesh or sprite that triggered the action
  27531. * @param pointerX The X mouse cursor position at the time of the event
  27532. * @param pointerY The Y mouse cursor position at the time of the event
  27533. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27534. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27535. * @param additionalData additional data for the event
  27536. */
  27537. constructor(
  27538. /** The mesh or sprite that triggered the action */
  27539. source: any,
  27540. /** The X mouse cursor position at the time of the event */
  27541. pointerX: number,
  27542. /** The Y mouse cursor position at the time of the event */
  27543. pointerY: number,
  27544. /** The mesh that is currently pointed at (can be null) */
  27545. meshUnderPointer: Nullable<AbstractMesh>,
  27546. /** the original (browser) event that triggered the ActionEvent */
  27547. sourceEvent?: any,
  27548. /** additional data for the event */
  27549. additionalData?: any);
  27550. /**
  27551. * Helper function to auto-create an ActionEvent from a source mesh.
  27552. * @param source The source mesh that triggered the event
  27553. * @param evt The original (browser) event
  27554. * @param additionalData additional data for the event
  27555. * @returns the new ActionEvent
  27556. */
  27557. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27558. /**
  27559. * Helper function to auto-create an ActionEvent from a source sprite
  27560. * @param source The source sprite that triggered the event
  27561. * @param scene Scene associated with the sprite
  27562. * @param evt The original (browser) event
  27563. * @param additionalData additional data for the event
  27564. * @returns the new ActionEvent
  27565. */
  27566. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27567. /**
  27568. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27569. * @param scene the scene where the event occurred
  27570. * @param evt The original (browser) event
  27571. * @returns the new ActionEvent
  27572. */
  27573. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27574. /**
  27575. * Helper function to auto-create an ActionEvent from a primitive
  27576. * @param prim defines the target primitive
  27577. * @param pointerPos defines the pointer position
  27578. * @param evt The original (browser) event
  27579. * @param additionalData additional data for the event
  27580. * @returns the new ActionEvent
  27581. */
  27582. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27583. }
  27584. }
  27585. declare module "babylonjs/Actions/abstractActionManager" {
  27586. import { IDisposable } from "babylonjs/scene";
  27587. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27588. import { IAction } from "babylonjs/Actions/action";
  27589. import { Nullable } from "babylonjs/types";
  27590. /**
  27591. * Abstract class used to decouple action Manager from scene and meshes.
  27592. * Do not instantiate.
  27593. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27594. */
  27595. export abstract class AbstractActionManager implements IDisposable {
  27596. /** Gets the list of active triggers */
  27597. static Triggers: {
  27598. [key: string]: number;
  27599. };
  27600. /** Gets the cursor to use when hovering items */
  27601. hoverCursor: string;
  27602. /** Gets the list of actions */
  27603. actions: IAction[];
  27604. /**
  27605. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27606. */
  27607. isRecursive: boolean;
  27608. /**
  27609. * Releases all associated resources
  27610. */
  27611. abstract dispose(): void;
  27612. /**
  27613. * Does this action manager has pointer triggers
  27614. */
  27615. abstract readonly hasPointerTriggers: boolean;
  27616. /**
  27617. * Does this action manager has pick triggers
  27618. */
  27619. abstract readonly hasPickTriggers: boolean;
  27620. /**
  27621. * Process a specific trigger
  27622. * @param trigger defines the trigger to process
  27623. * @param evt defines the event details to be processed
  27624. */
  27625. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27626. /**
  27627. * Does this action manager handles actions of any of the given triggers
  27628. * @param triggers defines the triggers to be tested
  27629. * @return a boolean indicating whether one (or more) of the triggers is handled
  27630. */
  27631. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27632. /**
  27633. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27634. * speed.
  27635. * @param triggerA defines the trigger to be tested
  27636. * @param triggerB defines the trigger to be tested
  27637. * @return a boolean indicating whether one (or more) of the triggers is handled
  27638. */
  27639. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27640. /**
  27641. * Does this action manager handles actions of a given trigger
  27642. * @param trigger defines the trigger to be tested
  27643. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27644. * @return whether the trigger is handled
  27645. */
  27646. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27647. /**
  27648. * Serialize this manager to a JSON object
  27649. * @param name defines the property name to store this manager
  27650. * @returns a JSON representation of this manager
  27651. */
  27652. abstract serialize(name: string): any;
  27653. /**
  27654. * Registers an action to this action manager
  27655. * @param action defines the action to be registered
  27656. * @return the action amended (prepared) after registration
  27657. */
  27658. abstract registerAction(action: IAction): Nullable<IAction>;
  27659. /**
  27660. * Unregisters an action to this action manager
  27661. * @param action defines the action to be unregistered
  27662. * @return a boolean indicating whether the action has been unregistered
  27663. */
  27664. abstract unregisterAction(action: IAction): Boolean;
  27665. /**
  27666. * Does exist one action manager with at least one trigger
  27667. **/
  27668. static readonly HasTriggers: boolean;
  27669. /**
  27670. * Does exist one action manager with at least one pick trigger
  27671. **/
  27672. static readonly HasPickTriggers: boolean;
  27673. /**
  27674. * Does exist one action manager that handles actions of a given trigger
  27675. * @param trigger defines the trigger to be tested
  27676. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27677. **/
  27678. static HasSpecificTrigger(trigger: number): boolean;
  27679. }
  27680. }
  27681. declare module "babylonjs/node" {
  27682. import { Scene } from "babylonjs/scene";
  27683. import { Nullable } from "babylonjs/types";
  27684. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27685. import { Engine } from "babylonjs/Engines/engine";
  27686. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27687. import { Observable } from "babylonjs/Misc/observable";
  27688. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27689. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27690. import { Animatable } from "babylonjs/Animations/animatable";
  27691. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27692. import { Animation } from "babylonjs/Animations/animation";
  27693. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27694. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27695. /**
  27696. * Defines how a node can be built from a string name.
  27697. */
  27698. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27699. /**
  27700. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27701. */
  27702. export class Node implements IBehaviorAware<Node> {
  27703. /** @hidden */
  27704. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27705. private static _NodeConstructors;
  27706. /**
  27707. * Add a new node constructor
  27708. * @param type defines the type name of the node to construct
  27709. * @param constructorFunc defines the constructor function
  27710. */
  27711. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27712. /**
  27713. * Returns a node constructor based on type name
  27714. * @param type defines the type name
  27715. * @param name defines the new node name
  27716. * @param scene defines the hosting scene
  27717. * @param options defines optional options to transmit to constructors
  27718. * @returns the new constructor or null
  27719. */
  27720. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27721. /**
  27722. * Gets or sets the name of the node
  27723. */
  27724. name: string;
  27725. /**
  27726. * Gets or sets the id of the node
  27727. */
  27728. id: string;
  27729. /**
  27730. * Gets or sets the unique id of the node
  27731. */
  27732. uniqueId: number;
  27733. /**
  27734. * Gets or sets a string used to store user defined state for the node
  27735. */
  27736. state: string;
  27737. /**
  27738. * Gets or sets an object used to store user defined information for the node
  27739. */
  27740. metadata: any;
  27741. /**
  27742. * For internal use only. Please do not use.
  27743. */
  27744. reservedDataStore: any;
  27745. /**
  27746. * List of inspectable custom properties (used by the Inspector)
  27747. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27748. */
  27749. inspectableCustomProperties: IInspectable[];
  27750. private _doNotSerialize;
  27751. /**
  27752. * Gets or sets a boolean used to define if the node must be serialized
  27753. */
  27754. doNotSerialize: boolean;
  27755. /** @hidden */
  27756. _isDisposed: boolean;
  27757. /**
  27758. * Gets a list of Animations associated with the node
  27759. */
  27760. animations: import("babylonjs/Animations/animation").Animation[];
  27761. protected _ranges: {
  27762. [name: string]: Nullable<AnimationRange>;
  27763. };
  27764. /**
  27765. * Callback raised when the node is ready to be used
  27766. */
  27767. onReady: Nullable<(node: Node) => void>;
  27768. private _isEnabled;
  27769. private _isParentEnabled;
  27770. private _isReady;
  27771. /** @hidden */
  27772. _currentRenderId: number;
  27773. private _parentUpdateId;
  27774. /** @hidden */
  27775. _childUpdateId: number;
  27776. /** @hidden */
  27777. _waitingParentId: Nullable<string>;
  27778. /** @hidden */
  27779. _scene: Scene;
  27780. /** @hidden */
  27781. _cache: any;
  27782. private _parentNode;
  27783. private _children;
  27784. /** @hidden */
  27785. _worldMatrix: Matrix;
  27786. /** @hidden */
  27787. _worldMatrixDeterminant: number;
  27788. /** @hidden */
  27789. _worldMatrixDeterminantIsDirty: boolean;
  27790. /** @hidden */
  27791. private _sceneRootNodesIndex;
  27792. /**
  27793. * Gets a boolean indicating if the node has been disposed
  27794. * @returns true if the node was disposed
  27795. */
  27796. isDisposed(): boolean;
  27797. /**
  27798. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27799. * @see https://doc.babylonjs.com/how_to/parenting
  27800. */
  27801. parent: Nullable<Node>;
  27802. private addToSceneRootNodes;
  27803. private removeFromSceneRootNodes;
  27804. private _animationPropertiesOverride;
  27805. /**
  27806. * Gets or sets the animation properties override
  27807. */
  27808. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27809. /**
  27810. * Gets a string idenfifying the name of the class
  27811. * @returns "Node" string
  27812. */
  27813. getClassName(): string;
  27814. /** @hidden */
  27815. readonly _isNode: boolean;
  27816. /**
  27817. * An event triggered when the mesh is disposed
  27818. */
  27819. onDisposeObservable: Observable<Node>;
  27820. private _onDisposeObserver;
  27821. /**
  27822. * Sets a callback that will be raised when the node will be disposed
  27823. */
  27824. onDispose: () => void;
  27825. /**
  27826. * Creates a new Node
  27827. * @param name the name and id to be given to this node
  27828. * @param scene the scene this node will be added to
  27829. * @param addToRootNodes the node will be added to scene.rootNodes
  27830. */
  27831. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27832. /**
  27833. * Gets the scene of the node
  27834. * @returns a scene
  27835. */
  27836. getScene(): Scene;
  27837. /**
  27838. * Gets the engine of the node
  27839. * @returns a Engine
  27840. */
  27841. getEngine(): Engine;
  27842. private _behaviors;
  27843. /**
  27844. * Attach a behavior to the node
  27845. * @see http://doc.babylonjs.com/features/behaviour
  27846. * @param behavior defines the behavior to attach
  27847. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27848. * @returns the current Node
  27849. */
  27850. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27851. /**
  27852. * Remove an attached behavior
  27853. * @see http://doc.babylonjs.com/features/behaviour
  27854. * @param behavior defines the behavior to attach
  27855. * @returns the current Node
  27856. */
  27857. removeBehavior(behavior: Behavior<Node>): Node;
  27858. /**
  27859. * Gets the list of attached behaviors
  27860. * @see http://doc.babylonjs.com/features/behaviour
  27861. */
  27862. readonly behaviors: Behavior<Node>[];
  27863. /**
  27864. * Gets an attached behavior by name
  27865. * @param name defines the name of the behavior to look for
  27866. * @see http://doc.babylonjs.com/features/behaviour
  27867. * @returns null if behavior was not found else the requested behavior
  27868. */
  27869. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27870. /**
  27871. * Returns the latest update of the World matrix
  27872. * @returns a Matrix
  27873. */
  27874. getWorldMatrix(): Matrix;
  27875. /** @hidden */
  27876. _getWorldMatrixDeterminant(): number;
  27877. /**
  27878. * Returns directly the latest state of the mesh World matrix.
  27879. * A Matrix is returned.
  27880. */
  27881. readonly worldMatrixFromCache: Matrix;
  27882. /** @hidden */
  27883. _initCache(): void;
  27884. /** @hidden */
  27885. updateCache(force?: boolean): void;
  27886. /** @hidden */
  27887. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27888. /** @hidden */
  27889. _updateCache(ignoreParentClass?: boolean): void;
  27890. /** @hidden */
  27891. _isSynchronized(): boolean;
  27892. /** @hidden */
  27893. _markSyncedWithParent(): void;
  27894. /** @hidden */
  27895. isSynchronizedWithParent(): boolean;
  27896. /** @hidden */
  27897. isSynchronized(): boolean;
  27898. /**
  27899. * Is this node ready to be used/rendered
  27900. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27901. * @return true if the node is ready
  27902. */
  27903. isReady(completeCheck?: boolean): boolean;
  27904. /**
  27905. * Is this node enabled?
  27906. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27907. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27908. * @return whether this node (and its parent) is enabled
  27909. */
  27910. isEnabled(checkAncestors?: boolean): boolean;
  27911. /** @hidden */
  27912. protected _syncParentEnabledState(): void;
  27913. /**
  27914. * Set the enabled state of this node
  27915. * @param value defines the new enabled state
  27916. */
  27917. setEnabled(value: boolean): void;
  27918. /**
  27919. * Is this node a descendant of the given node?
  27920. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27921. * @param ancestor defines the parent node to inspect
  27922. * @returns a boolean indicating if this node is a descendant of the given node
  27923. */
  27924. isDescendantOf(ancestor: Node): boolean;
  27925. /** @hidden */
  27926. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27927. /**
  27928. * Will return all nodes that have this node as ascendant
  27929. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27930. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27931. * @return all children nodes of all types
  27932. */
  27933. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27934. /**
  27935. * Get all child-meshes of this node
  27936. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27937. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27938. * @returns an array of AbstractMesh
  27939. */
  27940. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27941. /**
  27942. * Get all direct children of this node
  27943. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27944. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27945. * @returns an array of Node
  27946. */
  27947. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27948. /** @hidden */
  27949. _setReady(state: boolean): void;
  27950. /**
  27951. * Get an animation by name
  27952. * @param name defines the name of the animation to look for
  27953. * @returns null if not found else the requested animation
  27954. */
  27955. getAnimationByName(name: string): Nullable<Animation>;
  27956. /**
  27957. * Creates an animation range for this node
  27958. * @param name defines the name of the range
  27959. * @param from defines the starting key
  27960. * @param to defines the end key
  27961. */
  27962. createAnimationRange(name: string, from: number, to: number): void;
  27963. /**
  27964. * Delete a specific animation range
  27965. * @param name defines the name of the range to delete
  27966. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27967. */
  27968. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27969. /**
  27970. * Get an animation range by name
  27971. * @param name defines the name of the animation range to look for
  27972. * @returns null if not found else the requested animation range
  27973. */
  27974. getAnimationRange(name: string): Nullable<AnimationRange>;
  27975. /**
  27976. * Gets the list of all animation ranges defined on this node
  27977. * @returns an array
  27978. */
  27979. getAnimationRanges(): Nullable<AnimationRange>[];
  27980. /**
  27981. * Will start the animation sequence
  27982. * @param name defines the range frames for animation sequence
  27983. * @param loop defines if the animation should loop (false by default)
  27984. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27985. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27986. * @returns the object created for this animation. If range does not exist, it will return null
  27987. */
  27988. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27989. /**
  27990. * Serialize animation ranges into a JSON compatible object
  27991. * @returns serialization object
  27992. */
  27993. serializeAnimationRanges(): any;
  27994. /**
  27995. * Computes the world matrix of the node
  27996. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27997. * @returns the world matrix
  27998. */
  27999. computeWorldMatrix(force?: boolean): Matrix;
  28000. /**
  28001. * Releases resources associated with this node.
  28002. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28003. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28004. */
  28005. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28006. /**
  28007. * Parse animation range data from a serialization object and store them into a given node
  28008. * @param node defines where to store the animation ranges
  28009. * @param parsedNode defines the serialization object to read data from
  28010. * @param scene defines the hosting scene
  28011. */
  28012. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28013. /**
  28014. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28015. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28016. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  28017. * @returns the new bounding vectors
  28018. */
  28019. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28020. min: Vector3;
  28021. max: Vector3;
  28022. };
  28023. }
  28024. }
  28025. declare module "babylonjs/Animations/animation" {
  28026. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28027. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28028. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28029. import { Nullable } from "babylonjs/types";
  28030. import { Scene } from "babylonjs/scene";
  28031. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28032. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28033. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28034. import { Node } from "babylonjs/node";
  28035. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28036. import { Size } from "babylonjs/Maths/math.size";
  28037. import { Animatable } from "babylonjs/Animations/animatable";
  28038. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28039. /**
  28040. * @hidden
  28041. */
  28042. export class _IAnimationState {
  28043. key: number;
  28044. repeatCount: number;
  28045. workValue?: any;
  28046. loopMode?: number;
  28047. offsetValue?: any;
  28048. highLimitValue?: any;
  28049. }
  28050. /**
  28051. * Class used to store any kind of animation
  28052. */
  28053. export class Animation {
  28054. /**Name of the animation */
  28055. name: string;
  28056. /**Property to animate */
  28057. targetProperty: string;
  28058. /**The frames per second of the animation */
  28059. framePerSecond: number;
  28060. /**The data type of the animation */
  28061. dataType: number;
  28062. /**The loop mode of the animation */
  28063. loopMode?: number | undefined;
  28064. /**Specifies if blending should be enabled */
  28065. enableBlending?: boolean | undefined;
  28066. /**
  28067. * Use matrix interpolation instead of using direct key value when animating matrices
  28068. */
  28069. static AllowMatricesInterpolation: boolean;
  28070. /**
  28071. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28072. */
  28073. static AllowMatrixDecomposeForInterpolation: boolean;
  28074. /**
  28075. * Stores the key frames of the animation
  28076. */
  28077. private _keys;
  28078. /**
  28079. * Stores the easing function of the animation
  28080. */
  28081. private _easingFunction;
  28082. /**
  28083. * @hidden Internal use only
  28084. */
  28085. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28086. /**
  28087. * The set of event that will be linked to this animation
  28088. */
  28089. private _events;
  28090. /**
  28091. * Stores an array of target property paths
  28092. */
  28093. targetPropertyPath: string[];
  28094. /**
  28095. * Stores the blending speed of the animation
  28096. */
  28097. blendingSpeed: number;
  28098. /**
  28099. * Stores the animation ranges for the animation
  28100. */
  28101. private _ranges;
  28102. /**
  28103. * @hidden Internal use
  28104. */
  28105. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28106. /**
  28107. * Sets up an animation
  28108. * @param property The property to animate
  28109. * @param animationType The animation type to apply
  28110. * @param framePerSecond The frames per second of the animation
  28111. * @param easingFunction The easing function used in the animation
  28112. * @returns The created animation
  28113. */
  28114. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28115. /**
  28116. * Create and start an animation on a node
  28117. * @param name defines the name of the global animation that will be run on all nodes
  28118. * @param node defines the root node where the animation will take place
  28119. * @param targetProperty defines property to animate
  28120. * @param framePerSecond defines the number of frame per second yo use
  28121. * @param totalFrame defines the number of frames in total
  28122. * @param from defines the initial value
  28123. * @param to defines the final value
  28124. * @param loopMode defines which loop mode you want to use (off by default)
  28125. * @param easingFunction defines the easing function to use (linear by default)
  28126. * @param onAnimationEnd defines the callback to call when animation end
  28127. * @returns the animatable created for this animation
  28128. */
  28129. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28130. /**
  28131. * Create and start an animation on a node and its descendants
  28132. * @param name defines the name of the global animation that will be run on all nodes
  28133. * @param node defines the root node where the animation will take place
  28134. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  28135. * @param targetProperty defines property to animate
  28136. * @param framePerSecond defines the number of frame per second to use
  28137. * @param totalFrame defines the number of frames in total
  28138. * @param from defines the initial value
  28139. * @param to defines the final value
  28140. * @param loopMode defines which loop mode you want to use (off by default)
  28141. * @param easingFunction defines the easing function to use (linear by default)
  28142. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28143. * @returns the list of animatables created for all nodes
  28144. * @example https://www.babylonjs-playground.com/#MH0VLI
  28145. */
  28146. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  28147. /**
  28148. * Creates a new animation, merges it with the existing animations and starts it
  28149. * @param name Name of the animation
  28150. * @param node Node which contains the scene that begins the animations
  28151. * @param targetProperty Specifies which property to animate
  28152. * @param framePerSecond The frames per second of the animation
  28153. * @param totalFrame The total number of frames
  28154. * @param from The frame at the beginning of the animation
  28155. * @param to The frame at the end of the animation
  28156. * @param loopMode Specifies the loop mode of the animation
  28157. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28158. * @param onAnimationEnd Callback to run once the animation is complete
  28159. * @returns Nullable animation
  28160. */
  28161. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28162. /**
  28163. * Transition property of an host to the target Value
  28164. * @param property The property to transition
  28165. * @param targetValue The target Value of the property
  28166. * @param host The object where the property to animate belongs
  28167. * @param scene Scene used to run the animation
  28168. * @param frameRate Framerate (in frame/s) to use
  28169. * @param transition The transition type we want to use
  28170. * @param duration The duration of the animation, in milliseconds
  28171. * @param onAnimationEnd Callback trigger at the end of the animation
  28172. * @returns Nullable animation
  28173. */
  28174. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28175. /**
  28176. * Return the array of runtime animations currently using this animation
  28177. */
  28178. readonly runtimeAnimations: RuntimeAnimation[];
  28179. /**
  28180. * Specifies if any of the runtime animations are currently running
  28181. */
  28182. readonly hasRunningRuntimeAnimations: boolean;
  28183. /**
  28184. * Initializes the animation
  28185. * @param name Name of the animation
  28186. * @param targetProperty Property to animate
  28187. * @param framePerSecond The frames per second of the animation
  28188. * @param dataType The data type of the animation
  28189. * @param loopMode The loop mode of the animation
  28190. * @param enableBlending Specifies if blending should be enabled
  28191. */
  28192. constructor(
  28193. /**Name of the animation */
  28194. name: string,
  28195. /**Property to animate */
  28196. targetProperty: string,
  28197. /**The frames per second of the animation */
  28198. framePerSecond: number,
  28199. /**The data type of the animation */
  28200. dataType: number,
  28201. /**The loop mode of the animation */
  28202. loopMode?: number | undefined,
  28203. /**Specifies if blending should be enabled */
  28204. enableBlending?: boolean | undefined);
  28205. /**
  28206. * Converts the animation to a string
  28207. * @param fullDetails support for multiple levels of logging within scene loading
  28208. * @returns String form of the animation
  28209. */
  28210. toString(fullDetails?: boolean): string;
  28211. /**
  28212. * Add an event to this animation
  28213. * @param event Event to add
  28214. */
  28215. addEvent(event: AnimationEvent): void;
  28216. /**
  28217. * Remove all events found at the given frame
  28218. * @param frame The frame to remove events from
  28219. */
  28220. removeEvents(frame: number): void;
  28221. /**
  28222. * Retrieves all the events from the animation
  28223. * @returns Events from the animation
  28224. */
  28225. getEvents(): AnimationEvent[];
  28226. /**
  28227. * Creates an animation range
  28228. * @param name Name of the animation range
  28229. * @param from Starting frame of the animation range
  28230. * @param to Ending frame of the animation
  28231. */
  28232. createRange(name: string, from: number, to: number): void;
  28233. /**
  28234. * Deletes an animation range by name
  28235. * @param name Name of the animation range to delete
  28236. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28237. */
  28238. deleteRange(name: string, deleteFrames?: boolean): void;
  28239. /**
  28240. * Gets the animation range by name, or null if not defined
  28241. * @param name Name of the animation range
  28242. * @returns Nullable animation range
  28243. */
  28244. getRange(name: string): Nullable<AnimationRange>;
  28245. /**
  28246. * Gets the key frames from the animation
  28247. * @returns The key frames of the animation
  28248. */
  28249. getKeys(): Array<IAnimationKey>;
  28250. /**
  28251. * Gets the highest frame rate of the animation
  28252. * @returns Highest frame rate of the animation
  28253. */
  28254. getHighestFrame(): number;
  28255. /**
  28256. * Gets the easing function of the animation
  28257. * @returns Easing function of the animation
  28258. */
  28259. getEasingFunction(): IEasingFunction;
  28260. /**
  28261. * Sets the easing function of the animation
  28262. * @param easingFunction A custom mathematical formula for animation
  28263. */
  28264. setEasingFunction(easingFunction: EasingFunction): void;
  28265. /**
  28266. * Interpolates a scalar linearly
  28267. * @param startValue Start value of the animation curve
  28268. * @param endValue End value of the animation curve
  28269. * @param gradient Scalar amount to interpolate
  28270. * @returns Interpolated scalar value
  28271. */
  28272. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28273. /**
  28274. * Interpolates a scalar cubically
  28275. * @param startValue Start value of the animation curve
  28276. * @param outTangent End tangent of the animation
  28277. * @param endValue End value of the animation curve
  28278. * @param inTangent Start tangent of the animation curve
  28279. * @param gradient Scalar amount to interpolate
  28280. * @returns Interpolated scalar value
  28281. */
  28282. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28283. /**
  28284. * Interpolates a quaternion using a spherical linear interpolation
  28285. * @param startValue Start value of the animation curve
  28286. * @param endValue End value of the animation curve
  28287. * @param gradient Scalar amount to interpolate
  28288. * @returns Interpolated quaternion value
  28289. */
  28290. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28291. /**
  28292. * Interpolates a quaternion cubically
  28293. * @param startValue Start value of the animation curve
  28294. * @param outTangent End tangent of the animation curve
  28295. * @param endValue End value of the animation curve
  28296. * @param inTangent Start tangent of the animation curve
  28297. * @param gradient Scalar amount to interpolate
  28298. * @returns Interpolated quaternion value
  28299. */
  28300. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28301. /**
  28302. * Interpolates a Vector3 linearl
  28303. * @param startValue Start value of the animation curve
  28304. * @param endValue End value of the animation curve
  28305. * @param gradient Scalar amount to interpolate
  28306. * @returns Interpolated scalar value
  28307. */
  28308. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28309. /**
  28310. * Interpolates a Vector3 cubically
  28311. * @param startValue Start value of the animation curve
  28312. * @param outTangent End tangent of the animation
  28313. * @param endValue End value of the animation curve
  28314. * @param inTangent Start tangent of the animation curve
  28315. * @param gradient Scalar amount to interpolate
  28316. * @returns InterpolatedVector3 value
  28317. */
  28318. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28319. /**
  28320. * Interpolates a Vector2 linearly
  28321. * @param startValue Start value of the animation curve
  28322. * @param endValue End value of the animation curve
  28323. * @param gradient Scalar amount to interpolate
  28324. * @returns Interpolated Vector2 value
  28325. */
  28326. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28327. /**
  28328. * Interpolates a Vector2 cubically
  28329. * @param startValue Start value of the animation curve
  28330. * @param outTangent End tangent of the animation
  28331. * @param endValue End value of the animation curve
  28332. * @param inTangent Start tangent of the animation curve
  28333. * @param gradient Scalar amount to interpolate
  28334. * @returns Interpolated Vector2 value
  28335. */
  28336. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28337. /**
  28338. * Interpolates a size linearly
  28339. * @param startValue Start value of the animation curve
  28340. * @param endValue End value of the animation curve
  28341. * @param gradient Scalar amount to interpolate
  28342. * @returns Interpolated Size value
  28343. */
  28344. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28345. /**
  28346. * Interpolates a Color3 linearly
  28347. * @param startValue Start value of the animation curve
  28348. * @param endValue End value of the animation curve
  28349. * @param gradient Scalar amount to interpolate
  28350. * @returns Interpolated Color3 value
  28351. */
  28352. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28353. /**
  28354. * Interpolates a Color4 linearly
  28355. * @param startValue Start value of the animation curve
  28356. * @param endValue End value of the animation curve
  28357. * @param gradient Scalar amount to interpolate
  28358. * @returns Interpolated Color3 value
  28359. */
  28360. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28361. /**
  28362. * @hidden Internal use only
  28363. */
  28364. _getKeyValue(value: any): any;
  28365. /**
  28366. * @hidden Internal use only
  28367. */
  28368. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28369. /**
  28370. * Defines the function to use to interpolate matrices
  28371. * @param startValue defines the start matrix
  28372. * @param endValue defines the end matrix
  28373. * @param gradient defines the gradient between both matrices
  28374. * @param result defines an optional target matrix where to store the interpolation
  28375. * @returns the interpolated matrix
  28376. */
  28377. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28378. /**
  28379. * Makes a copy of the animation
  28380. * @returns Cloned animation
  28381. */
  28382. clone(): Animation;
  28383. /**
  28384. * Sets the key frames of the animation
  28385. * @param values The animation key frames to set
  28386. */
  28387. setKeys(values: Array<IAnimationKey>): void;
  28388. /**
  28389. * Serializes the animation to an object
  28390. * @returns Serialized object
  28391. */
  28392. serialize(): any;
  28393. /**
  28394. * Float animation type
  28395. */
  28396. static readonly ANIMATIONTYPE_FLOAT: number;
  28397. /**
  28398. * Vector3 animation type
  28399. */
  28400. static readonly ANIMATIONTYPE_VECTOR3: number;
  28401. /**
  28402. * Quaternion animation type
  28403. */
  28404. static readonly ANIMATIONTYPE_QUATERNION: number;
  28405. /**
  28406. * Matrix animation type
  28407. */
  28408. static readonly ANIMATIONTYPE_MATRIX: number;
  28409. /**
  28410. * Color3 animation type
  28411. */
  28412. static readonly ANIMATIONTYPE_COLOR3: number;
  28413. /**
  28414. * Color3 animation type
  28415. */
  28416. static readonly ANIMATIONTYPE_COLOR4: number;
  28417. /**
  28418. * Vector2 animation type
  28419. */
  28420. static readonly ANIMATIONTYPE_VECTOR2: number;
  28421. /**
  28422. * Size animation type
  28423. */
  28424. static readonly ANIMATIONTYPE_SIZE: number;
  28425. /**
  28426. * Relative Loop Mode
  28427. */
  28428. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28429. /**
  28430. * Cycle Loop Mode
  28431. */
  28432. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28433. /**
  28434. * Constant Loop Mode
  28435. */
  28436. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28437. /** @hidden */
  28438. static _UniversalLerp(left: any, right: any, amount: number): any;
  28439. /**
  28440. * Parses an animation object and creates an animation
  28441. * @param parsedAnimation Parsed animation object
  28442. * @returns Animation object
  28443. */
  28444. static Parse(parsedAnimation: any): Animation;
  28445. /**
  28446. * Appends the serialized animations from the source animations
  28447. * @param source Source containing the animations
  28448. * @param destination Target to store the animations
  28449. */
  28450. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28451. }
  28452. }
  28453. declare module "babylonjs/Animations/animatable.interface" {
  28454. import { Nullable } from "babylonjs/types";
  28455. import { Animation } from "babylonjs/Animations/animation";
  28456. /**
  28457. * Interface containing an array of animations
  28458. */
  28459. export interface IAnimatable {
  28460. /**
  28461. * Array of animations
  28462. */
  28463. animations: Nullable<Array<Animation>>;
  28464. }
  28465. }
  28466. declare module "babylonjs/Materials/fresnelParameters" {
  28467. import { Color3 } from "babylonjs/Maths/math.color";
  28468. /**
  28469. * This represents all the required information to add a fresnel effect on a material:
  28470. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28471. */
  28472. export class FresnelParameters {
  28473. private _isEnabled;
  28474. /**
  28475. * Define if the fresnel effect is enable or not.
  28476. */
  28477. isEnabled: boolean;
  28478. /**
  28479. * Define the color used on edges (grazing angle)
  28480. */
  28481. leftColor: Color3;
  28482. /**
  28483. * Define the color used on center
  28484. */
  28485. rightColor: Color3;
  28486. /**
  28487. * Define bias applied to computed fresnel term
  28488. */
  28489. bias: number;
  28490. /**
  28491. * Defined the power exponent applied to fresnel term
  28492. */
  28493. power: number;
  28494. /**
  28495. * Clones the current fresnel and its valuues
  28496. * @returns a clone fresnel configuration
  28497. */
  28498. clone(): FresnelParameters;
  28499. /**
  28500. * Serializes the current fresnel parameters to a JSON representation.
  28501. * @return the JSON serialization
  28502. */
  28503. serialize(): any;
  28504. /**
  28505. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28506. * @param parsedFresnelParameters Define the JSON representation
  28507. * @returns the parsed parameters
  28508. */
  28509. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28510. }
  28511. }
  28512. declare module "babylonjs/Misc/decorators" {
  28513. import { Nullable } from "babylonjs/types";
  28514. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28515. import { Scene } from "babylonjs/scene";
  28516. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28517. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28518. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28519. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28520. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28521. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28522. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28523. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28524. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28525. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28526. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28527. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28528. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28529. /**
  28530. * Decorator used to define property that can be serialized as reference to a camera
  28531. * @param sourceName defines the name of the property to decorate
  28532. */
  28533. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28534. /**
  28535. * Class used to help serialization objects
  28536. */
  28537. export class SerializationHelper {
  28538. /** @hidden */
  28539. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28540. /** @hidden */
  28541. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28542. /** @hidden */
  28543. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28544. /** @hidden */
  28545. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28546. /**
  28547. * Appends the serialized animations from the source animations
  28548. * @param source Source containing the animations
  28549. * @param destination Target to store the animations
  28550. */
  28551. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28552. /**
  28553. * Static function used to serialized a specific entity
  28554. * @param entity defines the entity to serialize
  28555. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28556. * @returns a JSON compatible object representing the serialization of the entity
  28557. */
  28558. static Serialize<T>(entity: T, serializationObject?: any): any;
  28559. /**
  28560. * Creates a new entity from a serialization data object
  28561. * @param creationFunction defines a function used to instanciated the new entity
  28562. * @param source defines the source serialization data
  28563. * @param scene defines the hosting scene
  28564. * @param rootUrl defines the root url for resources
  28565. * @returns a new entity
  28566. */
  28567. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28568. /**
  28569. * Clones an object
  28570. * @param creationFunction defines the function used to instanciate the new object
  28571. * @param source defines the source object
  28572. * @returns the cloned object
  28573. */
  28574. static Clone<T>(creationFunction: () => T, source: T): T;
  28575. /**
  28576. * Instanciates a new object based on a source one (some data will be shared between both object)
  28577. * @param creationFunction defines the function used to instanciate the new object
  28578. * @param source defines the source object
  28579. * @returns the new object
  28580. */
  28581. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28582. }
  28583. }
  28584. declare module "babylonjs/Misc/guid" {
  28585. /**
  28586. * Class used to manipulate GUIDs
  28587. */
  28588. export class GUID {
  28589. /**
  28590. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28591. * Be aware Math.random() could cause collisions, but:
  28592. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28593. * @returns a pseudo random id
  28594. */
  28595. static RandomId(): string;
  28596. }
  28597. }
  28598. declare module "babylonjs/Materials/Textures/baseTexture" {
  28599. import { Observable } from "babylonjs/Misc/observable";
  28600. import { Nullable } from "babylonjs/types";
  28601. import { Scene } from "babylonjs/scene";
  28602. import { Matrix } from "babylonjs/Maths/math.vector";
  28603. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28604. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28605. import { ISize } from "babylonjs/Maths/math.size";
  28606. /**
  28607. * Base class of all the textures in babylon.
  28608. * It groups all the common properties the materials, post process, lights... might need
  28609. * in order to make a correct use of the texture.
  28610. */
  28611. export class BaseTexture implements IAnimatable {
  28612. /**
  28613. * Default anisotropic filtering level for the application.
  28614. * It is set to 4 as a good tradeoff between perf and quality.
  28615. */
  28616. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28617. /**
  28618. * Gets or sets the unique id of the texture
  28619. */
  28620. uniqueId: number;
  28621. /**
  28622. * Define the name of the texture.
  28623. */
  28624. name: string;
  28625. /**
  28626. * Gets or sets an object used to store user defined information.
  28627. */
  28628. metadata: any;
  28629. /**
  28630. * For internal use only. Please do not use.
  28631. */
  28632. reservedDataStore: any;
  28633. private _hasAlpha;
  28634. /**
  28635. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28636. */
  28637. hasAlpha: boolean;
  28638. /**
  28639. * Defines if the alpha value should be determined via the rgb values.
  28640. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28641. */
  28642. getAlphaFromRGB: boolean;
  28643. /**
  28644. * Intensity or strength of the texture.
  28645. * It is commonly used by materials to fine tune the intensity of the texture
  28646. */
  28647. level: number;
  28648. /**
  28649. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28650. * This is part of the texture as textures usually maps to one uv set.
  28651. */
  28652. coordinatesIndex: number;
  28653. private _coordinatesMode;
  28654. /**
  28655. * How a texture is mapped.
  28656. *
  28657. * | Value | Type | Description |
  28658. * | ----- | ----------------------------------- | ----------- |
  28659. * | 0 | EXPLICIT_MODE | |
  28660. * | 1 | SPHERICAL_MODE | |
  28661. * | 2 | PLANAR_MODE | |
  28662. * | 3 | CUBIC_MODE | |
  28663. * | 4 | PROJECTION_MODE | |
  28664. * | 5 | SKYBOX_MODE | |
  28665. * | 6 | INVCUBIC_MODE | |
  28666. * | 7 | EQUIRECTANGULAR_MODE | |
  28667. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28668. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28669. */
  28670. coordinatesMode: number;
  28671. /**
  28672. * | Value | Type | Description |
  28673. * | ----- | ------------------ | ----------- |
  28674. * | 0 | CLAMP_ADDRESSMODE | |
  28675. * | 1 | WRAP_ADDRESSMODE | |
  28676. * | 2 | MIRROR_ADDRESSMODE | |
  28677. */
  28678. wrapU: number;
  28679. /**
  28680. * | Value | Type | Description |
  28681. * | ----- | ------------------ | ----------- |
  28682. * | 0 | CLAMP_ADDRESSMODE | |
  28683. * | 1 | WRAP_ADDRESSMODE | |
  28684. * | 2 | MIRROR_ADDRESSMODE | |
  28685. */
  28686. wrapV: number;
  28687. /**
  28688. * | Value | Type | Description |
  28689. * | ----- | ------------------ | ----------- |
  28690. * | 0 | CLAMP_ADDRESSMODE | |
  28691. * | 1 | WRAP_ADDRESSMODE | |
  28692. * | 2 | MIRROR_ADDRESSMODE | |
  28693. */
  28694. wrapR: number;
  28695. /**
  28696. * With compliant hardware and browser (supporting anisotropic filtering)
  28697. * this defines the level of anisotropic filtering in the texture.
  28698. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28699. */
  28700. anisotropicFilteringLevel: number;
  28701. /**
  28702. * Define if the texture is a cube texture or if false a 2d texture.
  28703. */
  28704. isCube: boolean;
  28705. /**
  28706. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28707. */
  28708. is3D: boolean;
  28709. /**
  28710. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28711. * HDR texture are usually stored in linear space.
  28712. * This only impacts the PBR and Background materials
  28713. */
  28714. gammaSpace: boolean;
  28715. /**
  28716. * Gets or sets whether or not the texture contains RGBD data.
  28717. */
  28718. isRGBD: boolean;
  28719. /**
  28720. * Is Z inverted in the texture (useful in a cube texture).
  28721. */
  28722. invertZ: boolean;
  28723. /**
  28724. * Are mip maps generated for this texture or not.
  28725. */
  28726. readonly noMipmap: boolean;
  28727. /**
  28728. * @hidden
  28729. */
  28730. lodLevelInAlpha: boolean;
  28731. /**
  28732. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28733. */
  28734. lodGenerationOffset: number;
  28735. /**
  28736. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28737. */
  28738. lodGenerationScale: number;
  28739. /**
  28740. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28741. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28742. * average roughness values.
  28743. */
  28744. linearSpecularLOD: boolean;
  28745. /**
  28746. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28747. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28748. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28749. */
  28750. irradianceTexture: Nullable<BaseTexture>;
  28751. /**
  28752. * Define if the texture is a render target.
  28753. */
  28754. isRenderTarget: boolean;
  28755. /**
  28756. * Define the unique id of the texture in the scene.
  28757. */
  28758. readonly uid: string;
  28759. /**
  28760. * Return a string representation of the texture.
  28761. * @returns the texture as a string
  28762. */
  28763. toString(): string;
  28764. /**
  28765. * Get the class name of the texture.
  28766. * @returns "BaseTexture"
  28767. */
  28768. getClassName(): string;
  28769. /**
  28770. * Define the list of animation attached to the texture.
  28771. */
  28772. animations: import("babylonjs/Animations/animation").Animation[];
  28773. /**
  28774. * An event triggered when the texture is disposed.
  28775. */
  28776. onDisposeObservable: Observable<BaseTexture>;
  28777. private _onDisposeObserver;
  28778. /**
  28779. * Callback triggered when the texture has been disposed.
  28780. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28781. */
  28782. onDispose: () => void;
  28783. /**
  28784. * Define the current state of the loading sequence when in delayed load mode.
  28785. */
  28786. delayLoadState: number;
  28787. private _scene;
  28788. /** @hidden */
  28789. _texture: Nullable<InternalTexture>;
  28790. private _uid;
  28791. /**
  28792. * Define if the texture is preventinga material to render or not.
  28793. * If not and the texture is not ready, the engine will use a default black texture instead.
  28794. */
  28795. readonly isBlocking: boolean;
  28796. /**
  28797. * Instantiates a new BaseTexture.
  28798. * Base class of all the textures in babylon.
  28799. * It groups all the common properties the materials, post process, lights... might need
  28800. * in order to make a correct use of the texture.
  28801. * @param scene Define the scene the texture blongs to
  28802. */
  28803. constructor(scene: Nullable<Scene>);
  28804. /**
  28805. * Get the scene the texture belongs to.
  28806. * @returns the scene or null if undefined
  28807. */
  28808. getScene(): Nullable<Scene>;
  28809. /**
  28810. * Get the texture transform matrix used to offset tile the texture for istance.
  28811. * @returns the transformation matrix
  28812. */
  28813. getTextureMatrix(): Matrix;
  28814. /**
  28815. * Get the texture reflection matrix used to rotate/transform the reflection.
  28816. * @returns the reflection matrix
  28817. */
  28818. getReflectionTextureMatrix(): Matrix;
  28819. /**
  28820. * Get the underlying lower level texture from Babylon.
  28821. * @returns the insternal texture
  28822. */
  28823. getInternalTexture(): Nullable<InternalTexture>;
  28824. /**
  28825. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28826. * @returns true if ready or not blocking
  28827. */
  28828. isReadyOrNotBlocking(): boolean;
  28829. /**
  28830. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28831. * @returns true if fully ready
  28832. */
  28833. isReady(): boolean;
  28834. private _cachedSize;
  28835. /**
  28836. * Get the size of the texture.
  28837. * @returns the texture size.
  28838. */
  28839. getSize(): ISize;
  28840. /**
  28841. * Get the base size of the texture.
  28842. * It can be different from the size if the texture has been resized for POT for instance
  28843. * @returns the base size
  28844. */
  28845. getBaseSize(): ISize;
  28846. /**
  28847. * Update the sampling mode of the texture.
  28848. * Default is Trilinear mode.
  28849. *
  28850. * | Value | Type | Description |
  28851. * | ----- | ------------------ | ----------- |
  28852. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28853. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28854. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28855. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28856. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28857. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28858. * | 7 | NEAREST_LINEAR | |
  28859. * | 8 | NEAREST_NEAREST | |
  28860. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28861. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28862. * | 11 | LINEAR_LINEAR | |
  28863. * | 12 | LINEAR_NEAREST | |
  28864. *
  28865. * > _mag_: magnification filter (close to the viewer)
  28866. * > _min_: minification filter (far from the viewer)
  28867. * > _mip_: filter used between mip map levels
  28868. *@param samplingMode Define the new sampling mode of the texture
  28869. */
  28870. updateSamplingMode(samplingMode: number): void;
  28871. /**
  28872. * Scales the texture if is `canRescale()`
  28873. * @param ratio the resize factor we want to use to rescale
  28874. */
  28875. scale(ratio: number): void;
  28876. /**
  28877. * Get if the texture can rescale.
  28878. */
  28879. readonly canRescale: boolean;
  28880. /** @hidden */
  28881. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28882. /** @hidden */
  28883. _rebuild(): void;
  28884. /**
  28885. * Triggers the load sequence in delayed load mode.
  28886. */
  28887. delayLoad(): void;
  28888. /**
  28889. * Clones the texture.
  28890. * @returns the cloned texture
  28891. */
  28892. clone(): Nullable<BaseTexture>;
  28893. /**
  28894. * Get the texture underlying type (INT, FLOAT...)
  28895. */
  28896. readonly textureType: number;
  28897. /**
  28898. * Get the texture underlying format (RGB, RGBA...)
  28899. */
  28900. readonly textureFormat: number;
  28901. /**
  28902. * Indicates that textures need to be re-calculated for all materials
  28903. */
  28904. protected _markAllSubMeshesAsTexturesDirty(): void;
  28905. /**
  28906. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28907. * This will returns an RGBA array buffer containing either in values (0-255) or
  28908. * float values (0-1) depending of the underlying buffer type.
  28909. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28910. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28911. * @param buffer defines a user defined buffer to fill with data (can be null)
  28912. * @returns The Array buffer containing the pixels data.
  28913. */
  28914. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28915. /**
  28916. * Release and destroy the underlying lower level texture aka internalTexture.
  28917. */
  28918. releaseInternalTexture(): void;
  28919. /** @hidden */
  28920. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28921. /** @hidden */
  28922. readonly _lodTextureMid: Nullable<BaseTexture>;
  28923. /** @hidden */
  28924. readonly _lodTextureLow: Nullable<BaseTexture>;
  28925. /**
  28926. * Dispose the texture and release its associated resources.
  28927. */
  28928. dispose(): void;
  28929. /**
  28930. * Serialize the texture into a JSON representation that can be parsed later on.
  28931. * @returns the JSON representation of the texture
  28932. */
  28933. serialize(): any;
  28934. /**
  28935. * Helper function to be called back once a list of texture contains only ready textures.
  28936. * @param textures Define the list of textures to wait for
  28937. * @param callback Define the callback triggered once the entire list will be ready
  28938. */
  28939. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28940. }
  28941. }
  28942. declare module "babylonjs/Materials/effect" {
  28943. import { Observable } from "babylonjs/Misc/observable";
  28944. import { Nullable } from "babylonjs/types";
  28945. import { IDisposable } from "babylonjs/scene";
  28946. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28947. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28948. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28949. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  28950. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  28951. import { Engine } from "babylonjs/Engines/engine";
  28952. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28953. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28954. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28955. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28956. /**
  28957. * Options to be used when creating an effect.
  28958. */
  28959. export interface IEffectCreationOptions {
  28960. /**
  28961. * Atrributes that will be used in the shader.
  28962. */
  28963. attributes: string[];
  28964. /**
  28965. * Uniform varible names that will be set in the shader.
  28966. */
  28967. uniformsNames: string[];
  28968. /**
  28969. * Uniform buffer varible names that will be set in the shader.
  28970. */
  28971. uniformBuffersNames: string[];
  28972. /**
  28973. * Sampler texture variable names that will be set in the shader.
  28974. */
  28975. samplers: string[];
  28976. /**
  28977. * Define statements that will be set in the shader.
  28978. */
  28979. defines: any;
  28980. /**
  28981. * Possible fallbacks for this effect to improve performance when needed.
  28982. */
  28983. fallbacks: Nullable<IEffectFallbacks>;
  28984. /**
  28985. * Callback that will be called when the shader is compiled.
  28986. */
  28987. onCompiled: Nullable<(effect: Effect) => void>;
  28988. /**
  28989. * Callback that will be called if an error occurs during shader compilation.
  28990. */
  28991. onError: Nullable<(effect: Effect, errors: string) => void>;
  28992. /**
  28993. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28994. */
  28995. indexParameters?: any;
  28996. /**
  28997. * Max number of lights that can be used in the shader.
  28998. */
  28999. maxSimultaneousLights?: number;
  29000. /**
  29001. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29002. */
  29003. transformFeedbackVaryings?: Nullable<string[]>;
  29004. }
  29005. /**
  29006. * Effect containing vertex and fragment shader that can be executed on an object.
  29007. */
  29008. export class Effect implements IDisposable {
  29009. /**
  29010. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29011. */
  29012. static ShadersRepository: string;
  29013. /**
  29014. * Name of the effect.
  29015. */
  29016. name: any;
  29017. /**
  29018. * String container all the define statements that should be set on the shader.
  29019. */
  29020. defines: string;
  29021. /**
  29022. * Callback that will be called when the shader is compiled.
  29023. */
  29024. onCompiled: Nullable<(effect: Effect) => void>;
  29025. /**
  29026. * Callback that will be called if an error occurs during shader compilation.
  29027. */
  29028. onError: Nullable<(effect: Effect, errors: string) => void>;
  29029. /**
  29030. * Callback that will be called when effect is bound.
  29031. */
  29032. onBind: Nullable<(effect: Effect) => void>;
  29033. /**
  29034. * Unique ID of the effect.
  29035. */
  29036. uniqueId: number;
  29037. /**
  29038. * Observable that will be called when the shader is compiled.
  29039. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29040. */
  29041. onCompileObservable: Observable<Effect>;
  29042. /**
  29043. * Observable that will be called if an error occurs during shader compilation.
  29044. */
  29045. onErrorObservable: Observable<Effect>;
  29046. /** @hidden */
  29047. _onBindObservable: Nullable<Observable<Effect>>;
  29048. /**
  29049. * Observable that will be called when effect is bound.
  29050. */
  29051. readonly onBindObservable: Observable<Effect>;
  29052. /** @hidden */
  29053. _bonesComputationForcedToCPU: boolean;
  29054. private static _uniqueIdSeed;
  29055. private _engine;
  29056. private _uniformBuffersNames;
  29057. private _uniformsNames;
  29058. private _samplerList;
  29059. private _samplers;
  29060. private _isReady;
  29061. private _compilationError;
  29062. private _allFallbacksProcessed;
  29063. private _attributesNames;
  29064. private _attributes;
  29065. private _uniforms;
  29066. /**
  29067. * Key for the effect.
  29068. * @hidden
  29069. */
  29070. _key: string;
  29071. private _indexParameters;
  29072. private _fallbacks;
  29073. private _vertexSourceCode;
  29074. private _fragmentSourceCode;
  29075. private _vertexSourceCodeOverride;
  29076. private _fragmentSourceCodeOverride;
  29077. private _transformFeedbackVaryings;
  29078. /**
  29079. * Compiled shader to webGL program.
  29080. * @hidden
  29081. */
  29082. _pipelineContext: Nullable<IPipelineContext>;
  29083. private _valueCache;
  29084. private static _baseCache;
  29085. /**
  29086. * Instantiates an effect.
  29087. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29088. * @param baseName Name of the effect.
  29089. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29090. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29091. * @param samplers List of sampler variables that will be passed to the shader.
  29092. * @param engine Engine to be used to render the effect
  29093. * @param defines Define statements to be added to the shader.
  29094. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29095. * @param onCompiled Callback that will be called when the shader is compiled.
  29096. * @param onError Callback that will be called if an error occurs during shader compilation.
  29097. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29098. */
  29099. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29100. private _useFinalCode;
  29101. /**
  29102. * Unique key for this effect
  29103. */
  29104. readonly key: string;
  29105. /**
  29106. * If the effect has been compiled and prepared.
  29107. * @returns if the effect is compiled and prepared.
  29108. */
  29109. isReady(): boolean;
  29110. private _isReadyInternal;
  29111. /**
  29112. * The engine the effect was initialized with.
  29113. * @returns the engine.
  29114. */
  29115. getEngine(): Engine;
  29116. /**
  29117. * The pipeline context for this effect
  29118. * @returns the associated pipeline context
  29119. */
  29120. getPipelineContext(): Nullable<IPipelineContext>;
  29121. /**
  29122. * The set of names of attribute variables for the shader.
  29123. * @returns An array of attribute names.
  29124. */
  29125. getAttributesNames(): string[];
  29126. /**
  29127. * Returns the attribute at the given index.
  29128. * @param index The index of the attribute.
  29129. * @returns The location of the attribute.
  29130. */
  29131. getAttributeLocation(index: number): number;
  29132. /**
  29133. * Returns the attribute based on the name of the variable.
  29134. * @param name of the attribute to look up.
  29135. * @returns the attribute location.
  29136. */
  29137. getAttributeLocationByName(name: string): number;
  29138. /**
  29139. * The number of attributes.
  29140. * @returns the numnber of attributes.
  29141. */
  29142. getAttributesCount(): number;
  29143. /**
  29144. * Gets the index of a uniform variable.
  29145. * @param uniformName of the uniform to look up.
  29146. * @returns the index.
  29147. */
  29148. getUniformIndex(uniformName: string): number;
  29149. /**
  29150. * Returns the attribute based on the name of the variable.
  29151. * @param uniformName of the uniform to look up.
  29152. * @returns the location of the uniform.
  29153. */
  29154. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29155. /**
  29156. * Returns an array of sampler variable names
  29157. * @returns The array of sampler variable neames.
  29158. */
  29159. getSamplers(): string[];
  29160. /**
  29161. * The error from the last compilation.
  29162. * @returns the error string.
  29163. */
  29164. getCompilationError(): string;
  29165. /**
  29166. * Gets a boolean indicating that all fallbacks were used during compilation
  29167. * @returns true if all fallbacks were used
  29168. */
  29169. allFallbacksProcessed(): boolean;
  29170. /**
  29171. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29172. * @param func The callback to be used.
  29173. */
  29174. executeWhenCompiled(func: (effect: Effect) => void): void;
  29175. private _checkIsReady;
  29176. private _loadShader;
  29177. /**
  29178. * Recompiles the webGL program
  29179. * @param vertexSourceCode The source code for the vertex shader.
  29180. * @param fragmentSourceCode The source code for the fragment shader.
  29181. * @param onCompiled Callback called when completed.
  29182. * @param onError Callback called on error.
  29183. * @hidden
  29184. */
  29185. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29186. /**
  29187. * Prepares the effect
  29188. * @hidden
  29189. */
  29190. _prepareEffect(): void;
  29191. private _processCompilationErrors;
  29192. /**
  29193. * Checks if the effect is supported. (Must be called after compilation)
  29194. */
  29195. readonly isSupported: boolean;
  29196. /**
  29197. * Binds a texture to the engine to be used as output of the shader.
  29198. * @param channel Name of the output variable.
  29199. * @param texture Texture to bind.
  29200. * @hidden
  29201. */
  29202. _bindTexture(channel: string, texture: InternalTexture): void;
  29203. /**
  29204. * Sets a texture on the engine to be used in the shader.
  29205. * @param channel Name of the sampler variable.
  29206. * @param texture Texture to set.
  29207. */
  29208. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29209. /**
  29210. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29211. * @param channel Name of the sampler variable.
  29212. * @param texture Texture to set.
  29213. */
  29214. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29215. /**
  29216. * Sets an array of textures on the engine to be used in the shader.
  29217. * @param channel Name of the variable.
  29218. * @param textures Textures to set.
  29219. */
  29220. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29221. /**
  29222. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29223. * @param channel Name of the sampler variable.
  29224. * @param postProcess Post process to get the input texture from.
  29225. */
  29226. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29227. /**
  29228. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29229. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29230. * @param channel Name of the sampler variable.
  29231. * @param postProcess Post process to get the output texture from.
  29232. */
  29233. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29234. /** @hidden */
  29235. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29236. /** @hidden */
  29237. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29238. /** @hidden */
  29239. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29240. /** @hidden */
  29241. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29242. /**
  29243. * Binds a buffer to a uniform.
  29244. * @param buffer Buffer to bind.
  29245. * @param name Name of the uniform variable to bind to.
  29246. */
  29247. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29248. /**
  29249. * Binds block to a uniform.
  29250. * @param blockName Name of the block to bind.
  29251. * @param index Index to bind.
  29252. */
  29253. bindUniformBlock(blockName: string, index: number): void;
  29254. /**
  29255. * Sets an interger value on a uniform variable.
  29256. * @param uniformName Name of the variable.
  29257. * @param value Value to be set.
  29258. * @returns this effect.
  29259. */
  29260. setInt(uniformName: string, value: number): Effect;
  29261. /**
  29262. * Sets an int array on a uniform variable.
  29263. * @param uniformName Name of the variable.
  29264. * @param array array to be set.
  29265. * @returns this effect.
  29266. */
  29267. setIntArray(uniformName: string, array: Int32Array): Effect;
  29268. /**
  29269. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29270. * @param uniformName Name of the variable.
  29271. * @param array array to be set.
  29272. * @returns this effect.
  29273. */
  29274. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29275. /**
  29276. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29277. * @param uniformName Name of the variable.
  29278. * @param array array to be set.
  29279. * @returns this effect.
  29280. */
  29281. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29282. /**
  29283. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29284. * @param uniformName Name of the variable.
  29285. * @param array array to be set.
  29286. * @returns this effect.
  29287. */
  29288. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29289. /**
  29290. * Sets an float array on a uniform variable.
  29291. * @param uniformName Name of the variable.
  29292. * @param array array to be set.
  29293. * @returns this effect.
  29294. */
  29295. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29296. /**
  29297. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29298. * @param uniformName Name of the variable.
  29299. * @param array array to be set.
  29300. * @returns this effect.
  29301. */
  29302. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29303. /**
  29304. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29305. * @param uniformName Name of the variable.
  29306. * @param array array to be set.
  29307. * @returns this effect.
  29308. */
  29309. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29310. /**
  29311. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29312. * @param uniformName Name of the variable.
  29313. * @param array array to be set.
  29314. * @returns this effect.
  29315. */
  29316. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29317. /**
  29318. * Sets an array on a uniform variable.
  29319. * @param uniformName Name of the variable.
  29320. * @param array array to be set.
  29321. * @returns this effect.
  29322. */
  29323. setArray(uniformName: string, array: number[]): Effect;
  29324. /**
  29325. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29326. * @param uniformName Name of the variable.
  29327. * @param array array to be set.
  29328. * @returns this effect.
  29329. */
  29330. setArray2(uniformName: string, array: number[]): Effect;
  29331. /**
  29332. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29333. * @param uniformName Name of the variable.
  29334. * @param array array to be set.
  29335. * @returns this effect.
  29336. */
  29337. setArray3(uniformName: string, array: number[]): Effect;
  29338. /**
  29339. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29340. * @param uniformName Name of the variable.
  29341. * @param array array to be set.
  29342. * @returns this effect.
  29343. */
  29344. setArray4(uniformName: string, array: number[]): Effect;
  29345. /**
  29346. * Sets matrices on a uniform variable.
  29347. * @param uniformName Name of the variable.
  29348. * @param matrices matrices to be set.
  29349. * @returns this effect.
  29350. */
  29351. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29352. /**
  29353. * Sets matrix on a uniform variable.
  29354. * @param uniformName Name of the variable.
  29355. * @param matrix matrix to be set.
  29356. * @returns this effect.
  29357. */
  29358. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29359. /**
  29360. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29361. * @param uniformName Name of the variable.
  29362. * @param matrix matrix to be set.
  29363. * @returns this effect.
  29364. */
  29365. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29366. /**
  29367. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29368. * @param uniformName Name of the variable.
  29369. * @param matrix matrix to be set.
  29370. * @returns this effect.
  29371. */
  29372. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29373. /**
  29374. * Sets a float on a uniform variable.
  29375. * @param uniformName Name of the variable.
  29376. * @param value value to be set.
  29377. * @returns this effect.
  29378. */
  29379. setFloat(uniformName: string, value: number): Effect;
  29380. /**
  29381. * Sets a boolean on a uniform variable.
  29382. * @param uniformName Name of the variable.
  29383. * @param bool value to be set.
  29384. * @returns this effect.
  29385. */
  29386. setBool(uniformName: string, bool: boolean): Effect;
  29387. /**
  29388. * Sets a Vector2 on a uniform variable.
  29389. * @param uniformName Name of the variable.
  29390. * @param vector2 vector2 to be set.
  29391. * @returns this effect.
  29392. */
  29393. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29394. /**
  29395. * Sets a float2 on a uniform variable.
  29396. * @param uniformName Name of the variable.
  29397. * @param x First float in float2.
  29398. * @param y Second float in float2.
  29399. * @returns this effect.
  29400. */
  29401. setFloat2(uniformName: string, x: number, y: number): Effect;
  29402. /**
  29403. * Sets a Vector3 on a uniform variable.
  29404. * @param uniformName Name of the variable.
  29405. * @param vector3 Value to be set.
  29406. * @returns this effect.
  29407. */
  29408. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29409. /**
  29410. * Sets a float3 on a uniform variable.
  29411. * @param uniformName Name of the variable.
  29412. * @param x First float in float3.
  29413. * @param y Second float in float3.
  29414. * @param z Third float in float3.
  29415. * @returns this effect.
  29416. */
  29417. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29418. /**
  29419. * Sets a Vector4 on a uniform variable.
  29420. * @param uniformName Name of the variable.
  29421. * @param vector4 Value to be set.
  29422. * @returns this effect.
  29423. */
  29424. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29425. /**
  29426. * Sets a float4 on a uniform variable.
  29427. * @param uniformName Name of the variable.
  29428. * @param x First float in float4.
  29429. * @param y Second float in float4.
  29430. * @param z Third float in float4.
  29431. * @param w Fourth float in float4.
  29432. * @returns this effect.
  29433. */
  29434. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29435. /**
  29436. * Sets a Color3 on a uniform variable.
  29437. * @param uniformName Name of the variable.
  29438. * @param color3 Value to be set.
  29439. * @returns this effect.
  29440. */
  29441. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29442. /**
  29443. * Sets a Color4 on a uniform variable.
  29444. * @param uniformName Name of the variable.
  29445. * @param color3 Value to be set.
  29446. * @param alpha Alpha value to be set.
  29447. * @returns this effect.
  29448. */
  29449. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29450. /**
  29451. * Sets a Color4 on a uniform variable
  29452. * @param uniformName defines the name of the variable
  29453. * @param color4 defines the value to be set
  29454. * @returns this effect.
  29455. */
  29456. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29457. /** Release all associated resources */
  29458. dispose(): void;
  29459. /**
  29460. * This function will add a new shader to the shader store
  29461. * @param name the name of the shader
  29462. * @param pixelShader optional pixel shader content
  29463. * @param vertexShader optional vertex shader content
  29464. */
  29465. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29466. /**
  29467. * Store of each shader (The can be looked up using effect.key)
  29468. */
  29469. static ShadersStore: {
  29470. [key: string]: string;
  29471. };
  29472. /**
  29473. * Store of each included file for a shader (The can be looked up using effect.key)
  29474. */
  29475. static IncludesShadersStore: {
  29476. [key: string]: string;
  29477. };
  29478. /**
  29479. * Resets the cache of effects.
  29480. */
  29481. static ResetCache(): void;
  29482. }
  29483. }
  29484. declare module "babylonjs/Engines/engineCapabilities" {
  29485. /**
  29486. * Interface used to describe the capabilities of the engine relatively to the current browser
  29487. */
  29488. export interface EngineCapabilities {
  29489. /** Maximum textures units per fragment shader */
  29490. maxTexturesImageUnits: number;
  29491. /** Maximum texture units per vertex shader */
  29492. maxVertexTextureImageUnits: number;
  29493. /** Maximum textures units in the entire pipeline */
  29494. maxCombinedTexturesImageUnits: number;
  29495. /** Maximum texture size */
  29496. maxTextureSize: number;
  29497. /** Maximum cube texture size */
  29498. maxCubemapTextureSize: number;
  29499. /** Maximum render texture size */
  29500. maxRenderTextureSize: number;
  29501. /** Maximum number of vertex attributes */
  29502. maxVertexAttribs: number;
  29503. /** Maximum number of varyings */
  29504. maxVaryingVectors: number;
  29505. /** Maximum number of uniforms per vertex shader */
  29506. maxVertexUniformVectors: number;
  29507. /** Maximum number of uniforms per fragment shader */
  29508. maxFragmentUniformVectors: number;
  29509. /** Defines if standard derivates (dx/dy) are supported */
  29510. standardDerivatives: boolean;
  29511. /** Defines if s3tc texture compression is supported */
  29512. s3tc?: WEBGL_compressed_texture_s3tc;
  29513. /** Defines if pvrtc texture compression is supported */
  29514. pvrtc: any;
  29515. /** Defines if etc1 texture compression is supported */
  29516. etc1: any;
  29517. /** Defines if etc2 texture compression is supported */
  29518. etc2: any;
  29519. /** Defines if astc texture compression is supported */
  29520. astc: any;
  29521. /** Defines if float textures are supported */
  29522. textureFloat: boolean;
  29523. /** Defines if vertex array objects are supported */
  29524. vertexArrayObject: boolean;
  29525. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29526. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29527. /** Gets the maximum level of anisotropy supported */
  29528. maxAnisotropy: number;
  29529. /** Defines if instancing is supported */
  29530. instancedArrays: boolean;
  29531. /** Defines if 32 bits indices are supported */
  29532. uintIndices: boolean;
  29533. /** Defines if high precision shaders are supported */
  29534. highPrecisionShaderSupported: boolean;
  29535. /** Defines if depth reading in the fragment shader is supported */
  29536. fragmentDepthSupported: boolean;
  29537. /** Defines if float texture linear filtering is supported*/
  29538. textureFloatLinearFiltering: boolean;
  29539. /** Defines if rendering to float textures is supported */
  29540. textureFloatRender: boolean;
  29541. /** Defines if half float textures are supported*/
  29542. textureHalfFloat: boolean;
  29543. /** Defines if half float texture linear filtering is supported*/
  29544. textureHalfFloatLinearFiltering: boolean;
  29545. /** Defines if rendering to half float textures is supported */
  29546. textureHalfFloatRender: boolean;
  29547. /** Defines if textureLOD shader command is supported */
  29548. textureLOD: boolean;
  29549. /** Defines if draw buffers extension is supported */
  29550. drawBuffersExtension: boolean;
  29551. /** Defines if depth textures are supported */
  29552. depthTextureExtension: boolean;
  29553. /** Defines if float color buffer are supported */
  29554. colorBufferFloat: boolean;
  29555. /** Gets disjoint timer query extension (null if not supported) */
  29556. timerQuery?: EXT_disjoint_timer_query;
  29557. /** Defines if timestamp can be used with timer query */
  29558. canUseTimestampForTimerQuery: boolean;
  29559. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29560. multiview?: any;
  29561. /** Function used to let the system compiles shaders in background */
  29562. parallelShaderCompile?: {
  29563. COMPLETION_STATUS_KHR: number;
  29564. };
  29565. /** Max number of texture samples for MSAA */
  29566. maxMSAASamples: number;
  29567. /** Defines if the blend min max extension is supported */
  29568. blendMinMax: boolean;
  29569. }
  29570. }
  29571. declare module "babylonjs/States/depthCullingState" {
  29572. import { Nullable } from "babylonjs/types";
  29573. /**
  29574. * @hidden
  29575. **/
  29576. export class DepthCullingState {
  29577. private _isDepthTestDirty;
  29578. private _isDepthMaskDirty;
  29579. private _isDepthFuncDirty;
  29580. private _isCullFaceDirty;
  29581. private _isCullDirty;
  29582. private _isZOffsetDirty;
  29583. private _isFrontFaceDirty;
  29584. private _depthTest;
  29585. private _depthMask;
  29586. private _depthFunc;
  29587. private _cull;
  29588. private _cullFace;
  29589. private _zOffset;
  29590. private _frontFace;
  29591. /**
  29592. * Initializes the state.
  29593. */
  29594. constructor();
  29595. readonly isDirty: boolean;
  29596. zOffset: number;
  29597. cullFace: Nullable<number>;
  29598. cull: Nullable<boolean>;
  29599. depthFunc: Nullable<number>;
  29600. depthMask: boolean;
  29601. depthTest: boolean;
  29602. frontFace: Nullable<number>;
  29603. reset(): void;
  29604. apply(gl: WebGLRenderingContext): void;
  29605. }
  29606. }
  29607. declare module "babylonjs/States/stencilState" {
  29608. /**
  29609. * @hidden
  29610. **/
  29611. export class StencilState {
  29612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  29613. static readonly ALWAYS: number;
  29614. /** Passed to stencilOperation to specify that stencil value must be kept */
  29615. static readonly KEEP: number;
  29616. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29617. static readonly REPLACE: number;
  29618. private _isStencilTestDirty;
  29619. private _isStencilMaskDirty;
  29620. private _isStencilFuncDirty;
  29621. private _isStencilOpDirty;
  29622. private _stencilTest;
  29623. private _stencilMask;
  29624. private _stencilFunc;
  29625. private _stencilFuncRef;
  29626. private _stencilFuncMask;
  29627. private _stencilOpStencilFail;
  29628. private _stencilOpDepthFail;
  29629. private _stencilOpStencilDepthPass;
  29630. readonly isDirty: boolean;
  29631. stencilFunc: number;
  29632. stencilFuncRef: number;
  29633. stencilFuncMask: number;
  29634. stencilOpStencilFail: number;
  29635. stencilOpDepthFail: number;
  29636. stencilOpStencilDepthPass: number;
  29637. stencilMask: number;
  29638. stencilTest: boolean;
  29639. constructor();
  29640. reset(): void;
  29641. apply(gl: WebGLRenderingContext): void;
  29642. }
  29643. }
  29644. declare module "babylonjs/States/alphaCullingState" {
  29645. /**
  29646. * @hidden
  29647. **/
  29648. export class AlphaState {
  29649. private _isAlphaBlendDirty;
  29650. private _isBlendFunctionParametersDirty;
  29651. private _isBlendEquationParametersDirty;
  29652. private _isBlendConstantsDirty;
  29653. private _alphaBlend;
  29654. private _blendFunctionParameters;
  29655. private _blendEquationParameters;
  29656. private _blendConstants;
  29657. /**
  29658. * Initializes the state.
  29659. */
  29660. constructor();
  29661. readonly isDirty: boolean;
  29662. alphaBlend: boolean;
  29663. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29664. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29665. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29666. reset(): void;
  29667. apply(gl: WebGLRenderingContext): void;
  29668. }
  29669. }
  29670. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29671. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29672. /** @hidden */
  29673. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29674. attributeProcessor(attribute: string): string;
  29675. varyingProcessor(varying: string, isFragment: boolean): string;
  29676. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29677. }
  29678. }
  29679. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29680. /**
  29681. * Interface for attribute information associated with buffer instanciation
  29682. */
  29683. export interface InstancingAttributeInfo {
  29684. /**
  29685. * Index/offset of the attribute in the vertex shader
  29686. */
  29687. index: number;
  29688. /**
  29689. * size of the attribute, 1, 2, 3 or 4
  29690. */
  29691. attributeSize: number;
  29692. /**
  29693. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29694. * default is FLOAT
  29695. */
  29696. attributeType: number;
  29697. /**
  29698. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29699. */
  29700. normalized: boolean;
  29701. /**
  29702. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29703. */
  29704. offset: number;
  29705. /**
  29706. * Name of the GLSL attribute, for debugging purpose only
  29707. */
  29708. attributeName: string;
  29709. }
  29710. }
  29711. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29712. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29713. import { Nullable } from "babylonjs/types";
  29714. module "babylonjs/Engines/thinEngine" {
  29715. interface ThinEngine {
  29716. /**
  29717. * Update a video texture
  29718. * @param texture defines the texture to update
  29719. * @param video defines the video element to use
  29720. * @param invertY defines if data must be stored with Y axis inverted
  29721. */
  29722. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29723. }
  29724. }
  29725. }
  29726. declare module "babylonjs/Materials/Textures/videoTexture" {
  29727. import { Observable } from "babylonjs/Misc/observable";
  29728. import { Nullable } from "babylonjs/types";
  29729. import { Scene } from "babylonjs/scene";
  29730. import { Texture } from "babylonjs/Materials/Textures/texture";
  29731. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29732. /**
  29733. * Settings for finer control over video usage
  29734. */
  29735. export interface VideoTextureSettings {
  29736. /**
  29737. * Applies `autoplay` to video, if specified
  29738. */
  29739. autoPlay?: boolean;
  29740. /**
  29741. * Applies `loop` to video, if specified
  29742. */
  29743. loop?: boolean;
  29744. /**
  29745. * Automatically updates internal texture from video at every frame in the render loop
  29746. */
  29747. autoUpdateTexture: boolean;
  29748. /**
  29749. * Image src displayed during the video loading or until the user interacts with the video.
  29750. */
  29751. poster?: string;
  29752. }
  29753. /**
  29754. * If you want to display a video in your scene, this is the special texture for that.
  29755. * This special texture works similar to other textures, with the exception of a few parameters.
  29756. * @see https://doc.babylonjs.com/how_to/video_texture
  29757. */
  29758. export class VideoTexture extends Texture {
  29759. /**
  29760. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29761. */
  29762. readonly autoUpdateTexture: boolean;
  29763. /**
  29764. * The video instance used by the texture internally
  29765. */
  29766. readonly video: HTMLVideoElement;
  29767. private _onUserActionRequestedObservable;
  29768. /**
  29769. * Event triggerd when a dom action is required by the user to play the video.
  29770. * This happens due to recent changes in browser policies preventing video to auto start.
  29771. */
  29772. readonly onUserActionRequestedObservable: Observable<Texture>;
  29773. private _generateMipMaps;
  29774. private _engine;
  29775. private _stillImageCaptured;
  29776. private _displayingPosterTexture;
  29777. private _settings;
  29778. private _createInternalTextureOnEvent;
  29779. private _frameId;
  29780. /**
  29781. * Creates a video texture.
  29782. * If you want to display a video in your scene, this is the special texture for that.
  29783. * This special texture works similar to other textures, with the exception of a few parameters.
  29784. * @see https://doc.babylonjs.com/how_to/video_texture
  29785. * @param name optional name, will detect from video source, if not defined
  29786. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  29787. * @param scene is obviously the current scene.
  29788. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  29789. * @param invertY is false by default but can be used to invert video on Y axis
  29790. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  29791. * @param settings allows finer control over video usage
  29792. */
  29793. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  29794. private _getName;
  29795. private _getVideo;
  29796. private _createInternalTexture;
  29797. private reset;
  29798. /**
  29799. * @hidden Internal method to initiate `update`.
  29800. */
  29801. _rebuild(): void;
  29802. /**
  29803. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  29804. */
  29805. update(): void;
  29806. /**
  29807. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  29808. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  29809. */
  29810. updateTexture(isVisible: boolean): void;
  29811. protected _updateInternalTexture: () => void;
  29812. /**
  29813. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  29814. * @param url New url.
  29815. */
  29816. updateURL(url: string): void;
  29817. /**
  29818. * Dispose the texture and release its associated resources.
  29819. */
  29820. dispose(): void;
  29821. /**
  29822. * Creates a video texture straight from a stream.
  29823. * @param scene Define the scene the texture should be created in
  29824. * @param stream Define the stream the texture should be created from
  29825. * @returns The created video texture as a promise
  29826. */
  29827. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  29828. /**
  29829. * Creates a video texture straight from your WebCam video feed.
  29830. * @param scene Define the scene the texture should be created in
  29831. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29832. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29833. * @returns The created video texture as a promise
  29834. */
  29835. static CreateFromWebCamAsync(scene: Scene, constraints: {
  29836. minWidth: number;
  29837. maxWidth: number;
  29838. minHeight: number;
  29839. maxHeight: number;
  29840. deviceId: string;
  29841. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  29842. /**
  29843. * Creates a video texture straight from your WebCam video feed.
  29844. * @param scene Define the scene the texture should be created in
  29845. * @param onReady Define a callback to triggered once the texture will be ready
  29846. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29847. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29848. */
  29849. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  29850. minWidth: number;
  29851. maxWidth: number;
  29852. minHeight: number;
  29853. maxHeight: number;
  29854. deviceId: string;
  29855. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  29856. }
  29857. }
  29858. declare module "babylonjs/Engines/thinEngine" {
  29859. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  29860. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  29861. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29862. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  29863. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  29864. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  29865. import { Observable } from "babylonjs/Misc/observable";
  29866. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  29867. import { StencilState } from "babylonjs/States/stencilState";
  29868. import { AlphaState } from "babylonjs/States/alphaCullingState";
  29869. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29870. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  29871. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29872. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  29873. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29874. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  29875. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  29876. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  29877. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29878. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  29879. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29880. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  29881. /**
  29882. * Defines the interface used by objects working like Scene
  29883. * @hidden
  29884. */
  29885. interface ISceneLike {
  29886. _addPendingData(data: any): void;
  29887. _removePendingData(data: any): void;
  29888. offlineProvider: IOfflineProvider;
  29889. }
  29890. /** Interface defining initialization parameters for Engine class */
  29891. export interface EngineOptions extends WebGLContextAttributes {
  29892. /**
  29893. * Defines if the engine should no exceed a specified device ratio
  29894. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  29895. */
  29896. limitDeviceRatio?: number;
  29897. /**
  29898. * Defines if webvr should be enabled automatically
  29899. * @see http://doc.babylonjs.com/how_to/webvr_camera
  29900. */
  29901. autoEnableWebVR?: boolean;
  29902. /**
  29903. * Defines if webgl2 should be turned off even if supported
  29904. * @see http://doc.babylonjs.com/features/webgl2
  29905. */
  29906. disableWebGL2Support?: boolean;
  29907. /**
  29908. * Defines if webaudio should be initialized as well
  29909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29910. */
  29911. audioEngine?: boolean;
  29912. /**
  29913. * Defines if animations should run using a deterministic lock step
  29914. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29915. */
  29916. deterministicLockstep?: boolean;
  29917. /** Defines the maximum steps to use with deterministic lock step mode */
  29918. lockstepMaxSteps?: number;
  29919. /**
  29920. * Defines that engine should ignore context lost events
  29921. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  29922. */
  29923. doNotHandleContextLost?: boolean;
  29924. /**
  29925. * Defines that engine should ignore modifying touch action attribute and style
  29926. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  29927. */
  29928. doNotHandleTouchAction?: boolean;
  29929. /**
  29930. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  29931. */
  29932. useHighPrecisionFloats?: boolean;
  29933. }
  29934. /**
  29935. * The base engine class (root of all engines)
  29936. */
  29937. export class ThinEngine {
  29938. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  29939. static ExceptionList: ({
  29940. key: string;
  29941. capture: string;
  29942. captureConstraint: number;
  29943. targets: string[];
  29944. } | {
  29945. key: string;
  29946. capture: null;
  29947. captureConstraint: null;
  29948. targets: string[];
  29949. })[];
  29950. /** @hidden */
  29951. static _TextureLoaders: IInternalTextureLoader[];
  29952. /**
  29953. * Returns the current npm package of the sdk
  29954. */
  29955. static readonly NpmPackage: string;
  29956. /**
  29957. * Returns the current version of the framework
  29958. */
  29959. static readonly Version: string;
  29960. /**
  29961. * Returns a string describing the current engine
  29962. */
  29963. readonly description: string;
  29964. /**
  29965. * Gets or sets the epsilon value used by collision engine
  29966. */
  29967. static CollisionsEpsilon: number;
  29968. /**
  29969. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29970. */
  29971. static ShadersRepository: string;
  29972. /** @hidden */
  29973. _shaderProcessor: IShaderProcessor;
  29974. /**
  29975. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  29976. */
  29977. forcePOTTextures: boolean;
  29978. /**
  29979. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  29980. */
  29981. isFullscreen: boolean;
  29982. /**
  29983. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  29984. */
  29985. cullBackFaces: boolean;
  29986. /**
  29987. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  29988. */
  29989. renderEvenInBackground: boolean;
  29990. /**
  29991. * Gets or sets a boolean indicating that cache can be kept between frames
  29992. */
  29993. preventCacheWipeBetweenFrames: boolean;
  29994. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  29995. validateShaderPrograms: boolean;
  29996. /**
  29997. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  29998. */
  29999. disableUniformBuffers: boolean;
  30000. /** @hidden */
  30001. _uniformBuffers: UniformBuffer[];
  30002. /**
  30003. * Gets a boolean indicating that the engine supports uniform buffers
  30004. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30005. */
  30006. readonly supportsUniformBuffers: boolean;
  30007. /** @hidden */
  30008. _gl: WebGLRenderingContext;
  30009. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30010. protected _windowIsBackground: boolean;
  30011. protected _webGLVersion: number;
  30012. protected _highPrecisionShadersAllowed: boolean;
  30013. /** @hidden */
  30014. readonly _shouldUseHighPrecisionShader: boolean;
  30015. /**
  30016. * Gets a boolean indicating that only power of 2 textures are supported
  30017. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30018. */
  30019. readonly needPOTTextures: boolean;
  30020. /** @hidden */
  30021. _badOS: boolean;
  30022. /** @hidden */
  30023. _badDesktopOS: boolean;
  30024. private _hardwareScalingLevel;
  30025. /** @hidden */
  30026. _caps: EngineCapabilities;
  30027. private _isStencilEnable;
  30028. protected _colorWrite: boolean;
  30029. private _glVersion;
  30030. private _glRenderer;
  30031. private _glVendor;
  30032. /** @hidden */
  30033. _videoTextureSupported: boolean;
  30034. protected _renderingQueueLaunched: boolean;
  30035. protected _activeRenderLoops: (() => void)[];
  30036. /**
  30037. * Observable signaled when a context lost event is raised
  30038. */
  30039. onContextLostObservable: Observable<ThinEngine>;
  30040. /**
  30041. * Observable signaled when a context restored event is raised
  30042. */
  30043. onContextRestoredObservable: Observable<ThinEngine>;
  30044. private _onContextLost;
  30045. private _onContextRestored;
  30046. protected _contextWasLost: boolean;
  30047. /** @hidden */
  30048. _doNotHandleContextLost: boolean;
  30049. /**
  30050. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30051. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30052. */
  30053. doNotHandleContextLost: boolean;
  30054. /**
  30055. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30056. */
  30057. disableVertexArrayObjects: boolean;
  30058. /** @hidden */
  30059. protected _depthCullingState: DepthCullingState;
  30060. /** @hidden */
  30061. protected _stencilState: StencilState;
  30062. /** @hidden */
  30063. protected _alphaState: AlphaState;
  30064. /** @hidden */
  30065. _internalTexturesCache: InternalTexture[];
  30066. /** @hidden */
  30067. protected _activeChannel: number;
  30068. private _currentTextureChannel;
  30069. /** @hidden */
  30070. protected _boundTexturesCache: {
  30071. [key: string]: Nullable<InternalTexture>;
  30072. };
  30073. /** @hidden */
  30074. protected _currentEffect: Nullable<Effect>;
  30075. /** @hidden */
  30076. protected _currentProgram: Nullable<WebGLProgram>;
  30077. private _compiledEffects;
  30078. private _vertexAttribArraysEnabled;
  30079. /** @hidden */
  30080. protected _cachedViewport: Nullable<IViewportLike>;
  30081. private _cachedVertexArrayObject;
  30082. /** @hidden */
  30083. protected _cachedVertexBuffers: any;
  30084. /** @hidden */
  30085. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30086. /** @hidden */
  30087. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30088. /** @hidden */
  30089. _currentRenderTarget: Nullable<InternalTexture>;
  30090. private _uintIndicesCurrentlySet;
  30091. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30092. /** @hidden */
  30093. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30094. private _currentBufferPointers;
  30095. private _currentInstanceLocations;
  30096. private _currentInstanceBuffers;
  30097. private _textureUnits;
  30098. /** @hidden */
  30099. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30100. /** @hidden */
  30101. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30102. /** @hidden */
  30103. _bindedRenderFunction: any;
  30104. private _vaoRecordInProgress;
  30105. private _mustWipeVertexAttributes;
  30106. private _emptyTexture;
  30107. private _emptyCubeTexture;
  30108. private _emptyTexture3D;
  30109. /** @hidden */
  30110. _frameHandler: number;
  30111. private _nextFreeTextureSlots;
  30112. private _maxSimultaneousTextures;
  30113. private _activeRequests;
  30114. protected _texturesSupported: string[];
  30115. /** @hidden */
  30116. _textureFormatInUse: Nullable<string>;
  30117. protected readonly _supportsHardwareTextureRescaling: boolean;
  30118. /**
  30119. * Gets the list of texture formats supported
  30120. */
  30121. readonly texturesSupported: Array<string>;
  30122. /**
  30123. * Gets the list of texture formats in use
  30124. */
  30125. readonly textureFormatInUse: Nullable<string>;
  30126. /**
  30127. * Gets the current viewport
  30128. */
  30129. readonly currentViewport: Nullable<IViewportLike>;
  30130. /**
  30131. * Gets the default empty texture
  30132. */
  30133. readonly emptyTexture: InternalTexture;
  30134. /**
  30135. * Gets the default empty 3D texture
  30136. */
  30137. readonly emptyTexture3D: InternalTexture;
  30138. /**
  30139. * Gets the default empty cube texture
  30140. */
  30141. readonly emptyCubeTexture: InternalTexture;
  30142. /**
  30143. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30144. */
  30145. readonly premultipliedAlpha: boolean;
  30146. /**
  30147. * Observable event triggered before each texture is initialized
  30148. */
  30149. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30150. /**
  30151. * Creates a new engine
  30152. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  30153. * @param antialias defines enable antialiasing (default: false)
  30154. * @param options defines further options to be sent to the getContext() function
  30155. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30156. */
  30157. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30158. private _rebuildInternalTextures;
  30159. private _rebuildEffects;
  30160. /**
  30161. * Gets a boolean indicating if all created effects are ready
  30162. * @returns true if all effects are ready
  30163. */
  30164. areAllEffectsReady(): boolean;
  30165. protected _rebuildBuffers(): void;
  30166. private _initGLContext;
  30167. /**
  30168. * Gets version of the current webGL context
  30169. */
  30170. readonly webGLVersion: number;
  30171. /**
  30172. * Gets a string idenfifying the name of the class
  30173. * @returns "Engine" string
  30174. */
  30175. getClassName(): string;
  30176. /**
  30177. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30178. */
  30179. readonly isStencilEnable: boolean;
  30180. /** @hidden */
  30181. _prepareWorkingCanvas(): void;
  30182. /**
  30183. * Reset the texture cache to empty state
  30184. */
  30185. resetTextureCache(): void;
  30186. /**
  30187. * Gets an object containing information about the current webGL context
  30188. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30189. */
  30190. getGlInfo(): {
  30191. vendor: string;
  30192. renderer: string;
  30193. version: string;
  30194. };
  30195. /**
  30196. * Defines the hardware scaling level.
  30197. * By default the hardware scaling level is computed from the window device ratio.
  30198. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30199. * @param level defines the level to use
  30200. */
  30201. setHardwareScalingLevel(level: number): void;
  30202. /**
  30203. * Gets the current hardware scaling level.
  30204. * By default the hardware scaling level is computed from the window device ratio.
  30205. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30206. * @returns a number indicating the current hardware scaling level
  30207. */
  30208. getHardwareScalingLevel(): number;
  30209. /**
  30210. * Gets the list of loaded textures
  30211. * @returns an array containing all loaded textures
  30212. */
  30213. getLoadedTexturesCache(): InternalTexture[];
  30214. /**
  30215. * Gets the object containing all engine capabilities
  30216. * @returns the EngineCapabilities object
  30217. */
  30218. getCaps(): EngineCapabilities;
  30219. /**
  30220. * stop executing a render loop function and remove it from the execution array
  30221. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30222. */
  30223. stopRenderLoop(renderFunction?: () => void): void;
  30224. /** @hidden */
  30225. _renderLoop(): void;
  30226. /**
  30227. * Gets the HTML canvas attached with the current webGL context
  30228. * @returns a HTML canvas
  30229. */
  30230. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30231. /**
  30232. * Gets host window
  30233. * @returns the host window object
  30234. */
  30235. getHostWindow(): Nullable<Window>;
  30236. /**
  30237. * Gets the current render width
  30238. * @param useScreen defines if screen size must be used (or the current render target if any)
  30239. * @returns a number defining the current render width
  30240. */
  30241. getRenderWidth(useScreen?: boolean): number;
  30242. /**
  30243. * Gets the current render height
  30244. * @param useScreen defines if screen size must be used (or the current render target if any)
  30245. * @returns a number defining the current render height
  30246. */
  30247. getRenderHeight(useScreen?: boolean): number;
  30248. /**
  30249. * Can be used to override the current requestAnimationFrame requester.
  30250. * @hidden
  30251. */
  30252. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30253. /**
  30254. * Register and execute a render loop. The engine can have more than one render function
  30255. * @param renderFunction defines the function to continuously execute
  30256. */
  30257. runRenderLoop(renderFunction: () => void): void;
  30258. /**
  30259. * Clear the current render buffer or the current render target (if any is set up)
  30260. * @param color defines the color to use
  30261. * @param backBuffer defines if the back buffer must be cleared
  30262. * @param depth defines if the depth buffer must be cleared
  30263. * @param stencil defines if the stencil buffer must be cleared
  30264. */
  30265. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30266. private _viewportCached;
  30267. /** @hidden */
  30268. _viewport(x: number, y: number, width: number, height: number): void;
  30269. /**
  30270. * Set the WebGL's viewport
  30271. * @param viewport defines the viewport element to be used
  30272. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30273. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30274. */
  30275. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30276. /**
  30277. * Begin a new frame
  30278. */
  30279. beginFrame(): void;
  30280. /**
  30281. * Enf the current frame
  30282. */
  30283. endFrame(): void;
  30284. /**
  30285. * Resize the view according to the canvas' size
  30286. */
  30287. resize(): void;
  30288. /**
  30289. * Force a specific size of the canvas
  30290. * @param width defines the new canvas' width
  30291. * @param height defines the new canvas' height
  30292. */
  30293. setSize(width: number, height: number): void;
  30294. /**
  30295. * Binds the frame buffer to the specified texture.
  30296. * @param texture The texture to render to or null for the default canvas
  30297. * @param faceIndex The face of the texture to render to in case of cube texture
  30298. * @param requiredWidth The width of the target to render to
  30299. * @param requiredHeight The height of the target to render to
  30300. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30301. * @param depthStencilTexture The depth stencil texture to use to render
  30302. * @param lodLevel defines le lod level to bind to the frame buffer
  30303. */
  30304. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30305. /** @hidden */
  30306. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30307. /**
  30308. * Unbind the current render target texture from the webGL context
  30309. * @param texture defines the render target texture to unbind
  30310. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30311. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30312. */
  30313. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30314. /**
  30315. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30316. */
  30317. flushFramebuffer(): void;
  30318. /**
  30319. * Unbind the current render target and bind the default framebuffer
  30320. */
  30321. restoreDefaultFramebuffer(): void;
  30322. /** @hidden */
  30323. protected _resetVertexBufferBinding(): void;
  30324. /**
  30325. * Creates a vertex buffer
  30326. * @param data the data for the vertex buffer
  30327. * @returns the new WebGL static buffer
  30328. */
  30329. createVertexBuffer(data: DataArray): DataBuffer;
  30330. private _createVertexBuffer;
  30331. /**
  30332. * Creates a dynamic vertex buffer
  30333. * @param data the data for the dynamic vertex buffer
  30334. * @returns the new WebGL dynamic buffer
  30335. */
  30336. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30337. protected _resetIndexBufferBinding(): void;
  30338. /**
  30339. * Creates a new index buffer
  30340. * @param indices defines the content of the index buffer
  30341. * @param updatable defines if the index buffer must be updatable
  30342. * @returns a new webGL buffer
  30343. */
  30344. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30345. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30346. /**
  30347. * Bind a webGL buffer to the webGL context
  30348. * @param buffer defines the buffer to bind
  30349. */
  30350. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30351. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30352. private bindBuffer;
  30353. /**
  30354. * update the bound buffer with the given data
  30355. * @param data defines the data to update
  30356. */
  30357. updateArrayBuffer(data: Float32Array): void;
  30358. private _vertexAttribPointer;
  30359. private _bindIndexBufferWithCache;
  30360. private _bindVertexBuffersAttributes;
  30361. /**
  30362. * Records a vertex array object
  30363. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30364. * @param vertexBuffers defines the list of vertex buffers to store
  30365. * @param indexBuffer defines the index buffer to store
  30366. * @param effect defines the effect to store
  30367. * @returns the new vertex array object
  30368. */
  30369. recordVertexArrayObject(vertexBuffers: {
  30370. [key: string]: VertexBuffer;
  30371. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30372. /**
  30373. * Bind a specific vertex array object
  30374. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30375. * @param vertexArrayObject defines the vertex array object to bind
  30376. * @param indexBuffer defines the index buffer to bind
  30377. */
  30378. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30379. /**
  30380. * Bind webGl buffers directly to the webGL context
  30381. * @param vertexBuffer defines the vertex buffer to bind
  30382. * @param indexBuffer defines the index buffer to bind
  30383. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30384. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30385. * @param effect defines the effect associated with the vertex buffer
  30386. */
  30387. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30388. private _unbindVertexArrayObject;
  30389. /**
  30390. * Bind a list of vertex buffers to the webGL context
  30391. * @param vertexBuffers defines the list of vertex buffers to bind
  30392. * @param indexBuffer defines the index buffer to bind
  30393. * @param effect defines the effect associated with the vertex buffers
  30394. */
  30395. bindBuffers(vertexBuffers: {
  30396. [key: string]: Nullable<VertexBuffer>;
  30397. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30398. /**
  30399. * Unbind all instance attributes
  30400. */
  30401. unbindInstanceAttributes(): void;
  30402. /**
  30403. * Release and free the memory of a vertex array object
  30404. * @param vao defines the vertex array object to delete
  30405. */
  30406. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30407. /** @hidden */
  30408. _releaseBuffer(buffer: DataBuffer): boolean;
  30409. protected _deleteBuffer(buffer: DataBuffer): void;
  30410. /**
  30411. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30412. * @param instancesBuffer defines the webGL buffer to update and bind
  30413. * @param data defines the data to store in the buffer
  30414. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30415. */
  30416. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30417. /**
  30418. * Apply all cached states (depth, culling, stencil and alpha)
  30419. */
  30420. applyStates(): void;
  30421. /**
  30422. * Send a draw order
  30423. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30424. * @param indexStart defines the starting index
  30425. * @param indexCount defines the number of index to draw
  30426. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30427. */
  30428. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30429. /**
  30430. * Draw a list of points
  30431. * @param verticesStart defines the index of first vertex to draw
  30432. * @param verticesCount defines the count of vertices to draw
  30433. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30434. */
  30435. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30436. /**
  30437. * Draw a list of unindexed primitives
  30438. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30439. * @param verticesStart defines the index of first vertex to draw
  30440. * @param verticesCount defines the count of vertices to draw
  30441. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30442. */
  30443. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30444. /**
  30445. * Draw a list of indexed primitives
  30446. * @param fillMode defines the primitive to use
  30447. * @param indexStart defines the starting index
  30448. * @param indexCount defines the number of index to draw
  30449. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30450. */
  30451. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30452. /**
  30453. * Draw a list of unindexed primitives
  30454. * @param fillMode defines the primitive to use
  30455. * @param verticesStart defines the index of first vertex to draw
  30456. * @param verticesCount defines the count of vertices to draw
  30457. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30458. */
  30459. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30460. private _drawMode;
  30461. /** @hidden */
  30462. protected _reportDrawCall(): void;
  30463. /** @hidden */
  30464. _releaseEffect(effect: Effect): void;
  30465. /** @hidden */
  30466. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30467. /**
  30468. * Create a new effect (used to store vertex/fragment shaders)
  30469. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30470. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30471. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30472. * @param samplers defines an array of string used to represent textures
  30473. * @param defines defines the string containing the defines to use to compile the shaders
  30474. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30475. * @param onCompiled defines a function to call when the effect creation is successful
  30476. * @param onError defines a function to call when the effect creation has failed
  30477. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30478. * @returns the new Effect
  30479. */
  30480. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30481. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30482. private _compileShader;
  30483. private _compileRawShader;
  30484. /**
  30485. * Directly creates a webGL program
  30486. * @param pipelineContext defines the pipeline context to attach to
  30487. * @param vertexCode defines the vertex shader code to use
  30488. * @param fragmentCode defines the fragment shader code to use
  30489. * @param context defines the webGL context to use (if not set, the current one will be used)
  30490. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30491. * @returns the new webGL program
  30492. */
  30493. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30494. /**
  30495. * Creates a webGL program
  30496. * @param pipelineContext defines the pipeline context to attach to
  30497. * @param vertexCode defines the vertex shader code to use
  30498. * @param fragmentCode defines the fragment shader code to use
  30499. * @param defines defines the string containing the defines to use to compile the shaders
  30500. * @param context defines the webGL context to use (if not set, the current one will be used)
  30501. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30502. * @returns the new webGL program
  30503. */
  30504. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30505. /**
  30506. * Creates a new pipeline context
  30507. * @returns the new pipeline
  30508. */
  30509. createPipelineContext(): IPipelineContext;
  30510. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30511. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30512. /** @hidden */
  30513. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30514. /** @hidden */
  30515. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30516. /** @hidden */
  30517. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30518. /**
  30519. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30520. * @param pipelineContext defines the pipeline context to use
  30521. * @param uniformsNames defines the list of uniform names
  30522. * @returns an array of webGL uniform locations
  30523. */
  30524. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30525. /**
  30526. * Gets the lsit of active attributes for a given webGL program
  30527. * @param pipelineContext defines the pipeline context to use
  30528. * @param attributesNames defines the list of attribute names to get
  30529. * @returns an array of indices indicating the offset of each attribute
  30530. */
  30531. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30532. /**
  30533. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30534. * @param effect defines the effect to activate
  30535. */
  30536. enableEffect(effect: Nullable<Effect>): void;
  30537. /**
  30538. * Set the value of an uniform to a number (int)
  30539. * @param uniform defines the webGL uniform location where to store the value
  30540. * @param value defines the int number to store
  30541. */
  30542. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30543. /**
  30544. * Set the value of an uniform to an array of int32
  30545. * @param uniform defines the webGL uniform location where to store the value
  30546. * @param array defines the array of int32 to store
  30547. */
  30548. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30549. /**
  30550. * Set the value of an uniform to an array of int32 (stored as vec2)
  30551. * @param uniform defines the webGL uniform location where to store the value
  30552. * @param array defines the array of int32 to store
  30553. */
  30554. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30555. /**
  30556. * Set the value of an uniform to an array of int32 (stored as vec3)
  30557. * @param uniform defines the webGL uniform location where to store the value
  30558. * @param array defines the array of int32 to store
  30559. */
  30560. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30561. /**
  30562. * Set the value of an uniform to an array of int32 (stored as vec4)
  30563. * @param uniform defines the webGL uniform location where to store the value
  30564. * @param array defines the array of int32 to store
  30565. */
  30566. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30567. /**
  30568. * Set the value of an uniform to an array of number
  30569. * @param uniform defines the webGL uniform location where to store the value
  30570. * @param array defines the array of number to store
  30571. */
  30572. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30573. /**
  30574. * Set the value of an uniform to an array of number (stored as vec2)
  30575. * @param uniform defines the webGL uniform location where to store the value
  30576. * @param array defines the array of number to store
  30577. */
  30578. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30579. /**
  30580. * Set the value of an uniform to an array of number (stored as vec3)
  30581. * @param uniform defines the webGL uniform location where to store the value
  30582. * @param array defines the array of number to store
  30583. */
  30584. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30585. /**
  30586. * Set the value of an uniform to an array of number (stored as vec4)
  30587. * @param uniform defines the webGL uniform location where to store the value
  30588. * @param array defines the array of number to store
  30589. */
  30590. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30591. /**
  30592. * Set the value of an uniform to an array of float32 (stored as matrices)
  30593. * @param uniform defines the webGL uniform location where to store the value
  30594. * @param matrices defines the array of float32 to store
  30595. */
  30596. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30597. /**
  30598. * Set the value of an uniform to a matrix (3x3)
  30599. * @param uniform defines the webGL uniform location where to store the value
  30600. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30601. */
  30602. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30603. /**
  30604. * Set the value of an uniform to a matrix (2x2)
  30605. * @param uniform defines the webGL uniform location where to store the value
  30606. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30607. */
  30608. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30609. /**
  30610. * Set the value of an uniform to a number (float)
  30611. * @param uniform defines the webGL uniform location where to store the value
  30612. * @param value defines the float number to store
  30613. */
  30614. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30615. /**
  30616. * Set the value of an uniform to a vec2
  30617. * @param uniform defines the webGL uniform location where to store the value
  30618. * @param x defines the 1st component of the value
  30619. * @param y defines the 2nd component of the value
  30620. */
  30621. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30622. /**
  30623. * Set the value of an uniform to a vec3
  30624. * @param uniform defines the webGL uniform location where to store the value
  30625. * @param x defines the 1st component of the value
  30626. * @param y defines the 2nd component of the value
  30627. * @param z defines the 3rd component of the value
  30628. */
  30629. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30630. /**
  30631. * Set the value of an uniform to a vec4
  30632. * @param uniform defines the webGL uniform location where to store the value
  30633. * @param x defines the 1st component of the value
  30634. * @param y defines the 2nd component of the value
  30635. * @param z defines the 3rd component of the value
  30636. * @param w defines the 4th component of the value
  30637. */
  30638. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30639. /**
  30640. * Gets the depth culling state manager
  30641. */
  30642. readonly depthCullingState: DepthCullingState;
  30643. /**
  30644. * Gets the alpha state manager
  30645. */
  30646. readonly alphaState: AlphaState;
  30647. /**
  30648. * Gets the stencil state manager
  30649. */
  30650. readonly stencilState: StencilState;
  30651. /**
  30652. * Clears the list of texture accessible through engine.
  30653. * This can help preventing texture load conflict due to name collision.
  30654. */
  30655. clearInternalTexturesCache(): void;
  30656. /**
  30657. * Force the entire cache to be cleared
  30658. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30659. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30660. */
  30661. wipeCaches(bruteForce?: boolean): void;
  30662. /** @hidden */
  30663. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30664. min: number;
  30665. mag: number;
  30666. };
  30667. /** @hidden */
  30668. _createTexture(): WebGLTexture;
  30669. /**
  30670. * Usually called from Texture.ts.
  30671. * Passed information to create a WebGLTexture
  30672. * @param urlArg defines a value which contains one of the following:
  30673. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30674. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30675. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30676. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30677. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  30678. * @param scene needed for loading to the correct scene
  30679. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30680. * @param onLoad optional callback to be called upon successful completion
  30681. * @param onError optional callback to be called upon failure
  30682. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  30683. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30684. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30685. * @param forcedExtension defines the extension to use to pick the right loader
  30686. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30687. * @param mimeType defines an optional mime type
  30688. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30689. */
  30690. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  30691. /**
  30692. * @hidden
  30693. */
  30694. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30695. /**
  30696. * Creates a raw texture
  30697. * @param data defines the data to store in the texture
  30698. * @param width defines the width of the texture
  30699. * @param height defines the height of the texture
  30700. * @param format defines the format of the data
  30701. * @param generateMipMaps defines if the engine should generate the mip levels
  30702. * @param invertY defines if data must be stored with Y axis inverted
  30703. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30704. * @param compression defines the compression used (null by default)
  30705. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30706. * @returns the raw texture inside an InternalTexture
  30707. */
  30708. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30709. /**
  30710. * Creates a new raw cube texture
  30711. * @param data defines the array of data to use to create each face
  30712. * @param size defines the size of the textures
  30713. * @param format defines the format of the data
  30714. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30715. * @param generateMipMaps defines if the engine should generate the mip levels
  30716. * @param invertY defines if data must be stored with Y axis inverted
  30717. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30718. * @param compression defines the compression used (null by default)
  30719. * @returns the cube texture as an InternalTexture
  30720. */
  30721. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30722. /**
  30723. * Creates a new raw 3D texture
  30724. * @param data defines the data used to create the texture
  30725. * @param width defines the width of the texture
  30726. * @param height defines the height of the texture
  30727. * @param depth defines the depth of the texture
  30728. * @param format defines the format of the texture
  30729. * @param generateMipMaps defines if the engine must generate mip levels
  30730. * @param invertY defines if data must be stored with Y axis inverted
  30731. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30732. * @param compression defines the compressed used (can be null)
  30733. * @param textureType defines the compressed used (can be null)
  30734. * @returns a new raw 3D texture (stored in an InternalTexture)
  30735. */
  30736. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30737. private _unpackFlipYCached;
  30738. /**
  30739. * In case you are sharing the context with other applications, it might
  30740. * be interested to not cache the unpack flip y state to ensure a consistent
  30741. * value would be set.
  30742. */
  30743. enableUnpackFlipYCached: boolean;
  30744. /** @hidden */
  30745. _unpackFlipY(value: boolean): void;
  30746. /** @hidden */
  30747. _getUnpackAlignement(): number;
  30748. /**
  30749. * Update the sampling mode of a given texture
  30750. * @param samplingMode defines the required sampling mode
  30751. * @param texture defines the texture to update
  30752. */
  30753. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30754. /** @hidden */
  30755. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30756. width: number;
  30757. height: number;
  30758. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30759. /** @hidden */
  30760. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30761. /** @hidden */
  30762. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  30763. /** @hidden */
  30764. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30765. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  30766. private _prepareWebGLTexture;
  30767. /** @hidden */
  30768. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  30769. /** @hidden */
  30770. _releaseFramebufferObjects(texture: InternalTexture): void;
  30771. /** @hidden */
  30772. _releaseTexture(texture: InternalTexture): void;
  30773. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  30774. protected _setProgram(program: WebGLProgram): void;
  30775. protected _boundUniforms: {
  30776. [key: number]: WebGLUniformLocation;
  30777. };
  30778. /**
  30779. * Binds an effect to the webGL context
  30780. * @param effect defines the effect to bind
  30781. */
  30782. bindSamplers(effect: Effect): void;
  30783. private _activateCurrentTexture;
  30784. /** @hidden */
  30785. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  30786. /** @hidden */
  30787. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  30788. /**
  30789. * Unbind all textures from the webGL context
  30790. */
  30791. unbindAllTextures(): void;
  30792. /**
  30793. * Sets a texture to the according uniform.
  30794. * @param channel The texture channel
  30795. * @param uniform The uniform to set
  30796. * @param texture The texture to apply
  30797. */
  30798. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  30799. private _bindSamplerUniformToChannel;
  30800. private _getTextureWrapMode;
  30801. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  30802. /**
  30803. * Sets an array of texture to the webGL context
  30804. * @param channel defines the channel where the texture array must be set
  30805. * @param uniform defines the associated uniform location
  30806. * @param textures defines the array of textures to bind
  30807. */
  30808. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  30809. /** @hidden */
  30810. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  30811. private _setTextureParameterFloat;
  30812. private _setTextureParameterInteger;
  30813. /**
  30814. * Unbind all vertex attributes from the webGL context
  30815. */
  30816. unbindAllAttributes(): void;
  30817. /**
  30818. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  30819. */
  30820. releaseEffects(): void;
  30821. /**
  30822. * Dispose and release all associated resources
  30823. */
  30824. dispose(): void;
  30825. /**
  30826. * Attach a new callback raised when context lost event is fired
  30827. * @param callback defines the callback to call
  30828. */
  30829. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30830. /**
  30831. * Attach a new callback raised when context restored event is fired
  30832. * @param callback defines the callback to call
  30833. */
  30834. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30835. /**
  30836. * Get the current error code of the webGL context
  30837. * @returns the error code
  30838. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  30839. */
  30840. getError(): number;
  30841. private _canRenderToFloatFramebuffer;
  30842. private _canRenderToHalfFloatFramebuffer;
  30843. private _canRenderToFramebuffer;
  30844. /** @hidden */
  30845. _getWebGLTextureType(type: number): number;
  30846. /** @hidden */
  30847. _getInternalFormat(format: number): number;
  30848. /** @hidden */
  30849. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  30850. /** @hidden */
  30851. _getRGBAMultiSampleBufferFormat(type: number): number;
  30852. /** @hidden */
  30853. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  30854. /**
  30855. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  30856. * @returns true if the engine can be created
  30857. * @ignorenaming
  30858. */
  30859. static isSupported(): boolean;
  30860. /**
  30861. * Find the next highest power of two.
  30862. * @param x Number to start search from.
  30863. * @return Next highest power of two.
  30864. */
  30865. static CeilingPOT(x: number): number;
  30866. /**
  30867. * Find the next lowest power of two.
  30868. * @param x Number to start search from.
  30869. * @return Next lowest power of two.
  30870. */
  30871. static FloorPOT(x: number): number;
  30872. /**
  30873. * Find the nearest power of two.
  30874. * @param x Number to start search from.
  30875. * @return Next nearest power of two.
  30876. */
  30877. static NearestPOT(x: number): number;
  30878. /**
  30879. * Get the closest exponent of two
  30880. * @param value defines the value to approximate
  30881. * @param max defines the maximum value to return
  30882. * @param mode defines how to define the closest value
  30883. * @returns closest exponent of two of the given value
  30884. */
  30885. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  30886. /**
  30887. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  30888. * @param func - the function to be called
  30889. * @param requester - the object that will request the next frame. Falls back to window.
  30890. * @returns frame number
  30891. */
  30892. static QueueNewFrame(func: () => void, requester?: any): number;
  30893. }
  30894. }
  30895. declare module "babylonjs/Maths/sphericalPolynomial" {
  30896. import { Vector3 } from "babylonjs/Maths/math.vector";
  30897. import { Color3 } from "babylonjs/Maths/math.color";
  30898. /**
  30899. * Class representing spherical harmonics coefficients to the 3rd degree
  30900. */
  30901. export class SphericalHarmonics {
  30902. /**
  30903. * Defines whether or not the harmonics have been prescaled for rendering.
  30904. */
  30905. preScaled: boolean;
  30906. /**
  30907. * The l0,0 coefficients of the spherical harmonics
  30908. */
  30909. l00: Vector3;
  30910. /**
  30911. * The l1,-1 coefficients of the spherical harmonics
  30912. */
  30913. l1_1: Vector3;
  30914. /**
  30915. * The l1,0 coefficients of the spherical harmonics
  30916. */
  30917. l10: Vector3;
  30918. /**
  30919. * The l1,1 coefficients of the spherical harmonics
  30920. */
  30921. l11: Vector3;
  30922. /**
  30923. * The l2,-2 coefficients of the spherical harmonics
  30924. */
  30925. l2_2: Vector3;
  30926. /**
  30927. * The l2,-1 coefficients of the spherical harmonics
  30928. */
  30929. l2_1: Vector3;
  30930. /**
  30931. * The l2,0 coefficients of the spherical harmonics
  30932. */
  30933. l20: Vector3;
  30934. /**
  30935. * The l2,1 coefficients of the spherical harmonics
  30936. */
  30937. l21: Vector3;
  30938. /**
  30939. * The l2,2 coefficients of the spherical harmonics
  30940. */
  30941. l22: Vector3;
  30942. /**
  30943. * Adds a light to the spherical harmonics
  30944. * @param direction the direction of the light
  30945. * @param color the color of the light
  30946. * @param deltaSolidAngle the delta solid angle of the light
  30947. */
  30948. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  30949. /**
  30950. * Scales the spherical harmonics by the given amount
  30951. * @param scale the amount to scale
  30952. */
  30953. scaleInPlace(scale: number): void;
  30954. /**
  30955. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  30956. *
  30957. * ```
  30958. * E_lm = A_l * L_lm
  30959. * ```
  30960. *
  30961. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  30962. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  30963. * the scaling factors are given in equation 9.
  30964. */
  30965. convertIncidentRadianceToIrradiance(): void;
  30966. /**
  30967. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  30968. *
  30969. * ```
  30970. * L = (1/pi) * E * rho
  30971. * ```
  30972. *
  30973. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  30974. */
  30975. convertIrradianceToLambertianRadiance(): void;
  30976. /**
  30977. * Integrates the reconstruction coefficients directly in to the SH preventing further
  30978. * required operations at run time.
  30979. *
  30980. * This is simply done by scaling back the SH with Ylm constants parameter.
  30981. * The trigonometric part being applied by the shader at run time.
  30982. */
  30983. preScaleForRendering(): void;
  30984. /**
  30985. * Constructs a spherical harmonics from an array.
  30986. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  30987. * @returns the spherical harmonics
  30988. */
  30989. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  30990. /**
  30991. * Gets the spherical harmonics from polynomial
  30992. * @param polynomial the spherical polynomial
  30993. * @returns the spherical harmonics
  30994. */
  30995. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  30996. }
  30997. /**
  30998. * Class representing spherical polynomial coefficients to the 3rd degree
  30999. */
  31000. export class SphericalPolynomial {
  31001. private _harmonics;
  31002. /**
  31003. * The spherical harmonics used to create the polynomials.
  31004. */
  31005. readonly preScaledHarmonics: SphericalHarmonics;
  31006. /**
  31007. * The x coefficients of the spherical polynomial
  31008. */
  31009. x: Vector3;
  31010. /**
  31011. * The y coefficients of the spherical polynomial
  31012. */
  31013. y: Vector3;
  31014. /**
  31015. * The z coefficients of the spherical polynomial
  31016. */
  31017. z: Vector3;
  31018. /**
  31019. * The xx coefficients of the spherical polynomial
  31020. */
  31021. xx: Vector3;
  31022. /**
  31023. * The yy coefficients of the spherical polynomial
  31024. */
  31025. yy: Vector3;
  31026. /**
  31027. * The zz coefficients of the spherical polynomial
  31028. */
  31029. zz: Vector3;
  31030. /**
  31031. * The xy coefficients of the spherical polynomial
  31032. */
  31033. xy: Vector3;
  31034. /**
  31035. * The yz coefficients of the spherical polynomial
  31036. */
  31037. yz: Vector3;
  31038. /**
  31039. * The zx coefficients of the spherical polynomial
  31040. */
  31041. zx: Vector3;
  31042. /**
  31043. * Adds an ambient color to the spherical polynomial
  31044. * @param color the color to add
  31045. */
  31046. addAmbient(color: Color3): void;
  31047. /**
  31048. * Scales the spherical polynomial by the given amount
  31049. * @param scale the amount to scale
  31050. */
  31051. scaleInPlace(scale: number): void;
  31052. /**
  31053. * Gets the spherical polynomial from harmonics
  31054. * @param harmonics the spherical harmonics
  31055. * @returns the spherical polynomial
  31056. */
  31057. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31058. /**
  31059. * Constructs a spherical polynomial from an array.
  31060. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31061. * @returns the spherical polynomial
  31062. */
  31063. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31064. }
  31065. }
  31066. declare module "babylonjs/Materials/Textures/internalTexture" {
  31067. import { Observable } from "babylonjs/Misc/observable";
  31068. import { Nullable, int } from "babylonjs/types";
  31069. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31070. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31071. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31072. /**
  31073. * Defines the source of the internal texture
  31074. */
  31075. export enum InternalTextureSource {
  31076. /**
  31077. * The source of the texture data is unknown
  31078. */
  31079. Unknown = 0,
  31080. /**
  31081. * Texture data comes from an URL
  31082. */
  31083. Url = 1,
  31084. /**
  31085. * Texture data is only used for temporary storage
  31086. */
  31087. Temp = 2,
  31088. /**
  31089. * Texture data comes from raw data (ArrayBuffer)
  31090. */
  31091. Raw = 3,
  31092. /**
  31093. * Texture content is dynamic (video or dynamic texture)
  31094. */
  31095. Dynamic = 4,
  31096. /**
  31097. * Texture content is generated by rendering to it
  31098. */
  31099. RenderTarget = 5,
  31100. /**
  31101. * Texture content is part of a multi render target process
  31102. */
  31103. MultiRenderTarget = 6,
  31104. /**
  31105. * Texture data comes from a cube data file
  31106. */
  31107. Cube = 7,
  31108. /**
  31109. * Texture data comes from a raw cube data
  31110. */
  31111. CubeRaw = 8,
  31112. /**
  31113. * Texture data come from a prefiltered cube data file
  31114. */
  31115. CubePrefiltered = 9,
  31116. /**
  31117. * Texture content is raw 3D data
  31118. */
  31119. Raw3D = 10,
  31120. /**
  31121. * Texture content is a depth texture
  31122. */
  31123. Depth = 11,
  31124. /**
  31125. * Texture data comes from a raw cube data encoded with RGBD
  31126. */
  31127. CubeRawRGBD = 12
  31128. }
  31129. /**
  31130. * Class used to store data associated with WebGL texture data for the engine
  31131. * This class should not be used directly
  31132. */
  31133. export class InternalTexture {
  31134. /** @hidden */
  31135. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31136. /**
  31137. * Defines if the texture is ready
  31138. */
  31139. isReady: boolean;
  31140. /**
  31141. * Defines if the texture is a cube texture
  31142. */
  31143. isCube: boolean;
  31144. /**
  31145. * Defines if the texture contains 3D data
  31146. */
  31147. is3D: boolean;
  31148. /**
  31149. * Defines if the texture contains multiview data
  31150. */
  31151. isMultiview: boolean;
  31152. /**
  31153. * Gets the URL used to load this texture
  31154. */
  31155. url: string;
  31156. /**
  31157. * Gets the sampling mode of the texture
  31158. */
  31159. samplingMode: number;
  31160. /**
  31161. * Gets a boolean indicating if the texture needs mipmaps generation
  31162. */
  31163. generateMipMaps: boolean;
  31164. /**
  31165. * Gets the number of samples used by the texture (WebGL2+ only)
  31166. */
  31167. samples: number;
  31168. /**
  31169. * Gets the type of the texture (int, float...)
  31170. */
  31171. type: number;
  31172. /**
  31173. * Gets the format of the texture (RGB, RGBA...)
  31174. */
  31175. format: number;
  31176. /**
  31177. * Observable called when the texture is loaded
  31178. */
  31179. onLoadedObservable: Observable<InternalTexture>;
  31180. /**
  31181. * Gets the width of the texture
  31182. */
  31183. width: number;
  31184. /**
  31185. * Gets the height of the texture
  31186. */
  31187. height: number;
  31188. /**
  31189. * Gets the depth of the texture
  31190. */
  31191. depth: number;
  31192. /**
  31193. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31194. */
  31195. baseWidth: number;
  31196. /**
  31197. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31198. */
  31199. baseHeight: number;
  31200. /**
  31201. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31202. */
  31203. baseDepth: number;
  31204. /**
  31205. * Gets a boolean indicating if the texture is inverted on Y axis
  31206. */
  31207. invertY: boolean;
  31208. /** @hidden */
  31209. _invertVScale: boolean;
  31210. /** @hidden */
  31211. _associatedChannel: number;
  31212. /** @hidden */
  31213. _source: InternalTextureSource;
  31214. /** @hidden */
  31215. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31216. /** @hidden */
  31217. _bufferView: Nullable<ArrayBufferView>;
  31218. /** @hidden */
  31219. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31220. /** @hidden */
  31221. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31222. /** @hidden */
  31223. _size: number;
  31224. /** @hidden */
  31225. _extension: string;
  31226. /** @hidden */
  31227. _files: Nullable<string[]>;
  31228. /** @hidden */
  31229. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31230. /** @hidden */
  31231. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31232. /** @hidden */
  31233. _framebuffer: Nullable<WebGLFramebuffer>;
  31234. /** @hidden */
  31235. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31236. /** @hidden */
  31237. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31238. /** @hidden */
  31239. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31240. /** @hidden */
  31241. _attachments: Nullable<number[]>;
  31242. /** @hidden */
  31243. _cachedCoordinatesMode: Nullable<number>;
  31244. /** @hidden */
  31245. _cachedWrapU: Nullable<number>;
  31246. /** @hidden */
  31247. _cachedWrapV: Nullable<number>;
  31248. /** @hidden */
  31249. _cachedWrapR: Nullable<number>;
  31250. /** @hidden */
  31251. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31252. /** @hidden */
  31253. _isDisabled: boolean;
  31254. /** @hidden */
  31255. _compression: Nullable<string>;
  31256. /** @hidden */
  31257. _generateStencilBuffer: boolean;
  31258. /** @hidden */
  31259. _generateDepthBuffer: boolean;
  31260. /** @hidden */
  31261. _comparisonFunction: number;
  31262. /** @hidden */
  31263. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31264. /** @hidden */
  31265. _lodGenerationScale: number;
  31266. /** @hidden */
  31267. _lodGenerationOffset: number;
  31268. /** @hidden */
  31269. _colorTextureArray: Nullable<WebGLTexture>;
  31270. /** @hidden */
  31271. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31272. /** @hidden */
  31273. _lodTextureHigh: Nullable<BaseTexture>;
  31274. /** @hidden */
  31275. _lodTextureMid: Nullable<BaseTexture>;
  31276. /** @hidden */
  31277. _lodTextureLow: Nullable<BaseTexture>;
  31278. /** @hidden */
  31279. _isRGBD: boolean;
  31280. /** @hidden */
  31281. _linearSpecularLOD: boolean;
  31282. /** @hidden */
  31283. _irradianceTexture: Nullable<BaseTexture>;
  31284. /** @hidden */
  31285. _webGLTexture: Nullable<WebGLTexture>;
  31286. /** @hidden */
  31287. _references: number;
  31288. private _engine;
  31289. /**
  31290. * Gets the Engine the texture belongs to.
  31291. * @returns The babylon engine
  31292. */
  31293. getEngine(): ThinEngine;
  31294. /**
  31295. * Gets the data source type of the texture
  31296. */
  31297. readonly source: InternalTextureSource;
  31298. /**
  31299. * Creates a new InternalTexture
  31300. * @param engine defines the engine to use
  31301. * @param source defines the type of data that will be used
  31302. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31303. */
  31304. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31305. /**
  31306. * Increments the number of references (ie. the number of Texture that point to it)
  31307. */
  31308. incrementReferences(): void;
  31309. /**
  31310. * Change the size of the texture (not the size of the content)
  31311. * @param width defines the new width
  31312. * @param height defines the new height
  31313. * @param depth defines the new depth (1 by default)
  31314. */
  31315. updateSize(width: int, height: int, depth?: int): void;
  31316. /** @hidden */
  31317. _rebuild(): void;
  31318. /** @hidden */
  31319. _swapAndDie(target: InternalTexture): void;
  31320. /**
  31321. * Dispose the current allocated resources
  31322. */
  31323. dispose(): void;
  31324. }
  31325. }
  31326. declare module "babylonjs/Audio/analyser" {
  31327. import { Scene } from "babylonjs/scene";
  31328. /**
  31329. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31330. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31331. */
  31332. export class Analyser {
  31333. /**
  31334. * Gets or sets the smoothing
  31335. * @ignorenaming
  31336. */
  31337. SMOOTHING: number;
  31338. /**
  31339. * Gets or sets the FFT table size
  31340. * @ignorenaming
  31341. */
  31342. FFT_SIZE: number;
  31343. /**
  31344. * Gets or sets the bar graph amplitude
  31345. * @ignorenaming
  31346. */
  31347. BARGRAPHAMPLITUDE: number;
  31348. /**
  31349. * Gets or sets the position of the debug canvas
  31350. * @ignorenaming
  31351. */
  31352. DEBUGCANVASPOS: {
  31353. x: number;
  31354. y: number;
  31355. };
  31356. /**
  31357. * Gets or sets the debug canvas size
  31358. * @ignorenaming
  31359. */
  31360. DEBUGCANVASSIZE: {
  31361. width: number;
  31362. height: number;
  31363. };
  31364. private _byteFreqs;
  31365. private _byteTime;
  31366. private _floatFreqs;
  31367. private _webAudioAnalyser;
  31368. private _debugCanvas;
  31369. private _debugCanvasContext;
  31370. private _scene;
  31371. private _registerFunc;
  31372. private _audioEngine;
  31373. /**
  31374. * Creates a new analyser
  31375. * @param scene defines hosting scene
  31376. */
  31377. constructor(scene: Scene);
  31378. /**
  31379. * Get the number of data values you will have to play with for the visualization
  31380. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31381. * @returns a number
  31382. */
  31383. getFrequencyBinCount(): number;
  31384. /**
  31385. * Gets the current frequency data as a byte array
  31386. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31387. * @returns a Uint8Array
  31388. */
  31389. getByteFrequencyData(): Uint8Array;
  31390. /**
  31391. * Gets the current waveform as a byte array
  31392. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31393. * @returns a Uint8Array
  31394. */
  31395. getByteTimeDomainData(): Uint8Array;
  31396. /**
  31397. * Gets the current frequency data as a float array
  31398. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31399. * @returns a Float32Array
  31400. */
  31401. getFloatFrequencyData(): Float32Array;
  31402. /**
  31403. * Renders the debug canvas
  31404. */
  31405. drawDebugCanvas(): void;
  31406. /**
  31407. * Stops rendering the debug canvas and removes it
  31408. */
  31409. stopDebugCanvas(): void;
  31410. /**
  31411. * Connects two audio nodes
  31412. * @param inputAudioNode defines first node to connect
  31413. * @param outputAudioNode defines second node to connect
  31414. */
  31415. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31416. /**
  31417. * Releases all associated resources
  31418. */
  31419. dispose(): void;
  31420. }
  31421. }
  31422. declare module "babylonjs/Audio/audioEngine" {
  31423. import { IDisposable } from "babylonjs/scene";
  31424. import { Analyser } from "babylonjs/Audio/analyser";
  31425. import { Nullable } from "babylonjs/types";
  31426. import { Observable } from "babylonjs/Misc/observable";
  31427. /**
  31428. * This represents an audio engine and it is responsible
  31429. * to play, synchronize and analyse sounds throughout the application.
  31430. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31431. */
  31432. export interface IAudioEngine extends IDisposable {
  31433. /**
  31434. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31435. */
  31436. readonly canUseWebAudio: boolean;
  31437. /**
  31438. * Gets the current AudioContext if available.
  31439. */
  31440. readonly audioContext: Nullable<AudioContext>;
  31441. /**
  31442. * The master gain node defines the global audio volume of your audio engine.
  31443. */
  31444. readonly masterGain: GainNode;
  31445. /**
  31446. * Gets whether or not mp3 are supported by your browser.
  31447. */
  31448. readonly isMP3supported: boolean;
  31449. /**
  31450. * Gets whether or not ogg are supported by your browser.
  31451. */
  31452. readonly isOGGsupported: boolean;
  31453. /**
  31454. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31455. * @ignoreNaming
  31456. */
  31457. WarnedWebAudioUnsupported: boolean;
  31458. /**
  31459. * Defines if the audio engine relies on a custom unlocked button.
  31460. * In this case, the embedded button will not be displayed.
  31461. */
  31462. useCustomUnlockedButton: boolean;
  31463. /**
  31464. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31465. */
  31466. readonly unlocked: boolean;
  31467. /**
  31468. * Event raised when audio has been unlocked on the browser.
  31469. */
  31470. onAudioUnlockedObservable: Observable<AudioEngine>;
  31471. /**
  31472. * Event raised when audio has been locked on the browser.
  31473. */
  31474. onAudioLockedObservable: Observable<AudioEngine>;
  31475. /**
  31476. * Flags the audio engine in Locked state.
  31477. * This happens due to new browser policies preventing audio to autoplay.
  31478. */
  31479. lock(): void;
  31480. /**
  31481. * Unlocks the audio engine once a user action has been done on the dom.
  31482. * This is helpful to resume play once browser policies have been satisfied.
  31483. */
  31484. unlock(): void;
  31485. }
  31486. /**
  31487. * This represents the default audio engine used in babylon.
  31488. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31489. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31490. */
  31491. export class AudioEngine implements IAudioEngine {
  31492. private _audioContext;
  31493. private _audioContextInitialized;
  31494. private _muteButton;
  31495. private _hostElement;
  31496. /**
  31497. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31498. */
  31499. canUseWebAudio: boolean;
  31500. /**
  31501. * The master gain node defines the global audio volume of your audio engine.
  31502. */
  31503. masterGain: GainNode;
  31504. /**
  31505. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31506. * @ignoreNaming
  31507. */
  31508. WarnedWebAudioUnsupported: boolean;
  31509. /**
  31510. * Gets whether or not mp3 are supported by your browser.
  31511. */
  31512. isMP3supported: boolean;
  31513. /**
  31514. * Gets whether or not ogg are supported by your browser.
  31515. */
  31516. isOGGsupported: boolean;
  31517. /**
  31518. * Gets whether audio has been unlocked on the device.
  31519. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31520. * a user interaction has happened.
  31521. */
  31522. unlocked: boolean;
  31523. /**
  31524. * Defines if the audio engine relies on a custom unlocked button.
  31525. * In this case, the embedded button will not be displayed.
  31526. */
  31527. useCustomUnlockedButton: boolean;
  31528. /**
  31529. * Event raised when audio has been unlocked on the browser.
  31530. */
  31531. onAudioUnlockedObservable: Observable<AudioEngine>;
  31532. /**
  31533. * Event raised when audio has been locked on the browser.
  31534. */
  31535. onAudioLockedObservable: Observable<AudioEngine>;
  31536. /**
  31537. * Gets the current AudioContext if available.
  31538. */
  31539. readonly audioContext: Nullable<AudioContext>;
  31540. private _connectedAnalyser;
  31541. /**
  31542. * Instantiates a new audio engine.
  31543. *
  31544. * There should be only one per page as some browsers restrict the number
  31545. * of audio contexts you can create.
  31546. * @param hostElement defines the host element where to display the mute icon if necessary
  31547. */
  31548. constructor(hostElement?: Nullable<HTMLElement>);
  31549. /**
  31550. * Flags the audio engine in Locked state.
  31551. * This happens due to new browser policies preventing audio to autoplay.
  31552. */
  31553. lock(): void;
  31554. /**
  31555. * Unlocks the audio engine once a user action has been done on the dom.
  31556. * This is helpful to resume play once browser policies have been satisfied.
  31557. */
  31558. unlock(): void;
  31559. private _resumeAudioContext;
  31560. private _initializeAudioContext;
  31561. private _tryToRun;
  31562. private _triggerRunningState;
  31563. private _triggerSuspendedState;
  31564. private _displayMuteButton;
  31565. private _moveButtonToTopLeft;
  31566. private _onResize;
  31567. private _hideMuteButton;
  31568. /**
  31569. * Destroy and release the resources associated with the audio ccontext.
  31570. */
  31571. dispose(): void;
  31572. /**
  31573. * Gets the global volume sets on the master gain.
  31574. * @returns the global volume if set or -1 otherwise
  31575. */
  31576. getGlobalVolume(): number;
  31577. /**
  31578. * Sets the global volume of your experience (sets on the master gain).
  31579. * @param newVolume Defines the new global volume of the application
  31580. */
  31581. setGlobalVolume(newVolume: number): void;
  31582. /**
  31583. * Connect the audio engine to an audio analyser allowing some amazing
  31584. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31585. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31586. * @param analyser The analyser to connect to the engine
  31587. */
  31588. connectToAnalyser(analyser: Analyser): void;
  31589. }
  31590. }
  31591. declare module "babylonjs/Loading/loadingScreen" {
  31592. /**
  31593. * Interface used to present a loading screen while loading a scene
  31594. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31595. */
  31596. export interface ILoadingScreen {
  31597. /**
  31598. * Function called to display the loading screen
  31599. */
  31600. displayLoadingUI: () => void;
  31601. /**
  31602. * Function called to hide the loading screen
  31603. */
  31604. hideLoadingUI: () => void;
  31605. /**
  31606. * Gets or sets the color to use for the background
  31607. */
  31608. loadingUIBackgroundColor: string;
  31609. /**
  31610. * Gets or sets the text to display while loading
  31611. */
  31612. loadingUIText: string;
  31613. }
  31614. /**
  31615. * Class used for the default loading screen
  31616. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31617. */
  31618. export class DefaultLoadingScreen implements ILoadingScreen {
  31619. private _renderingCanvas;
  31620. private _loadingText;
  31621. private _loadingDivBackgroundColor;
  31622. private _loadingDiv;
  31623. private _loadingTextDiv;
  31624. /** Gets or sets the logo url to use for the default loading screen */
  31625. static DefaultLogoUrl: string;
  31626. /** Gets or sets the spinner url to use for the default loading screen */
  31627. static DefaultSpinnerUrl: string;
  31628. /**
  31629. * Creates a new default loading screen
  31630. * @param _renderingCanvas defines the canvas used to render the scene
  31631. * @param _loadingText defines the default text to display
  31632. * @param _loadingDivBackgroundColor defines the default background color
  31633. */
  31634. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31635. /**
  31636. * Function called to display the loading screen
  31637. */
  31638. displayLoadingUI(): void;
  31639. /**
  31640. * Function called to hide the loading screen
  31641. */
  31642. hideLoadingUI(): void;
  31643. /**
  31644. * Gets or sets the text to display while loading
  31645. */
  31646. loadingUIText: string;
  31647. /**
  31648. * Gets or sets the color to use for the background
  31649. */
  31650. loadingUIBackgroundColor: string;
  31651. private _resizeLoadingUI;
  31652. }
  31653. }
  31654. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31655. /**
  31656. * Interface for any object that can request an animation frame
  31657. */
  31658. export interface ICustomAnimationFrameRequester {
  31659. /**
  31660. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31661. */
  31662. renderFunction?: Function;
  31663. /**
  31664. * Called to request the next frame to render to
  31665. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31666. */
  31667. requestAnimationFrame: Function;
  31668. /**
  31669. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31670. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31671. */
  31672. requestID?: number;
  31673. }
  31674. }
  31675. declare module "babylonjs/Misc/performanceMonitor" {
  31676. /**
  31677. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31678. */
  31679. export class PerformanceMonitor {
  31680. private _enabled;
  31681. private _rollingFrameTime;
  31682. private _lastFrameTimeMs;
  31683. /**
  31684. * constructor
  31685. * @param frameSampleSize The number of samples required to saturate the sliding window
  31686. */
  31687. constructor(frameSampleSize?: number);
  31688. /**
  31689. * Samples current frame
  31690. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31691. */
  31692. sampleFrame(timeMs?: number): void;
  31693. /**
  31694. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31695. */
  31696. readonly averageFrameTime: number;
  31697. /**
  31698. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31699. */
  31700. readonly averageFrameTimeVariance: number;
  31701. /**
  31702. * Returns the frame time of the most recent frame
  31703. */
  31704. readonly instantaneousFrameTime: number;
  31705. /**
  31706. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31707. */
  31708. readonly averageFPS: number;
  31709. /**
  31710. * Returns the average framerate in frames per second using the most recent frame time
  31711. */
  31712. readonly instantaneousFPS: number;
  31713. /**
  31714. * Returns true if enough samples have been taken to completely fill the sliding window
  31715. */
  31716. readonly isSaturated: boolean;
  31717. /**
  31718. * Enables contributions to the sliding window sample set
  31719. */
  31720. enable(): void;
  31721. /**
  31722. * Disables contributions to the sliding window sample set
  31723. * Samples will not be interpolated over the disabled period
  31724. */
  31725. disable(): void;
  31726. /**
  31727. * Returns true if sampling is enabled
  31728. */
  31729. readonly isEnabled: boolean;
  31730. /**
  31731. * Resets performance monitor
  31732. */
  31733. reset(): void;
  31734. }
  31735. /**
  31736. * RollingAverage
  31737. *
  31738. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31739. */
  31740. export class RollingAverage {
  31741. /**
  31742. * Current average
  31743. */
  31744. average: number;
  31745. /**
  31746. * Current variance
  31747. */
  31748. variance: number;
  31749. protected _samples: Array<number>;
  31750. protected _sampleCount: number;
  31751. protected _pos: number;
  31752. protected _m2: number;
  31753. /**
  31754. * constructor
  31755. * @param length The number of samples required to saturate the sliding window
  31756. */
  31757. constructor(length: number);
  31758. /**
  31759. * Adds a sample to the sample set
  31760. * @param v The sample value
  31761. */
  31762. add(v: number): void;
  31763. /**
  31764. * Returns previously added values or null if outside of history or outside the sliding window domain
  31765. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  31766. * @return Value previously recorded with add() or null if outside of range
  31767. */
  31768. history(i: number): number;
  31769. /**
  31770. * Returns true if enough samples have been taken to completely fill the sliding window
  31771. * @return true if sample-set saturated
  31772. */
  31773. isSaturated(): boolean;
  31774. /**
  31775. * Resets the rolling average (equivalent to 0 samples taken so far)
  31776. */
  31777. reset(): void;
  31778. /**
  31779. * Wraps a value around the sample range boundaries
  31780. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  31781. * @return Wrapped position in sample range
  31782. */
  31783. protected _wrapPosition(i: number): number;
  31784. }
  31785. }
  31786. declare module "babylonjs/Misc/perfCounter" {
  31787. /**
  31788. * This class is used to track a performance counter which is number based.
  31789. * The user has access to many properties which give statistics of different nature.
  31790. *
  31791. * The implementer can track two kinds of Performance Counter: time and count.
  31792. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  31793. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  31794. */
  31795. export class PerfCounter {
  31796. /**
  31797. * Gets or sets a global boolean to turn on and off all the counters
  31798. */
  31799. static Enabled: boolean;
  31800. /**
  31801. * Returns the smallest value ever
  31802. */
  31803. readonly min: number;
  31804. /**
  31805. * Returns the biggest value ever
  31806. */
  31807. readonly max: number;
  31808. /**
  31809. * Returns the average value since the performance counter is running
  31810. */
  31811. readonly average: number;
  31812. /**
  31813. * Returns the average value of the last second the counter was monitored
  31814. */
  31815. readonly lastSecAverage: number;
  31816. /**
  31817. * Returns the current value
  31818. */
  31819. readonly current: number;
  31820. /**
  31821. * Gets the accumulated total
  31822. */
  31823. readonly total: number;
  31824. /**
  31825. * Gets the total value count
  31826. */
  31827. readonly count: number;
  31828. /**
  31829. * Creates a new counter
  31830. */
  31831. constructor();
  31832. /**
  31833. * Call this method to start monitoring a new frame.
  31834. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  31835. */
  31836. fetchNewFrame(): void;
  31837. /**
  31838. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  31839. * @param newCount the count value to add to the monitored count
  31840. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  31841. */
  31842. addCount(newCount: number, fetchResult: boolean): void;
  31843. /**
  31844. * Start monitoring this performance counter
  31845. */
  31846. beginMonitoring(): void;
  31847. /**
  31848. * Compute the time lapsed since the previous beginMonitoring() call.
  31849. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  31850. */
  31851. endMonitoring(newFrame?: boolean): void;
  31852. private _fetchResult;
  31853. private _startMonitoringTime;
  31854. private _min;
  31855. private _max;
  31856. private _average;
  31857. private _current;
  31858. private _totalValueCount;
  31859. private _totalAccumulated;
  31860. private _lastSecAverage;
  31861. private _lastSecAccumulated;
  31862. private _lastSecTime;
  31863. private _lastSecValueCount;
  31864. }
  31865. }
  31866. declare module "babylonjs/Engines/engine" {
  31867. import { Observable } from "babylonjs/Misc/observable";
  31868. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  31869. import { Scene } from "babylonjs/scene";
  31870. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31871. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  31872. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31873. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  31874. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31875. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31876. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  31877. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  31878. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31879. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  31880. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  31881. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31882. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  31883. import { Material } from "babylonjs/Materials/material";
  31884. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  31885. /**
  31886. * Defines the interface used by display changed events
  31887. */
  31888. export interface IDisplayChangedEventArgs {
  31889. /** Gets the vrDisplay object (if any) */
  31890. vrDisplay: Nullable<any>;
  31891. /** Gets a boolean indicating if webVR is supported */
  31892. vrSupported: boolean;
  31893. }
  31894. /**
  31895. * Defines the interface used by objects containing a viewport (like a camera)
  31896. */
  31897. interface IViewportOwnerLike {
  31898. /**
  31899. * Gets or sets the viewport
  31900. */
  31901. viewport: IViewportLike;
  31902. }
  31903. /**
  31904. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  31905. */
  31906. export class Engine extends ThinEngine {
  31907. /** Defines that alpha blending is disabled */
  31908. static readonly ALPHA_DISABLE: number;
  31909. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  31910. static readonly ALPHA_ADD: number;
  31911. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  31912. static readonly ALPHA_COMBINE: number;
  31913. /** Defines that alpha blending to DEST - SRC * DEST */
  31914. static readonly ALPHA_SUBTRACT: number;
  31915. /** Defines that alpha blending to SRC * DEST */
  31916. static readonly ALPHA_MULTIPLY: number;
  31917. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  31918. static readonly ALPHA_MAXIMIZED: number;
  31919. /** Defines that alpha blending to SRC + DEST */
  31920. static readonly ALPHA_ONEONE: number;
  31921. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  31922. static readonly ALPHA_PREMULTIPLIED: number;
  31923. /**
  31924. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  31925. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  31926. */
  31927. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  31928. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  31929. static readonly ALPHA_INTERPOLATE: number;
  31930. /**
  31931. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  31932. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  31933. */
  31934. static readonly ALPHA_SCREENMODE: number;
  31935. /** Defines that the ressource is not delayed*/
  31936. static readonly DELAYLOADSTATE_NONE: number;
  31937. /** Defines that the ressource was successfully delay loaded */
  31938. static readonly DELAYLOADSTATE_LOADED: number;
  31939. /** Defines that the ressource is currently delay loading */
  31940. static readonly DELAYLOADSTATE_LOADING: number;
  31941. /** Defines that the ressource is delayed and has not started loading */
  31942. static readonly DELAYLOADSTATE_NOTLOADED: number;
  31943. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  31944. static readonly NEVER: number;
  31945. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  31946. static readonly ALWAYS: number;
  31947. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  31948. static readonly LESS: number;
  31949. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  31950. static readonly EQUAL: number;
  31951. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  31952. static readonly LEQUAL: number;
  31953. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  31954. static readonly GREATER: number;
  31955. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  31956. static readonly GEQUAL: number;
  31957. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  31958. static readonly NOTEQUAL: number;
  31959. /** Passed to stencilOperation to specify that stencil value must be kept */
  31960. static readonly KEEP: number;
  31961. /** Passed to stencilOperation to specify that stencil value must be replaced */
  31962. static readonly REPLACE: number;
  31963. /** Passed to stencilOperation to specify that stencil value must be incremented */
  31964. static readonly INCR: number;
  31965. /** Passed to stencilOperation to specify that stencil value must be decremented */
  31966. static readonly DECR: number;
  31967. /** Passed to stencilOperation to specify that stencil value must be inverted */
  31968. static readonly INVERT: number;
  31969. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  31970. static readonly INCR_WRAP: number;
  31971. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  31972. static readonly DECR_WRAP: number;
  31973. /** Texture is not repeating outside of 0..1 UVs */
  31974. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  31975. /** Texture is repeating outside of 0..1 UVs */
  31976. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  31977. /** Texture is repeating and mirrored */
  31978. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  31979. /** ALPHA */
  31980. static readonly TEXTUREFORMAT_ALPHA: number;
  31981. /** LUMINANCE */
  31982. static readonly TEXTUREFORMAT_LUMINANCE: number;
  31983. /** LUMINANCE_ALPHA */
  31984. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  31985. /** RGB */
  31986. static readonly TEXTUREFORMAT_RGB: number;
  31987. /** RGBA */
  31988. static readonly TEXTUREFORMAT_RGBA: number;
  31989. /** RED */
  31990. static readonly TEXTUREFORMAT_RED: number;
  31991. /** RED (2nd reference) */
  31992. static readonly TEXTUREFORMAT_R: number;
  31993. /** RG */
  31994. static readonly TEXTUREFORMAT_RG: number;
  31995. /** RED_INTEGER */
  31996. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  31997. /** RED_INTEGER (2nd reference) */
  31998. static readonly TEXTUREFORMAT_R_INTEGER: number;
  31999. /** RG_INTEGER */
  32000. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32001. /** RGB_INTEGER */
  32002. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32003. /** RGBA_INTEGER */
  32004. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32005. /** UNSIGNED_BYTE */
  32006. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32007. /** UNSIGNED_BYTE (2nd reference) */
  32008. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32009. /** FLOAT */
  32010. static readonly TEXTURETYPE_FLOAT: number;
  32011. /** HALF_FLOAT */
  32012. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32013. /** BYTE */
  32014. static readonly TEXTURETYPE_BYTE: number;
  32015. /** SHORT */
  32016. static readonly TEXTURETYPE_SHORT: number;
  32017. /** UNSIGNED_SHORT */
  32018. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32019. /** INT */
  32020. static readonly TEXTURETYPE_INT: number;
  32021. /** UNSIGNED_INT */
  32022. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32023. /** UNSIGNED_SHORT_4_4_4_4 */
  32024. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32025. /** UNSIGNED_SHORT_5_5_5_1 */
  32026. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32027. /** UNSIGNED_SHORT_5_6_5 */
  32028. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32029. /** UNSIGNED_INT_2_10_10_10_REV */
  32030. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32031. /** UNSIGNED_INT_24_8 */
  32032. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32033. /** UNSIGNED_INT_10F_11F_11F_REV */
  32034. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32035. /** UNSIGNED_INT_5_9_9_9_REV */
  32036. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32037. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32038. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32039. /** nearest is mag = nearest and min = nearest and mip = linear */
  32040. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32041. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32042. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32043. /** Trilinear is mag = linear and min = linear and mip = linear */
  32044. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32045. /** nearest is mag = nearest and min = nearest and mip = linear */
  32046. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32047. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32048. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32049. /** Trilinear is mag = linear and min = linear and mip = linear */
  32050. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32051. /** mag = nearest and min = nearest and mip = nearest */
  32052. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32053. /** mag = nearest and min = linear and mip = nearest */
  32054. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32055. /** mag = nearest and min = linear and mip = linear */
  32056. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32057. /** mag = nearest and min = linear and mip = none */
  32058. static readonly TEXTURE_NEAREST_LINEAR: number;
  32059. /** mag = nearest and min = nearest and mip = none */
  32060. static readonly TEXTURE_NEAREST_NEAREST: number;
  32061. /** mag = linear and min = nearest and mip = nearest */
  32062. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32063. /** mag = linear and min = nearest and mip = linear */
  32064. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32065. /** mag = linear and min = linear and mip = none */
  32066. static readonly TEXTURE_LINEAR_LINEAR: number;
  32067. /** mag = linear and min = nearest and mip = none */
  32068. static readonly TEXTURE_LINEAR_NEAREST: number;
  32069. /** Explicit coordinates mode */
  32070. static readonly TEXTURE_EXPLICIT_MODE: number;
  32071. /** Spherical coordinates mode */
  32072. static readonly TEXTURE_SPHERICAL_MODE: number;
  32073. /** Planar coordinates mode */
  32074. static readonly TEXTURE_PLANAR_MODE: number;
  32075. /** Cubic coordinates mode */
  32076. static readonly TEXTURE_CUBIC_MODE: number;
  32077. /** Projection coordinates mode */
  32078. static readonly TEXTURE_PROJECTION_MODE: number;
  32079. /** Skybox coordinates mode */
  32080. static readonly TEXTURE_SKYBOX_MODE: number;
  32081. /** Inverse Cubic coordinates mode */
  32082. static readonly TEXTURE_INVCUBIC_MODE: number;
  32083. /** Equirectangular coordinates mode */
  32084. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32085. /** Equirectangular Fixed coordinates mode */
  32086. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32087. /** Equirectangular Fixed Mirrored coordinates mode */
  32088. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32089. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32090. static readonly SCALEMODE_FLOOR: number;
  32091. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32092. static readonly SCALEMODE_NEAREST: number;
  32093. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32094. static readonly SCALEMODE_CEILING: number;
  32095. /**
  32096. * Returns the current npm package of the sdk
  32097. */
  32098. static readonly NpmPackage: string;
  32099. /**
  32100. * Returns the current version of the framework
  32101. */
  32102. static readonly Version: string;
  32103. /** Gets the list of created engines */
  32104. static readonly Instances: Engine[];
  32105. /**
  32106. * Gets the latest created engine
  32107. */
  32108. static readonly LastCreatedEngine: Nullable<Engine>;
  32109. /**
  32110. * Gets the latest created scene
  32111. */
  32112. static readonly LastCreatedScene: Nullable<Scene>;
  32113. /**
  32114. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32115. * @param flag defines which part of the materials must be marked as dirty
  32116. * @param predicate defines a predicate used to filter which materials should be affected
  32117. */
  32118. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32119. /**
  32120. * Method called to create the default loading screen.
  32121. * This can be overriden in your own app.
  32122. * @param canvas The rendering canvas element
  32123. * @returns The loading screen
  32124. */
  32125. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32126. /**
  32127. * Method called to create the default rescale post process on each engine.
  32128. */
  32129. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32130. /**
  32131. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32132. **/
  32133. enableOfflineSupport: boolean;
  32134. /**
  32135. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  32136. **/
  32137. disableManifestCheck: boolean;
  32138. /**
  32139. * Gets the list of created scenes
  32140. */
  32141. scenes: Scene[];
  32142. /**
  32143. * Event raised when a new scene is created
  32144. */
  32145. onNewSceneAddedObservable: Observable<Scene>;
  32146. /**
  32147. * Gets the list of created postprocesses
  32148. */
  32149. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32150. /**
  32151. * Gets a boolean indicating if the pointer is currently locked
  32152. */
  32153. isPointerLock: boolean;
  32154. /**
  32155. * Observable event triggered each time the rendering canvas is resized
  32156. */
  32157. onResizeObservable: Observable<Engine>;
  32158. /**
  32159. * Observable event triggered each time the canvas loses focus
  32160. */
  32161. onCanvasBlurObservable: Observable<Engine>;
  32162. /**
  32163. * Observable event triggered each time the canvas gains focus
  32164. */
  32165. onCanvasFocusObservable: Observable<Engine>;
  32166. /**
  32167. * Observable event triggered each time the canvas receives pointerout event
  32168. */
  32169. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32170. /**
  32171. * Observable raised when the engine begins a new frame
  32172. */
  32173. onBeginFrameObservable: Observable<Engine>;
  32174. /**
  32175. * If set, will be used to request the next animation frame for the render loop
  32176. */
  32177. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32178. /**
  32179. * Observable raised when the engine ends the current frame
  32180. */
  32181. onEndFrameObservable: Observable<Engine>;
  32182. /**
  32183. * Observable raised when the engine is about to compile a shader
  32184. */
  32185. onBeforeShaderCompilationObservable: Observable<Engine>;
  32186. /**
  32187. * Observable raised when the engine has jsut compiled a shader
  32188. */
  32189. onAfterShaderCompilationObservable: Observable<Engine>;
  32190. /**
  32191. * Gets the audio engine
  32192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32193. * @ignorenaming
  32194. */
  32195. static audioEngine: IAudioEngine;
  32196. /**
  32197. * Default AudioEngine factory responsible of creating the Audio Engine.
  32198. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32199. */
  32200. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32201. /**
  32202. * Default offline support factory responsible of creating a tool used to store data locally.
  32203. * By default, this will create a Database object if the workload has been embedded.
  32204. */
  32205. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32206. private _loadingScreen;
  32207. private _pointerLockRequested;
  32208. private _dummyFramebuffer;
  32209. private _rescalePostProcess;
  32210. /** @hidden */
  32211. protected _alphaMode: number;
  32212. /** @hidden */
  32213. protected _alphaEquation: number;
  32214. private _deterministicLockstep;
  32215. private _lockstepMaxSteps;
  32216. protected readonly _supportsHardwareTextureRescaling: boolean;
  32217. private _fps;
  32218. private _deltaTime;
  32219. /** @hidden */
  32220. _drawCalls: PerfCounter;
  32221. /**
  32222. * Turn this value on if you want to pause FPS computation when in background
  32223. */
  32224. disablePerformanceMonitorInBackground: boolean;
  32225. private _performanceMonitor;
  32226. /**
  32227. * Gets the performance monitor attached to this engine
  32228. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32229. */
  32230. readonly performanceMonitor: PerformanceMonitor;
  32231. private _onFocus;
  32232. private _onBlur;
  32233. private _onCanvasPointerOut;
  32234. private _onCanvasBlur;
  32235. private _onCanvasFocus;
  32236. private _onFullscreenChange;
  32237. private _onPointerLockChange;
  32238. /**
  32239. * Creates a new engine
  32240. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  32241. * @param antialias defines enable antialiasing (default: false)
  32242. * @param options defines further options to be sent to the getContext() function
  32243. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32244. */
  32245. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32246. /**
  32247. * Gets current aspect ratio
  32248. * @param viewportOwner defines the camera to use to get the aspect ratio
  32249. * @param useScreen defines if screen size must be used (or the current render target if any)
  32250. * @returns a number defining the aspect ratio
  32251. */
  32252. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32253. /**
  32254. * Gets current screen aspect ratio
  32255. * @returns a number defining the aspect ratio
  32256. */
  32257. getScreenAspectRatio(): number;
  32258. /**
  32259. * Gets host document
  32260. * @returns the host document object
  32261. */
  32262. getHostDocument(): Document;
  32263. /**
  32264. * Gets the client rect of the HTML canvas attached with the current webGL context
  32265. * @returns a client rectanglee
  32266. */
  32267. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32268. /**
  32269. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32270. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32271. * @returns true if engine is in deterministic lock step mode
  32272. */
  32273. isDeterministicLockStep(): boolean;
  32274. /**
  32275. * Gets the max steps when engine is running in deterministic lock step
  32276. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32277. * @returns the max steps
  32278. */
  32279. getLockstepMaxSteps(): number;
  32280. /**
  32281. * Force the mipmap generation for the given render target texture
  32282. * @param texture defines the render target texture to use
  32283. */
  32284. generateMipMapsForCubemap(texture: InternalTexture): void;
  32285. /** States */
  32286. /**
  32287. * Set various states to the webGL context
  32288. * @param culling defines backface culling state
  32289. * @param zOffset defines the value to apply to zOffset (0 by default)
  32290. * @param force defines if states must be applied even if cache is up to date
  32291. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32292. */
  32293. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32294. /**
  32295. * Set the z offset to apply to current rendering
  32296. * @param value defines the offset to apply
  32297. */
  32298. setZOffset(value: number): void;
  32299. /**
  32300. * Gets the current value of the zOffset
  32301. * @returns the current zOffset state
  32302. */
  32303. getZOffset(): number;
  32304. /**
  32305. * Enable or disable depth buffering
  32306. * @param enable defines the state to set
  32307. */
  32308. setDepthBuffer(enable: boolean): void;
  32309. /**
  32310. * Gets a boolean indicating if depth writing is enabled
  32311. * @returns the current depth writing state
  32312. */
  32313. getDepthWrite(): boolean;
  32314. /**
  32315. * Enable or disable depth writing
  32316. * @param enable defines the state to set
  32317. */
  32318. setDepthWrite(enable: boolean): void;
  32319. /**
  32320. * Enable or disable color writing
  32321. * @param enable defines the state to set
  32322. */
  32323. setColorWrite(enable: boolean): void;
  32324. /**
  32325. * Gets a boolean indicating if color writing is enabled
  32326. * @returns the current color writing state
  32327. */
  32328. getColorWrite(): boolean;
  32329. /**
  32330. * Sets alpha constants used by some alpha blending modes
  32331. * @param r defines the red component
  32332. * @param g defines the green component
  32333. * @param b defines the blue component
  32334. * @param a defines the alpha component
  32335. */
  32336. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32337. /**
  32338. * Sets the current alpha mode
  32339. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32340. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32341. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32342. */
  32343. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32344. /**
  32345. * Gets the current alpha mode
  32346. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32347. * @returns the current alpha mode
  32348. */
  32349. getAlphaMode(): number;
  32350. /**
  32351. * Sets the current alpha equation
  32352. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32353. */
  32354. setAlphaEquation(equation: number): void;
  32355. /**
  32356. * Gets the current alpha equation.
  32357. * @returns the current alpha equation
  32358. */
  32359. getAlphaEquation(): number;
  32360. /**
  32361. * Gets a boolean indicating if stencil buffer is enabled
  32362. * @returns the current stencil buffer state
  32363. */
  32364. getStencilBuffer(): boolean;
  32365. /**
  32366. * Enable or disable the stencil buffer
  32367. * @param enable defines if the stencil buffer must be enabled or disabled
  32368. */
  32369. setStencilBuffer(enable: boolean): void;
  32370. /**
  32371. * Gets the current stencil mask
  32372. * @returns a number defining the new stencil mask to use
  32373. */
  32374. getStencilMask(): number;
  32375. /**
  32376. * Sets the current stencil mask
  32377. * @param mask defines the new stencil mask to use
  32378. */
  32379. setStencilMask(mask: number): void;
  32380. /**
  32381. * Gets the current stencil function
  32382. * @returns a number defining the stencil function to use
  32383. */
  32384. getStencilFunction(): number;
  32385. /**
  32386. * Gets the current stencil reference value
  32387. * @returns a number defining the stencil reference value to use
  32388. */
  32389. getStencilFunctionReference(): number;
  32390. /**
  32391. * Gets the current stencil mask
  32392. * @returns a number defining the stencil mask to use
  32393. */
  32394. getStencilFunctionMask(): number;
  32395. /**
  32396. * Sets the current stencil function
  32397. * @param stencilFunc defines the new stencil function to use
  32398. */
  32399. setStencilFunction(stencilFunc: number): void;
  32400. /**
  32401. * Sets the current stencil reference
  32402. * @param reference defines the new stencil reference to use
  32403. */
  32404. setStencilFunctionReference(reference: number): void;
  32405. /**
  32406. * Sets the current stencil mask
  32407. * @param mask defines the new stencil mask to use
  32408. */
  32409. setStencilFunctionMask(mask: number): void;
  32410. /**
  32411. * Gets the current stencil operation when stencil fails
  32412. * @returns a number defining stencil operation to use when stencil fails
  32413. */
  32414. getStencilOperationFail(): number;
  32415. /**
  32416. * Gets the current stencil operation when depth fails
  32417. * @returns a number defining stencil operation to use when depth fails
  32418. */
  32419. getStencilOperationDepthFail(): number;
  32420. /**
  32421. * Gets the current stencil operation when stencil passes
  32422. * @returns a number defining stencil operation to use when stencil passes
  32423. */
  32424. getStencilOperationPass(): number;
  32425. /**
  32426. * Sets the stencil operation to use when stencil fails
  32427. * @param operation defines the stencil operation to use when stencil fails
  32428. */
  32429. setStencilOperationFail(operation: number): void;
  32430. /**
  32431. * Sets the stencil operation to use when depth fails
  32432. * @param operation defines the stencil operation to use when depth fails
  32433. */
  32434. setStencilOperationDepthFail(operation: number): void;
  32435. /**
  32436. * Sets the stencil operation to use when stencil passes
  32437. * @param operation defines the stencil operation to use when stencil passes
  32438. */
  32439. setStencilOperationPass(operation: number): void;
  32440. /**
  32441. * Sets a boolean indicating if the dithering state is enabled or disabled
  32442. * @param value defines the dithering state
  32443. */
  32444. setDitheringState(value: boolean): void;
  32445. /**
  32446. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32447. * @param value defines the rasterizer state
  32448. */
  32449. setRasterizerState(value: boolean): void;
  32450. /**
  32451. * Gets the current depth function
  32452. * @returns a number defining the depth function
  32453. */
  32454. getDepthFunction(): Nullable<number>;
  32455. /**
  32456. * Sets the current depth function
  32457. * @param depthFunc defines the function to use
  32458. */
  32459. setDepthFunction(depthFunc: number): void;
  32460. /**
  32461. * Sets the current depth function to GREATER
  32462. */
  32463. setDepthFunctionToGreater(): void;
  32464. /**
  32465. * Sets the current depth function to GEQUAL
  32466. */
  32467. setDepthFunctionToGreaterOrEqual(): void;
  32468. /**
  32469. * Sets the current depth function to LESS
  32470. */
  32471. setDepthFunctionToLess(): void;
  32472. /**
  32473. * Sets the current depth function to LEQUAL
  32474. */
  32475. setDepthFunctionToLessOrEqual(): void;
  32476. private _cachedStencilBuffer;
  32477. private _cachedStencilFunction;
  32478. private _cachedStencilMask;
  32479. private _cachedStencilOperationPass;
  32480. private _cachedStencilOperationFail;
  32481. private _cachedStencilOperationDepthFail;
  32482. private _cachedStencilReference;
  32483. /**
  32484. * Caches the the state of the stencil buffer
  32485. */
  32486. cacheStencilState(): void;
  32487. /**
  32488. * Restores the state of the stencil buffer
  32489. */
  32490. restoreStencilState(): void;
  32491. /**
  32492. * Directly set the WebGL Viewport
  32493. * @param x defines the x coordinate of the viewport (in screen space)
  32494. * @param y defines the y coordinate of the viewport (in screen space)
  32495. * @param width defines the width of the viewport (in screen space)
  32496. * @param height defines the height of the viewport (in screen space)
  32497. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  32498. */
  32499. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32500. /**
  32501. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32502. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32503. * @param y defines the y-coordinate of the corner of the clear rectangle
  32504. * @param width defines the width of the clear rectangle
  32505. * @param height defines the height of the clear rectangle
  32506. * @param clearColor defines the clear color
  32507. */
  32508. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32509. /**
  32510. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32511. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32512. * @param y defines the y-coordinate of the corner of the clear rectangle
  32513. * @param width defines the width of the clear rectangle
  32514. * @param height defines the height of the clear rectangle
  32515. */
  32516. enableScissor(x: number, y: number, width: number, height: number): void;
  32517. /**
  32518. * Disable previously set scissor test rectangle
  32519. */
  32520. disableScissor(): void;
  32521. protected _reportDrawCall(): void;
  32522. /**
  32523. * Initializes a webVR display and starts listening to display change events
  32524. * The onVRDisplayChangedObservable will be notified upon these changes
  32525. * @returns The onVRDisplayChangedObservable
  32526. */
  32527. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32528. /** @hidden */
  32529. _prepareVRComponent(): void;
  32530. /** @hidden */
  32531. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32532. /** @hidden */
  32533. _submitVRFrame(): void;
  32534. /**
  32535. * Call this function to leave webVR mode
  32536. * Will do nothing if webVR is not supported or if there is no webVR device
  32537. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32538. */
  32539. disableVR(): void;
  32540. /**
  32541. * Gets a boolean indicating that the system is in VR mode and is presenting
  32542. * @returns true if VR mode is engaged
  32543. */
  32544. isVRPresenting(): boolean;
  32545. /** @hidden */
  32546. _requestVRFrame(): void;
  32547. /** @hidden */
  32548. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32549. /**
  32550. * Gets the source code of the vertex shader associated with a specific webGL program
  32551. * @param program defines the program to use
  32552. * @returns a string containing the source code of the vertex shader associated with the program
  32553. */
  32554. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32555. /**
  32556. * Gets the source code of the fragment shader associated with a specific webGL program
  32557. * @param program defines the program to use
  32558. * @returns a string containing the source code of the fragment shader associated with the program
  32559. */
  32560. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32561. /**
  32562. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32563. * @param x defines the x coordinate of the rectangle where pixels must be read
  32564. * @param y defines the y coordinate of the rectangle where pixels must be read
  32565. * @param width defines the width of the rectangle where pixels must be read
  32566. * @param height defines the height of the rectangle where pixels must be read
  32567. * @returns a Uint8Array containing RGBA colors
  32568. */
  32569. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32570. /**
  32571. * Sets a depth stencil texture from a render target to the according uniform.
  32572. * @param channel The texture channel
  32573. * @param uniform The uniform to set
  32574. * @param texture The render target texture containing the depth stencil texture to apply
  32575. */
  32576. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32577. /**
  32578. * Sets a texture to the webGL context from a postprocess
  32579. * @param channel defines the channel to use
  32580. * @param postProcess defines the source postprocess
  32581. */
  32582. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32583. /**
  32584. * Binds the output of the passed in post process to the texture channel specified
  32585. * @param channel The channel the texture should be bound to
  32586. * @param postProcess The post process which's output should be bound
  32587. */
  32588. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32589. /** @hidden */
  32590. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32591. protected _rebuildBuffers(): void;
  32592. _renderLoop(): void;
  32593. /**
  32594. * Toggle full screen mode
  32595. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32596. */
  32597. switchFullscreen(requestPointerLock: boolean): void;
  32598. /**
  32599. * Enters full screen mode
  32600. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32601. */
  32602. enterFullscreen(requestPointerLock: boolean): void;
  32603. /**
  32604. * Exits full screen mode
  32605. */
  32606. exitFullscreen(): void;
  32607. /**
  32608. * Enters Pointerlock mode
  32609. */
  32610. enterPointerlock(): void;
  32611. /**
  32612. * Exits Pointerlock mode
  32613. */
  32614. exitPointerlock(): void;
  32615. /**
  32616. * Begin a new frame
  32617. */
  32618. beginFrame(): void;
  32619. /**
  32620. * Enf the current frame
  32621. */
  32622. endFrame(): void;
  32623. resize(): void;
  32624. /**
  32625. * Set the compressed texture format to use, based on the formats you have, and the formats
  32626. * supported by the hardware / browser.
  32627. *
  32628. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32629. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32630. * to API arguments needed to compressed textures. This puts the burden on the container
  32631. * generator to house the arcane code for determining these for current & future formats.
  32632. *
  32633. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32634. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32635. *
  32636. * Note: The result of this call is not taken into account when a texture is base64.
  32637. *
  32638. * @param formatsAvailable defines the list of those format families you have created
  32639. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32640. *
  32641. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32642. * @returns The extension selected.
  32643. */
  32644. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32645. /**
  32646. * Force a specific size of the canvas
  32647. * @param width defines the new canvas' width
  32648. * @param height defines the new canvas' height
  32649. */
  32650. setSize(width: number, height: number): void;
  32651. /**
  32652. * Updates a dynamic vertex buffer.
  32653. * @param vertexBuffer the vertex buffer to update
  32654. * @param data the data used to update the vertex buffer
  32655. * @param byteOffset the byte offset of the data
  32656. * @param byteLength the byte length of the data
  32657. */
  32658. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32659. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32660. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32661. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32662. _releaseTexture(texture: InternalTexture): void;
  32663. /**
  32664. * @hidden
  32665. * Rescales a texture
  32666. * @param source input texutre
  32667. * @param destination destination texture
  32668. * @param scene scene to use to render the resize
  32669. * @param internalFormat format to use when resizing
  32670. * @param onComplete callback to be called when resize has completed
  32671. */
  32672. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32673. /**
  32674. * Gets the current framerate
  32675. * @returns a number representing the framerate
  32676. */
  32677. getFps(): number;
  32678. /**
  32679. * Gets the time spent between current and previous frame
  32680. * @returns a number representing the delta time in ms
  32681. */
  32682. getDeltaTime(): number;
  32683. private _measureFps;
  32684. /** @hidden */
  32685. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32686. /**
  32687. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32688. * @param renderTarget The render target to set the frame buffer for
  32689. */
  32690. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32691. /**
  32692. * Update a dynamic index buffer
  32693. * @param indexBuffer defines the target index buffer
  32694. * @param indices defines the data to update
  32695. * @param offset defines the offset in the target index buffer where update should start
  32696. */
  32697. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32698. /**
  32699. * Updates the sample count of a render target texture
  32700. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32701. * @param texture defines the texture to update
  32702. * @param samples defines the sample count to set
  32703. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32704. */
  32705. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32706. /**
  32707. * Updates a depth texture Comparison Mode and Function.
  32708. * If the comparison Function is equal to 0, the mode will be set to none.
  32709. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32710. * @param texture The texture to set the comparison function for
  32711. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32712. */
  32713. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32714. /**
  32715. * Creates a webGL buffer to use with instanciation
  32716. * @param capacity defines the size of the buffer
  32717. * @returns the webGL buffer
  32718. */
  32719. createInstancesBuffer(capacity: number): DataBuffer;
  32720. /**
  32721. * Delete a webGL buffer used with instanciation
  32722. * @param buffer defines the webGL buffer to delete
  32723. */
  32724. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32725. /** @hidden */
  32726. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32727. dispose(): void;
  32728. private _disableTouchAction;
  32729. /**
  32730. * Display the loading screen
  32731. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32732. */
  32733. displayLoadingUI(): void;
  32734. /**
  32735. * Hide the loading screen
  32736. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32737. */
  32738. hideLoadingUI(): void;
  32739. /**
  32740. * Gets the current loading screen object
  32741. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32742. */
  32743. /**
  32744. * Sets the current loading screen object
  32745. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32746. */
  32747. loadingScreen: ILoadingScreen;
  32748. /**
  32749. * Sets the current loading screen text
  32750. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32751. */
  32752. loadingUIText: string;
  32753. /**
  32754. * Sets the current loading screen background color
  32755. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32756. */
  32757. loadingUIBackgroundColor: string;
  32758. /** Pointerlock and fullscreen */
  32759. /**
  32760. * Ask the browser to promote the current element to pointerlock mode
  32761. * @param element defines the DOM element to promote
  32762. */
  32763. static _RequestPointerlock(element: HTMLElement): void;
  32764. /**
  32765. * Asks the browser to exit pointerlock mode
  32766. */
  32767. static _ExitPointerlock(): void;
  32768. /**
  32769. * Ask the browser to promote the current element to fullscreen rendering mode
  32770. * @param element defines the DOM element to promote
  32771. */
  32772. static _RequestFullscreen(element: HTMLElement): void;
  32773. /**
  32774. * Asks the browser to exit fullscreen mode
  32775. */
  32776. static _ExitFullscreen(): void;
  32777. }
  32778. }
  32779. declare module "babylonjs/Engines/engineStore" {
  32780. import { Nullable } from "babylonjs/types";
  32781. import { Engine } from "babylonjs/Engines/engine";
  32782. import { Scene } from "babylonjs/scene";
  32783. /**
  32784. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32785. * during the life time of the application.
  32786. */
  32787. export class EngineStore {
  32788. /** Gets the list of created engines */
  32789. static Instances: import("babylonjs/Engines/engine").Engine[];
  32790. /** @hidden */
  32791. static _LastCreatedScene: Nullable<Scene>;
  32792. /**
  32793. * Gets the latest created engine
  32794. */
  32795. static readonly LastCreatedEngine: Nullable<Engine>;
  32796. /**
  32797. * Gets the latest created scene
  32798. */
  32799. static readonly LastCreatedScene: Nullable<Scene>;
  32800. /**
  32801. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32802. * @ignorenaming
  32803. */
  32804. static UseFallbackTexture: boolean;
  32805. /**
  32806. * Texture content used if a texture cannot loaded
  32807. * @ignorenaming
  32808. */
  32809. static FallbackTexture: string;
  32810. }
  32811. }
  32812. declare module "babylonjs/Misc/promise" {
  32813. /**
  32814. * Helper class that provides a small promise polyfill
  32815. */
  32816. export class PromisePolyfill {
  32817. /**
  32818. * Static function used to check if the polyfill is required
  32819. * If this is the case then the function will inject the polyfill to window.Promise
  32820. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32821. */
  32822. static Apply(force?: boolean): void;
  32823. }
  32824. }
  32825. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32826. /**
  32827. * Interface for screenshot methods with describe argument called `size` as object with options
  32828. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32829. */
  32830. export interface IScreenshotSize {
  32831. /**
  32832. * number in pixels for canvas height
  32833. */
  32834. height?: number;
  32835. /**
  32836. * multiplier allowing render at a higher or lower resolution
  32837. * If value is defined then height and width will be ignored and taken from camera
  32838. */
  32839. precision?: number;
  32840. /**
  32841. * number in pixels for canvas width
  32842. */
  32843. width?: number;
  32844. }
  32845. }
  32846. declare module "babylonjs/Misc/tools" {
  32847. import { Nullable, float } from "babylonjs/types";
  32848. import { DomManagement } from "babylonjs/Misc/domManagement";
  32849. import { WebRequest } from "babylonjs/Misc/webRequest";
  32850. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32851. import { ReadFileError } from "babylonjs/Misc/fileTools";
  32852. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32853. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32854. import { Camera } from "babylonjs/Cameras/camera";
  32855. import { Engine } from "babylonjs/Engines/engine";
  32856. interface IColor4Like {
  32857. r: float;
  32858. g: float;
  32859. b: float;
  32860. a: float;
  32861. }
  32862. /**
  32863. * Class containing a set of static utilities functions
  32864. */
  32865. export class Tools {
  32866. /**
  32867. * Gets or sets the base URL to use to load assets
  32868. */
  32869. static BaseUrl: string;
  32870. /**
  32871. * Enable/Disable Custom HTTP Request Headers globally.
  32872. * default = false
  32873. * @see CustomRequestHeaders
  32874. */
  32875. static UseCustomRequestHeaders: boolean;
  32876. /**
  32877. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32878. * i.e. when loading files, where the server/service expects an Authorization header
  32879. */
  32880. static CustomRequestHeaders: {
  32881. [key: string]: string;
  32882. };
  32883. /**
  32884. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32885. */
  32886. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32887. /**
  32888. * Default behaviour for cors in the application.
  32889. * It can be a string if the expected behavior is identical in the entire app.
  32890. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32891. */
  32892. static CorsBehavior: string | ((url: string | string[]) => string);
  32893. /**
  32894. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32895. * @ignorenaming
  32896. */
  32897. static UseFallbackTexture: boolean;
  32898. /**
  32899. * Use this object to register external classes like custom textures or material
  32900. * to allow the laoders to instantiate them
  32901. */
  32902. static RegisteredExternalClasses: {
  32903. [key: string]: Object;
  32904. };
  32905. /**
  32906. * Texture content used if a texture cannot loaded
  32907. * @ignorenaming
  32908. */
  32909. static fallbackTexture: string;
  32910. /**
  32911. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32912. * @param u defines the coordinate on X axis
  32913. * @param v defines the coordinate on Y axis
  32914. * @param width defines the width of the source data
  32915. * @param height defines the height of the source data
  32916. * @param pixels defines the source byte array
  32917. * @param color defines the output color
  32918. */
  32919. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32920. /**
  32921. * Interpolates between a and b via alpha
  32922. * @param a The lower value (returned when alpha = 0)
  32923. * @param b The upper value (returned when alpha = 1)
  32924. * @param alpha The interpolation-factor
  32925. * @return The mixed value
  32926. */
  32927. static Mix(a: number, b: number, alpha: number): number;
  32928. /**
  32929. * Tries to instantiate a new object from a given class name
  32930. * @param className defines the class name to instantiate
  32931. * @returns the new object or null if the system was not able to do the instantiation
  32932. */
  32933. static Instantiate(className: string): any;
  32934. /**
  32935. * Provides a slice function that will work even on IE
  32936. * @param data defines the array to slice
  32937. * @param start defines the start of the data (optional)
  32938. * @param end defines the end of the data (optional)
  32939. * @returns the new sliced array
  32940. */
  32941. static Slice<T>(data: T, start?: number, end?: number): T;
  32942. /**
  32943. * Polyfill for setImmediate
  32944. * @param action defines the action to execute after the current execution block
  32945. */
  32946. static SetImmediate(action: () => void): void;
  32947. /**
  32948. * Function indicating if a number is an exponent of 2
  32949. * @param value defines the value to test
  32950. * @returns true if the value is an exponent of 2
  32951. */
  32952. static IsExponentOfTwo(value: number): boolean;
  32953. private static _tmpFloatArray;
  32954. /**
  32955. * Returns the nearest 32-bit single precision float representation of a Number
  32956. * @param value A Number. If the parameter is of a different type, it will get converted
  32957. * to a number or to NaN if it cannot be converted
  32958. * @returns number
  32959. */
  32960. static FloatRound(value: number): number;
  32961. /**
  32962. * Extracts the filename from a path
  32963. * @param path defines the path to use
  32964. * @returns the filename
  32965. */
  32966. static GetFilename(path: string): string;
  32967. /**
  32968. * Extracts the "folder" part of a path (everything before the filename).
  32969. * @param uri The URI to extract the info from
  32970. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32971. * @returns The "folder" part of the path
  32972. */
  32973. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32974. /**
  32975. * Extracts text content from a DOM element hierarchy
  32976. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32977. */
  32978. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32979. /**
  32980. * Convert an angle in radians to degrees
  32981. * @param angle defines the angle to convert
  32982. * @returns the angle in degrees
  32983. */
  32984. static ToDegrees(angle: number): number;
  32985. /**
  32986. * Convert an angle in degrees to radians
  32987. * @param angle defines the angle to convert
  32988. * @returns the angle in radians
  32989. */
  32990. static ToRadians(angle: number): number;
  32991. /**
  32992. * Returns an array if obj is not an array
  32993. * @param obj defines the object to evaluate as an array
  32994. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32995. * @returns either obj directly if obj is an array or a new array containing obj
  32996. */
  32997. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32998. /**
  32999. * Gets the pointer prefix to use
  33000. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33001. */
  33002. static GetPointerPrefix(): string;
  33003. /**
  33004. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33005. * @param url define the url we are trying
  33006. * @param element define the dom element where to configure the cors policy
  33007. */
  33008. static SetCorsBehavior(url: string | string[], element: {
  33009. crossOrigin: string | null;
  33010. }): void;
  33011. /**
  33012. * Removes unwanted characters from an url
  33013. * @param url defines the url to clean
  33014. * @returns the cleaned url
  33015. */
  33016. static CleanUrl(url: string): string;
  33017. /**
  33018. * Gets or sets a function used to pre-process url before using them to load assets
  33019. */
  33020. static PreprocessUrl: (url: string) => string;
  33021. /**
  33022. * Loads an image as an HTMLImageElement.
  33023. * @param input url string, ArrayBuffer, or Blob to load
  33024. * @param onLoad callback called when the image successfully loads
  33025. * @param onError callback called when the image fails to load
  33026. * @param offlineProvider offline provider for caching
  33027. * @param mimeType optional mime type
  33028. * @returns the HTMLImageElement of the loaded image
  33029. */
  33030. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33031. /**
  33032. * Loads a file from a url
  33033. * @param url url string, ArrayBuffer, or Blob to load
  33034. * @param onSuccess callback called when the file successfully loads
  33035. * @param onProgress callback called while file is loading (if the server supports this mode)
  33036. * @param offlineProvider defines the offline provider for caching
  33037. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33038. * @param onError callback called when the file fails to load
  33039. * @returns a file request object
  33040. */
  33041. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  33042. /**
  33043. * Loads a file from a url
  33044. * @param url the file url to load
  33045. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33046. */
  33047. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33048. /**
  33049. * Load a script (identified by an url). When the url returns, the
  33050. * content of this file is added into a new script element, attached to the DOM (body element)
  33051. * @param scriptUrl defines the url of the script to laod
  33052. * @param onSuccess defines the callback called when the script is loaded
  33053. * @param onError defines the callback to call if an error occurs
  33054. * @param scriptId defines the id of the script element
  33055. */
  33056. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33057. /**
  33058. * Load an asynchronous script (identified by an url). When the url returns, the
  33059. * content of this file is added into a new script element, attached to the DOM (body element)
  33060. * @param scriptUrl defines the url of the script to laod
  33061. * @param scriptId defines the id of the script element
  33062. * @returns a promise request object
  33063. */
  33064. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33065. /**
  33066. * Loads a file from a blob
  33067. * @param fileToLoad defines the blob to use
  33068. * @param callback defines the callback to call when data is loaded
  33069. * @param progressCallback defines the callback to call during loading process
  33070. * @returns a file request object
  33071. */
  33072. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33073. /**
  33074. * Reads a file from a File object
  33075. * @param file defines the file to load
  33076. * @param onSuccess defines the callback to call when data is loaded
  33077. * @param onProgress defines the callback to call during loading process
  33078. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33079. * @param onError defines the callback to call when an error occurs
  33080. * @returns a file request object
  33081. */
  33082. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33083. /**
  33084. * Creates a data url from a given string content
  33085. * @param content defines the content to convert
  33086. * @returns the new data url link
  33087. */
  33088. static FileAsURL(content: string): string;
  33089. /**
  33090. * Format the given number to a specific decimal format
  33091. * @param value defines the number to format
  33092. * @param decimals defines the number of decimals to use
  33093. * @returns the formatted string
  33094. */
  33095. static Format(value: number, decimals?: number): string;
  33096. /**
  33097. * Tries to copy an object by duplicating every property
  33098. * @param source defines the source object
  33099. * @param destination defines the target object
  33100. * @param doNotCopyList defines a list of properties to avoid
  33101. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33102. */
  33103. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33104. /**
  33105. * Gets a boolean indicating if the given object has no own property
  33106. * @param obj defines the object to test
  33107. * @returns true if object has no own property
  33108. */
  33109. static IsEmpty(obj: any): boolean;
  33110. /**
  33111. * Function used to register events at window level
  33112. * @param windowElement defines the Window object to use
  33113. * @param events defines the events to register
  33114. */
  33115. static RegisterTopRootEvents(windowElement: Window, events: {
  33116. name: string;
  33117. handler: Nullable<(e: FocusEvent) => any>;
  33118. }[]): void;
  33119. /**
  33120. * Function used to unregister events from window level
  33121. * @param windowElement defines the Window object to use
  33122. * @param events defines the events to unregister
  33123. */
  33124. static UnregisterTopRootEvents(windowElement: Window, events: {
  33125. name: string;
  33126. handler: Nullable<(e: FocusEvent) => any>;
  33127. }[]): void;
  33128. /**
  33129. * @ignore
  33130. */
  33131. static _ScreenshotCanvas: HTMLCanvasElement;
  33132. /**
  33133. * Dumps the current bound framebuffer
  33134. * @param width defines the rendering width
  33135. * @param height defines the rendering height
  33136. * @param engine defines the hosting engine
  33137. * @param successCallback defines the callback triggered once the data are available
  33138. * @param mimeType defines the mime type of the result
  33139. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33140. */
  33141. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33142. /**
  33143. * Converts the canvas data to blob.
  33144. * This acts as a polyfill for browsers not supporting the to blob function.
  33145. * @param canvas Defines the canvas to extract the data from
  33146. * @param successCallback Defines the callback triggered once the data are available
  33147. * @param mimeType Defines the mime type of the result
  33148. */
  33149. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33150. /**
  33151. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33152. * @param successCallback defines the callback triggered once the data are available
  33153. * @param mimeType defines the mime type of the result
  33154. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33155. */
  33156. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33157. /**
  33158. * Downloads a blob in the browser
  33159. * @param blob defines the blob to download
  33160. * @param fileName defines the name of the downloaded file
  33161. */
  33162. static Download(blob: Blob, fileName: string): void;
  33163. /**
  33164. * Captures a screenshot of the current rendering
  33165. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33166. * @param engine defines the rendering engine
  33167. * @param camera defines the source camera
  33168. * @param size This parameter can be set to a single number or to an object with the
  33169. * following (optional) properties: precision, width, height. If a single number is passed,
  33170. * it will be used for both width and height. If an object is passed, the screenshot size
  33171. * will be derived from the parameters. The precision property is a multiplier allowing
  33172. * rendering at a higher or lower resolution
  33173. * @param successCallback defines the callback receives a single parameter which contains the
  33174. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33175. * src parameter of an <img> to display it
  33176. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33177. * Check your browser for supported MIME types
  33178. */
  33179. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33180. /**
  33181. * Captures a screenshot of the current rendering
  33182. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33183. * @param engine defines the rendering engine
  33184. * @param camera defines the source camera
  33185. * @param size This parameter can be set to a single number or to an object with the
  33186. * following (optional) properties: precision, width, height. If a single number is passed,
  33187. * it will be used for both width and height. If an object is passed, the screenshot size
  33188. * will be derived from the parameters. The precision property is a multiplier allowing
  33189. * rendering at a higher or lower resolution
  33190. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33191. * Check your browser for supported MIME types
  33192. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33193. * to the src parameter of an <img> to display it
  33194. */
  33195. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33196. /**
  33197. * Generates an image screenshot from the specified camera.
  33198. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33199. * @param engine The engine to use for rendering
  33200. * @param camera The camera to use for rendering
  33201. * @param size This parameter can be set to a single number or to an object with the
  33202. * following (optional) properties: precision, width, height. If a single number is passed,
  33203. * it will be used for both width and height. If an object is passed, the screenshot size
  33204. * will be derived from the parameters. The precision property is a multiplier allowing
  33205. * rendering at a higher or lower resolution
  33206. * @param successCallback The callback receives a single parameter which contains the
  33207. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33208. * src parameter of an <img> to display it
  33209. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33210. * Check your browser for supported MIME types
  33211. * @param samples Texture samples (default: 1)
  33212. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33213. * @param fileName A name for for the downloaded file.
  33214. */
  33215. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33216. /**
  33217. * Generates an image screenshot from the specified camera.
  33218. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33219. * @param engine The engine to use for rendering
  33220. * @param camera The camera to use for rendering
  33221. * @param size This parameter can be set to a single number or to an object with the
  33222. * following (optional) properties: precision, width, height. If a single number is passed,
  33223. * it will be used for both width and height. If an object is passed, the screenshot size
  33224. * will be derived from the parameters. The precision property is a multiplier allowing
  33225. * rendering at a higher or lower resolution
  33226. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33227. * Check your browser for supported MIME types
  33228. * @param samples Texture samples (default: 1)
  33229. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33230. * @param fileName A name for for the downloaded file.
  33231. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33232. * to the src parameter of an <img> to display it
  33233. */
  33234. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33235. /**
  33236. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33237. * Be aware Math.random() could cause collisions, but:
  33238. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  33239. * @returns a pseudo random id
  33240. */
  33241. static RandomId(): string;
  33242. /**
  33243. * Test if the given uri is a base64 string
  33244. * @param uri The uri to test
  33245. * @return True if the uri is a base64 string or false otherwise
  33246. */
  33247. static IsBase64(uri: string): boolean;
  33248. /**
  33249. * Decode the given base64 uri.
  33250. * @param uri The uri to decode
  33251. * @return The decoded base64 data.
  33252. */
  33253. static DecodeBase64(uri: string): ArrayBuffer;
  33254. /**
  33255. * Gets the absolute url.
  33256. * @param url the input url
  33257. * @return the absolute url
  33258. */
  33259. static GetAbsoluteUrl(url: string): string;
  33260. /**
  33261. * No log
  33262. */
  33263. static readonly NoneLogLevel: number;
  33264. /**
  33265. * Only message logs
  33266. */
  33267. static readonly MessageLogLevel: number;
  33268. /**
  33269. * Only warning logs
  33270. */
  33271. static readonly WarningLogLevel: number;
  33272. /**
  33273. * Only error logs
  33274. */
  33275. static readonly ErrorLogLevel: number;
  33276. /**
  33277. * All logs
  33278. */
  33279. static readonly AllLogLevel: number;
  33280. /**
  33281. * Gets a value indicating the number of loading errors
  33282. * @ignorenaming
  33283. */
  33284. static readonly errorsCount: number;
  33285. /**
  33286. * Callback called when a new log is added
  33287. */
  33288. static OnNewCacheEntry: (entry: string) => void;
  33289. /**
  33290. * Log a message to the console
  33291. * @param message defines the message to log
  33292. */
  33293. static Log(message: string): void;
  33294. /**
  33295. * Write a warning message to the console
  33296. * @param message defines the message to log
  33297. */
  33298. static Warn(message: string): void;
  33299. /**
  33300. * Write an error message to the console
  33301. * @param message defines the message to log
  33302. */
  33303. static Error(message: string): void;
  33304. /**
  33305. * Gets current log cache (list of logs)
  33306. */
  33307. static readonly LogCache: string;
  33308. /**
  33309. * Clears the log cache
  33310. */
  33311. static ClearLogCache(): void;
  33312. /**
  33313. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33314. */
  33315. static LogLevels: number;
  33316. /**
  33317. * Checks if the window object exists
  33318. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33319. */
  33320. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33321. /**
  33322. * No performance log
  33323. */
  33324. static readonly PerformanceNoneLogLevel: number;
  33325. /**
  33326. * Use user marks to log performance
  33327. */
  33328. static readonly PerformanceUserMarkLogLevel: number;
  33329. /**
  33330. * Log performance to the console
  33331. */
  33332. static readonly PerformanceConsoleLogLevel: number;
  33333. private static _performance;
  33334. /**
  33335. * Sets the current performance log level
  33336. */
  33337. static PerformanceLogLevel: number;
  33338. private static _StartPerformanceCounterDisabled;
  33339. private static _EndPerformanceCounterDisabled;
  33340. private static _StartUserMark;
  33341. private static _EndUserMark;
  33342. private static _StartPerformanceConsole;
  33343. private static _EndPerformanceConsole;
  33344. /**
  33345. * Starts a performance counter
  33346. */
  33347. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33348. /**
  33349. * Ends a specific performance coutner
  33350. */
  33351. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33352. /**
  33353. * Gets either window.performance.now() if supported or Date.now() else
  33354. */
  33355. static readonly Now: number;
  33356. /**
  33357. * This method will return the name of the class used to create the instance of the given object.
  33358. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33359. * @param object the object to get the class name from
  33360. * @param isType defines if the object is actually a type
  33361. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33362. */
  33363. static GetClassName(object: any, isType?: boolean): string;
  33364. /**
  33365. * Gets the first element of an array satisfying a given predicate
  33366. * @param array defines the array to browse
  33367. * @param predicate defines the predicate to use
  33368. * @returns null if not found or the element
  33369. */
  33370. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33371. /**
  33372. * This method will return the name of the full name of the class, including its owning module (if any).
  33373. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33374. * @param object the object to get the class name from
  33375. * @param isType defines if the object is actually a type
  33376. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33377. * @ignorenaming
  33378. */
  33379. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33380. /**
  33381. * Returns a promise that resolves after the given amount of time.
  33382. * @param delay Number of milliseconds to delay
  33383. * @returns Promise that resolves after the given amount of time
  33384. */
  33385. static DelayAsync(delay: number): Promise<void>;
  33386. }
  33387. /**
  33388. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33389. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33390. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33391. * @param name The name of the class, case should be preserved
  33392. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33393. */
  33394. export function className(name: string, module?: string): (target: Object) => void;
  33395. /**
  33396. * An implementation of a loop for asynchronous functions.
  33397. */
  33398. export class AsyncLoop {
  33399. /**
  33400. * Defines the number of iterations for the loop
  33401. */
  33402. iterations: number;
  33403. /**
  33404. * Defines the current index of the loop.
  33405. */
  33406. index: number;
  33407. private _done;
  33408. private _fn;
  33409. private _successCallback;
  33410. /**
  33411. * Constructor.
  33412. * @param iterations the number of iterations.
  33413. * @param func the function to run each iteration
  33414. * @param successCallback the callback that will be called upon succesful execution
  33415. * @param offset starting offset.
  33416. */
  33417. constructor(
  33418. /**
  33419. * Defines the number of iterations for the loop
  33420. */
  33421. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33422. /**
  33423. * Execute the next iteration. Must be called after the last iteration was finished.
  33424. */
  33425. executeNext(): void;
  33426. /**
  33427. * Break the loop and run the success callback.
  33428. */
  33429. breakLoop(): void;
  33430. /**
  33431. * Create and run an async loop.
  33432. * @param iterations the number of iterations.
  33433. * @param fn the function to run each iteration
  33434. * @param successCallback the callback that will be called upon succesful execution
  33435. * @param offset starting offset.
  33436. * @returns the created async loop object
  33437. */
  33438. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33439. /**
  33440. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33441. * @param iterations total number of iterations
  33442. * @param syncedIterations number of synchronous iterations in each async iteration.
  33443. * @param fn the function to call each iteration.
  33444. * @param callback a success call back that will be called when iterating stops.
  33445. * @param breakFunction a break condition (optional)
  33446. * @param timeout timeout settings for the setTimeout function. default - 0.
  33447. * @returns the created async loop object
  33448. */
  33449. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33450. }
  33451. }
  33452. declare module "babylonjs/Misc/stringDictionary" {
  33453. import { Nullable } from "babylonjs/types";
  33454. /**
  33455. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33456. * The underlying implementation relies on an associative array to ensure the best performances.
  33457. * The value can be anything including 'null' but except 'undefined'
  33458. */
  33459. export class StringDictionary<T> {
  33460. /**
  33461. * This will clear this dictionary and copy the content from the 'source' one.
  33462. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33463. * @param source the dictionary to take the content from and copy to this dictionary
  33464. */
  33465. copyFrom(source: StringDictionary<T>): void;
  33466. /**
  33467. * Get a value based from its key
  33468. * @param key the given key to get the matching value from
  33469. * @return the value if found, otherwise undefined is returned
  33470. */
  33471. get(key: string): T | undefined;
  33472. /**
  33473. * Get a value from its key or add it if it doesn't exist.
  33474. * This method will ensure you that a given key/data will be present in the dictionary.
  33475. * @param key the given key to get the matching value from
  33476. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33477. * The factory will only be invoked if there's no data for the given key.
  33478. * @return the value corresponding to the key.
  33479. */
  33480. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33481. /**
  33482. * Get a value from its key if present in the dictionary otherwise add it
  33483. * @param key the key to get the value from
  33484. * @param val if there's no such key/value pair in the dictionary add it with this value
  33485. * @return the value corresponding to the key
  33486. */
  33487. getOrAdd(key: string, val: T): T;
  33488. /**
  33489. * Check if there's a given key in the dictionary
  33490. * @param key the key to check for
  33491. * @return true if the key is present, false otherwise
  33492. */
  33493. contains(key: string): boolean;
  33494. /**
  33495. * Add a new key and its corresponding value
  33496. * @param key the key to add
  33497. * @param value the value corresponding to the key
  33498. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  33499. */
  33500. add(key: string, value: T): boolean;
  33501. /**
  33502. * Update a specific value associated to a key
  33503. * @param key defines the key to use
  33504. * @param value defines the value to store
  33505. * @returns true if the value was updated (or false if the key was not found)
  33506. */
  33507. set(key: string, value: T): boolean;
  33508. /**
  33509. * Get the element of the given key and remove it from the dictionary
  33510. * @param key defines the key to search
  33511. * @returns the value associated with the key or null if not found
  33512. */
  33513. getAndRemove(key: string): Nullable<T>;
  33514. /**
  33515. * Remove a key/value from the dictionary.
  33516. * @param key the key to remove
  33517. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33518. */
  33519. remove(key: string): boolean;
  33520. /**
  33521. * Clear the whole content of the dictionary
  33522. */
  33523. clear(): void;
  33524. /**
  33525. * Gets the current count
  33526. */
  33527. readonly count: number;
  33528. /**
  33529. * Execute a callback on each key/val of the dictionary.
  33530. * Note that you can remove any element in this dictionary in the callback implementation
  33531. * @param callback the callback to execute on a given key/value pair
  33532. */
  33533. forEach(callback: (key: string, val: T) => void): void;
  33534. /**
  33535. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33536. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33537. * Note that you can remove any element in this dictionary in the callback implementation
  33538. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33539. * @returns the first item
  33540. */
  33541. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33542. private _count;
  33543. private _data;
  33544. }
  33545. }
  33546. declare module "babylonjs/Collisions/collisionCoordinator" {
  33547. import { Nullable } from "babylonjs/types";
  33548. import { Scene } from "babylonjs/scene";
  33549. import { Vector3 } from "babylonjs/Maths/math.vector";
  33550. import { Collider } from "babylonjs/Collisions/collider";
  33551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33552. /** @hidden */
  33553. export interface ICollisionCoordinator {
  33554. createCollider(): Collider;
  33555. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33556. init(scene: Scene): void;
  33557. }
  33558. /** @hidden */
  33559. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33560. private _scene;
  33561. private _scaledPosition;
  33562. private _scaledVelocity;
  33563. private _finalPosition;
  33564. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33565. createCollider(): Collider;
  33566. init(scene: Scene): void;
  33567. private _collideWithWorld;
  33568. }
  33569. }
  33570. declare module "babylonjs/Inputs/scene.inputManager" {
  33571. import { Nullable } from "babylonjs/types";
  33572. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33573. import { Vector2 } from "babylonjs/Maths/math.vector";
  33574. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33575. import { Scene } from "babylonjs/scene";
  33576. /**
  33577. * Class used to manage all inputs for the scene.
  33578. */
  33579. export class InputManager {
  33580. /** The distance in pixel that you have to move to prevent some events */
  33581. static DragMovementThreshold: number;
  33582. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33583. static LongPressDelay: number;
  33584. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33585. static DoubleClickDelay: number;
  33586. /** If you need to check double click without raising a single click at first click, enable this flag */
  33587. static ExclusiveDoubleClickMode: boolean;
  33588. private _wheelEventName;
  33589. private _onPointerMove;
  33590. private _onPointerDown;
  33591. private _onPointerUp;
  33592. private _initClickEvent;
  33593. private _initActionManager;
  33594. private _delayedSimpleClick;
  33595. private _delayedSimpleClickTimeout;
  33596. private _previousDelayedSimpleClickTimeout;
  33597. private _meshPickProceed;
  33598. private _previousButtonPressed;
  33599. private _currentPickResult;
  33600. private _previousPickResult;
  33601. private _totalPointersPressed;
  33602. private _doubleClickOccured;
  33603. private _pointerOverMesh;
  33604. private _pickedDownMesh;
  33605. private _pickedUpMesh;
  33606. private _pointerX;
  33607. private _pointerY;
  33608. private _unTranslatedPointerX;
  33609. private _unTranslatedPointerY;
  33610. private _startingPointerPosition;
  33611. private _previousStartingPointerPosition;
  33612. private _startingPointerTime;
  33613. private _previousStartingPointerTime;
  33614. private _pointerCaptures;
  33615. private _onKeyDown;
  33616. private _onKeyUp;
  33617. private _onCanvasFocusObserver;
  33618. private _onCanvasBlurObserver;
  33619. private _scene;
  33620. /**
  33621. * Creates a new InputManager
  33622. * @param scene defines the hosting scene
  33623. */
  33624. constructor(scene: Scene);
  33625. /**
  33626. * Gets the mesh that is currently under the pointer
  33627. */
  33628. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33629. /**
  33630. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33631. */
  33632. readonly unTranslatedPointer: Vector2;
  33633. /**
  33634. * Gets or sets the current on-screen X position of the pointer
  33635. */
  33636. pointerX: number;
  33637. /**
  33638. * Gets or sets the current on-screen Y position of the pointer
  33639. */
  33640. pointerY: number;
  33641. private _updatePointerPosition;
  33642. private _processPointerMove;
  33643. private _setRayOnPointerInfo;
  33644. private _checkPrePointerObservable;
  33645. /**
  33646. * Use this method to simulate a pointer move on a mesh
  33647. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33648. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33649. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33650. */
  33651. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33652. /**
  33653. * Use this method to simulate a pointer down on a mesh
  33654. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33655. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33656. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33657. */
  33658. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33659. private _processPointerDown;
  33660. /** @hidden */
  33661. _isPointerSwiping(): boolean;
  33662. /**
  33663. * Use this method to simulate a pointer up on a mesh
  33664. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33665. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33666. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33667. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33668. */
  33669. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33670. private _processPointerUp;
  33671. /**
  33672. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33673. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33674. * @returns true if the pointer was captured
  33675. */
  33676. isPointerCaptured(pointerId?: number): boolean;
  33677. /**
  33678. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33679. * @param attachUp defines if you want to attach events to pointerup
  33680. * @param attachDown defines if you want to attach events to pointerdown
  33681. * @param attachMove defines if you want to attach events to pointermove
  33682. */
  33683. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33684. /**
  33685. * Detaches all event handlers
  33686. */
  33687. detachControl(): void;
  33688. /**
  33689. * Force the value of meshUnderPointer
  33690. * @param mesh defines the mesh to use
  33691. */
  33692. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33693. /**
  33694. * Gets the mesh under the pointer
  33695. * @returns a Mesh or null if no mesh is under the pointer
  33696. */
  33697. getPointerOverMesh(): Nullable<AbstractMesh>;
  33698. }
  33699. }
  33700. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33701. /**
  33702. * Helper class used to generate session unique ID
  33703. */
  33704. export class UniqueIdGenerator {
  33705. private static _UniqueIdCounter;
  33706. /**
  33707. * Gets an unique (relatively to the current scene) Id
  33708. */
  33709. static readonly UniqueId: number;
  33710. }
  33711. }
  33712. declare module "babylonjs/Animations/animationGroup" {
  33713. import { Animatable } from "babylonjs/Animations/animatable";
  33714. import { Animation } from "babylonjs/Animations/animation";
  33715. import { Scene, IDisposable } from "babylonjs/scene";
  33716. import { Observable } from "babylonjs/Misc/observable";
  33717. import { Nullable } from "babylonjs/types";
  33718. import "babylonjs/Animations/animatable";
  33719. /**
  33720. * This class defines the direct association between an animation and a target
  33721. */
  33722. export class TargetedAnimation {
  33723. /**
  33724. * Animation to perform
  33725. */
  33726. animation: Animation;
  33727. /**
  33728. * Target to animate
  33729. */
  33730. target: any;
  33731. /**
  33732. * Serialize the object
  33733. * @returns the JSON object representing the current entity
  33734. */
  33735. serialize(): any;
  33736. }
  33737. /**
  33738. * Use this class to create coordinated animations on multiple targets
  33739. */
  33740. export class AnimationGroup implements IDisposable {
  33741. /** The name of the animation group */
  33742. name: string;
  33743. private _scene;
  33744. private _targetedAnimations;
  33745. private _animatables;
  33746. private _from;
  33747. private _to;
  33748. private _isStarted;
  33749. private _isPaused;
  33750. private _speedRatio;
  33751. private _loopAnimation;
  33752. /**
  33753. * Gets or sets the unique id of the node
  33754. */
  33755. uniqueId: number;
  33756. /**
  33757. * This observable will notify when one animation have ended
  33758. */
  33759. onAnimationEndObservable: Observable<TargetedAnimation>;
  33760. /**
  33761. * Observer raised when one animation loops
  33762. */
  33763. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33764. /**
  33765. * Observer raised when all animations have looped
  33766. */
  33767. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  33768. /**
  33769. * This observable will notify when all animations have ended.
  33770. */
  33771. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33772. /**
  33773. * This observable will notify when all animations have paused.
  33774. */
  33775. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33776. /**
  33777. * This observable will notify when all animations are playing.
  33778. */
  33779. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33780. /**
  33781. * Gets the first frame
  33782. */
  33783. readonly from: number;
  33784. /**
  33785. * Gets the last frame
  33786. */
  33787. readonly to: number;
  33788. /**
  33789. * Define if the animations are started
  33790. */
  33791. readonly isStarted: boolean;
  33792. /**
  33793. * Gets a value indicating that the current group is playing
  33794. */
  33795. readonly isPlaying: boolean;
  33796. /**
  33797. * Gets or sets the speed ratio to use for all animations
  33798. */
  33799. /**
  33800. * Gets or sets the speed ratio to use for all animations
  33801. */
  33802. speedRatio: number;
  33803. /**
  33804. * Gets or sets if all animations should loop or not
  33805. */
  33806. loopAnimation: boolean;
  33807. /**
  33808. * Gets the targeted animations for this animation group
  33809. */
  33810. readonly targetedAnimations: Array<TargetedAnimation>;
  33811. /**
  33812. * returning the list of animatables controlled by this animation group.
  33813. */
  33814. readonly animatables: Array<Animatable>;
  33815. /**
  33816. * Instantiates a new Animation Group.
  33817. * This helps managing several animations at once.
  33818. * @see http://doc.babylonjs.com/how_to/group
  33819. * @param name Defines the name of the group
  33820. * @param scene Defines the scene the group belongs to
  33821. */
  33822. constructor(
  33823. /** The name of the animation group */
  33824. name: string, scene?: Nullable<Scene>);
  33825. /**
  33826. * Add an animation (with its target) in the group
  33827. * @param animation defines the animation we want to add
  33828. * @param target defines the target of the animation
  33829. * @returns the TargetedAnimation object
  33830. */
  33831. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33832. /**
  33833. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33834. * It can add constant keys at begin or end
  33835. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33836. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33837. * @returns the animation group
  33838. */
  33839. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33840. private _animationLoopCount;
  33841. private _animationLoopFlags;
  33842. private _processLoop;
  33843. /**
  33844. * Start all animations on given targets
  33845. * @param loop defines if animations must loop
  33846. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33847. * @param from defines the from key (optional)
  33848. * @param to defines the to key (optional)
  33849. * @returns the current animation group
  33850. */
  33851. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33852. /**
  33853. * Pause all animations
  33854. * @returns the animation group
  33855. */
  33856. pause(): AnimationGroup;
  33857. /**
  33858. * Play all animations to initial state
  33859. * This function will start() the animations if they were not started or will restart() them if they were paused
  33860. * @param loop defines if animations must loop
  33861. * @returns the animation group
  33862. */
  33863. play(loop?: boolean): AnimationGroup;
  33864. /**
  33865. * Reset all animations to initial state
  33866. * @returns the animation group
  33867. */
  33868. reset(): AnimationGroup;
  33869. /**
  33870. * Restart animations from key 0
  33871. * @returns the animation group
  33872. */
  33873. restart(): AnimationGroup;
  33874. /**
  33875. * Stop all animations
  33876. * @returns the animation group
  33877. */
  33878. stop(): AnimationGroup;
  33879. /**
  33880. * Set animation weight for all animatables
  33881. * @param weight defines the weight to use
  33882. * @return the animationGroup
  33883. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33884. */
  33885. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33886. /**
  33887. * Synchronize and normalize all animatables with a source animatable
  33888. * @param root defines the root animatable to synchronize with
  33889. * @return the animationGroup
  33890. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33891. */
  33892. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33893. /**
  33894. * Goes to a specific frame in this animation group
  33895. * @param frame the frame number to go to
  33896. * @return the animationGroup
  33897. */
  33898. goToFrame(frame: number): AnimationGroup;
  33899. /**
  33900. * Dispose all associated resources
  33901. */
  33902. dispose(): void;
  33903. private _checkAnimationGroupEnded;
  33904. /**
  33905. * Clone the current animation group and returns a copy
  33906. * @param newName defines the name of the new group
  33907. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33908. * @returns the new aniamtion group
  33909. */
  33910. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33911. /**
  33912. * Serializes the animationGroup to an object
  33913. * @returns Serialized object
  33914. */
  33915. serialize(): any;
  33916. /**
  33917. * Returns a new AnimationGroup object parsed from the source provided.
  33918. * @param parsedAnimationGroup defines the source
  33919. * @param scene defines the scene that will receive the animationGroup
  33920. * @returns a new AnimationGroup
  33921. */
  33922. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33923. /**
  33924. * Returns the string "AnimationGroup"
  33925. * @returns "AnimationGroup"
  33926. */
  33927. getClassName(): string;
  33928. /**
  33929. * Creates a detailled string about the object
  33930. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33931. * @returns a string representing the object
  33932. */
  33933. toString(fullDetails?: boolean): string;
  33934. }
  33935. }
  33936. declare module "babylonjs/scene" {
  33937. import { Nullable } from "babylonjs/types";
  33938. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33939. import { Observable } from "babylonjs/Misc/observable";
  33940. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33941. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33942. import { Geometry } from "babylonjs/Meshes/geometry";
  33943. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33944. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33946. import { Mesh } from "babylonjs/Meshes/mesh";
  33947. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33948. import { Bone } from "babylonjs/Bones/bone";
  33949. import { Skeleton } from "babylonjs/Bones/skeleton";
  33950. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33951. import { Camera } from "babylonjs/Cameras/camera";
  33952. import { AbstractScene } from "babylonjs/abstractScene";
  33953. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33954. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33955. import { Material } from "babylonjs/Materials/material";
  33956. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33957. import { Effect } from "babylonjs/Materials/effect";
  33958. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33959. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33960. import { Light } from "babylonjs/Lights/light";
  33961. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33962. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33963. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33964. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33965. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33966. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33967. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33968. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33969. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33970. import { Engine } from "babylonjs/Engines/engine";
  33971. import { Node } from "babylonjs/node";
  33972. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33973. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33974. import { WebRequest } from "babylonjs/Misc/webRequest";
  33975. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33976. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33977. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33978. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33979. import { Plane } from "babylonjs/Maths/math.plane";
  33980. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  33981. import { Ray } from "babylonjs/Culling/ray";
  33982. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33983. import { Animation } from "babylonjs/Animations/animation";
  33984. import { Animatable } from "babylonjs/Animations/animatable";
  33985. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33986. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33987. import { Collider } from "babylonjs/Collisions/collider";
  33988. /**
  33989. * Define an interface for all classes that will hold resources
  33990. */
  33991. export interface IDisposable {
  33992. /**
  33993. * Releases all held resources
  33994. */
  33995. dispose(): void;
  33996. }
  33997. /** Interface defining initialization parameters for Scene class */
  33998. export interface SceneOptions {
  33999. /**
  34000. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34001. * It will improve performance when the number of geometries becomes important.
  34002. */
  34003. useGeometryUniqueIdsMap?: boolean;
  34004. /**
  34005. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34006. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34007. */
  34008. useMaterialMeshMap?: boolean;
  34009. /**
  34010. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34011. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34012. */
  34013. useClonedMeshhMap?: boolean;
  34014. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34015. virtual?: boolean;
  34016. }
  34017. /**
  34018. * Represents a scene to be rendered by the engine.
  34019. * @see http://doc.babylonjs.com/features/scene
  34020. */
  34021. export class Scene extends AbstractScene implements IAnimatable {
  34022. /** The fog is deactivated */
  34023. static readonly FOGMODE_NONE: number;
  34024. /** The fog density is following an exponential function */
  34025. static readonly FOGMODE_EXP: number;
  34026. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34027. static readonly FOGMODE_EXP2: number;
  34028. /** The fog density is following a linear function. */
  34029. static readonly FOGMODE_LINEAR: number;
  34030. /**
  34031. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34032. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34033. */
  34034. static MinDeltaTime: number;
  34035. /**
  34036. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34037. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34038. */
  34039. static MaxDeltaTime: number;
  34040. /**
  34041. * Factory used to create the default material.
  34042. * @param name The name of the material to create
  34043. * @param scene The scene to create the material for
  34044. * @returns The default material
  34045. */
  34046. static DefaultMaterialFactory(scene: Scene): Material;
  34047. /**
  34048. * Factory used to create the a collision coordinator.
  34049. * @returns The collision coordinator
  34050. */
  34051. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34052. /** @hidden */
  34053. _inputManager: InputManager;
  34054. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34055. cameraToUseForPointers: Nullable<Camera>;
  34056. /** @hidden */
  34057. readonly _isScene: boolean;
  34058. /**
  34059. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34060. */
  34061. autoClear: boolean;
  34062. /**
  34063. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34064. */
  34065. autoClearDepthAndStencil: boolean;
  34066. /**
  34067. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34068. */
  34069. clearColor: Color4;
  34070. /**
  34071. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34072. */
  34073. ambientColor: Color3;
  34074. /**
  34075. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34076. * It should only be one of the following (if not the default embedded one):
  34077. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34078. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34079. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34080. * The material properties need to be setup according to the type of texture in use.
  34081. */
  34082. environmentBRDFTexture: BaseTexture;
  34083. /** @hidden */
  34084. protected _environmentTexture: Nullable<BaseTexture>;
  34085. /**
  34086. * Texture used in all pbr material as the reflection texture.
  34087. * As in the majority of the scene they are the same (exception for multi room and so on),
  34088. * this is easier to reference from here than from all the materials.
  34089. */
  34090. /**
  34091. * Texture used in all pbr material as the reflection texture.
  34092. * As in the majority of the scene they are the same (exception for multi room and so on),
  34093. * this is easier to set here than in all the materials.
  34094. */
  34095. environmentTexture: Nullable<BaseTexture>;
  34096. /** @hidden */
  34097. protected _environmentIntensity: number;
  34098. /**
  34099. * Intensity of the environment in all pbr material.
  34100. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34101. * As in the majority of the scene they are the same (exception for multi room and so on),
  34102. * this is easier to reference from here than from all the materials.
  34103. */
  34104. /**
  34105. * Intensity of the environment in all pbr material.
  34106. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34107. * As in the majority of the scene they are the same (exception for multi room and so on),
  34108. * this is easier to set here than in all the materials.
  34109. */
  34110. environmentIntensity: number;
  34111. /** @hidden */
  34112. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34113. /**
  34114. * Default image processing configuration used either in the rendering
  34115. * Forward main pass or through the imageProcessingPostProcess if present.
  34116. * As in the majority of the scene they are the same (exception for multi camera),
  34117. * this is easier to reference from here than from all the materials and post process.
  34118. *
  34119. * No setter as we it is a shared configuration, you can set the values instead.
  34120. */
  34121. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34122. private _forceWireframe;
  34123. /**
  34124. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34125. */
  34126. forceWireframe: boolean;
  34127. private _forcePointsCloud;
  34128. /**
  34129. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34130. */
  34131. forcePointsCloud: boolean;
  34132. /**
  34133. * Gets or sets the active clipplane 1
  34134. */
  34135. clipPlane: Nullable<Plane>;
  34136. /**
  34137. * Gets or sets the active clipplane 2
  34138. */
  34139. clipPlane2: Nullable<Plane>;
  34140. /**
  34141. * Gets or sets the active clipplane 3
  34142. */
  34143. clipPlane3: Nullable<Plane>;
  34144. /**
  34145. * Gets or sets the active clipplane 4
  34146. */
  34147. clipPlane4: Nullable<Plane>;
  34148. /**
  34149. * Gets or sets a boolean indicating if animations are enabled
  34150. */
  34151. animationsEnabled: boolean;
  34152. private _animationPropertiesOverride;
  34153. /**
  34154. * Gets or sets the animation properties override
  34155. */
  34156. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34157. /**
  34158. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34159. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34160. */
  34161. useConstantAnimationDeltaTime: boolean;
  34162. /**
  34163. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34164. * Please note that it requires to run a ray cast through the scene on every frame
  34165. */
  34166. constantlyUpdateMeshUnderPointer: boolean;
  34167. /**
  34168. * Defines the HTML cursor to use when hovering over interactive elements
  34169. */
  34170. hoverCursor: string;
  34171. /**
  34172. * Defines the HTML default cursor to use (empty by default)
  34173. */
  34174. defaultCursor: string;
  34175. /**
  34176. * Defines wether cursors are handled by the scene.
  34177. */
  34178. doNotHandleCursors: boolean;
  34179. /**
  34180. * This is used to call preventDefault() on pointer down
  34181. * in order to block unwanted artifacts like system double clicks
  34182. */
  34183. preventDefaultOnPointerDown: boolean;
  34184. /**
  34185. * This is used to call preventDefault() on pointer up
  34186. * in order to block unwanted artifacts like system double clicks
  34187. */
  34188. preventDefaultOnPointerUp: boolean;
  34189. /**
  34190. * Gets or sets user defined metadata
  34191. */
  34192. metadata: any;
  34193. /**
  34194. * For internal use only. Please do not use.
  34195. */
  34196. reservedDataStore: any;
  34197. /**
  34198. * Gets the name of the plugin used to load this scene (null by default)
  34199. */
  34200. loadingPluginName: string;
  34201. /**
  34202. * Use this array to add regular expressions used to disable offline support for specific urls
  34203. */
  34204. disableOfflineSupportExceptionRules: RegExp[];
  34205. /**
  34206. * An event triggered when the scene is disposed.
  34207. */
  34208. onDisposeObservable: Observable<Scene>;
  34209. private _onDisposeObserver;
  34210. /** Sets a function to be executed when this scene is disposed. */
  34211. onDispose: () => void;
  34212. /**
  34213. * An event triggered before rendering the scene (right after animations and physics)
  34214. */
  34215. onBeforeRenderObservable: Observable<Scene>;
  34216. private _onBeforeRenderObserver;
  34217. /** Sets a function to be executed before rendering this scene */
  34218. beforeRender: Nullable<() => void>;
  34219. /**
  34220. * An event triggered after rendering the scene
  34221. */
  34222. onAfterRenderObservable: Observable<Scene>;
  34223. /**
  34224. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34225. */
  34226. onAfterRenderCameraObservable: Observable<Camera>;
  34227. private _onAfterRenderObserver;
  34228. /** Sets a function to be executed after rendering this scene */
  34229. afterRender: Nullable<() => void>;
  34230. /**
  34231. * An event triggered before animating the scene
  34232. */
  34233. onBeforeAnimationsObservable: Observable<Scene>;
  34234. /**
  34235. * An event triggered after animations processing
  34236. */
  34237. onAfterAnimationsObservable: Observable<Scene>;
  34238. /**
  34239. * An event triggered before draw calls are ready to be sent
  34240. */
  34241. onBeforeDrawPhaseObservable: Observable<Scene>;
  34242. /**
  34243. * An event triggered after draw calls have been sent
  34244. */
  34245. onAfterDrawPhaseObservable: Observable<Scene>;
  34246. /**
  34247. * An event triggered when the scene is ready
  34248. */
  34249. onReadyObservable: Observable<Scene>;
  34250. /**
  34251. * An event triggered before rendering a camera
  34252. */
  34253. onBeforeCameraRenderObservable: Observable<Camera>;
  34254. private _onBeforeCameraRenderObserver;
  34255. /** Sets a function to be executed before rendering a camera*/
  34256. beforeCameraRender: () => void;
  34257. /**
  34258. * An event triggered after rendering a camera
  34259. */
  34260. onAfterCameraRenderObservable: Observable<Camera>;
  34261. private _onAfterCameraRenderObserver;
  34262. /** Sets a function to be executed after rendering a camera*/
  34263. afterCameraRender: () => void;
  34264. /**
  34265. * An event triggered when active meshes evaluation is about to start
  34266. */
  34267. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34268. /**
  34269. * An event triggered when active meshes evaluation is done
  34270. */
  34271. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34272. /**
  34273. * An event triggered when particles rendering is about to start
  34274. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34275. */
  34276. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34277. /**
  34278. * An event triggered when particles rendering is done
  34279. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34280. */
  34281. onAfterParticlesRenderingObservable: Observable<Scene>;
  34282. /**
  34283. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34284. */
  34285. onDataLoadedObservable: Observable<Scene>;
  34286. /**
  34287. * An event triggered when a camera is created
  34288. */
  34289. onNewCameraAddedObservable: Observable<Camera>;
  34290. /**
  34291. * An event triggered when a camera is removed
  34292. */
  34293. onCameraRemovedObservable: Observable<Camera>;
  34294. /**
  34295. * An event triggered when a light is created
  34296. */
  34297. onNewLightAddedObservable: Observable<Light>;
  34298. /**
  34299. * An event triggered when a light is removed
  34300. */
  34301. onLightRemovedObservable: Observable<Light>;
  34302. /**
  34303. * An event triggered when a geometry is created
  34304. */
  34305. onNewGeometryAddedObservable: Observable<Geometry>;
  34306. /**
  34307. * An event triggered when a geometry is removed
  34308. */
  34309. onGeometryRemovedObservable: Observable<Geometry>;
  34310. /**
  34311. * An event triggered when a transform node is created
  34312. */
  34313. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34314. /**
  34315. * An event triggered when a transform node is removed
  34316. */
  34317. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34318. /**
  34319. * An event triggered when a mesh is created
  34320. */
  34321. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34322. /**
  34323. * An event triggered when a mesh is removed
  34324. */
  34325. onMeshRemovedObservable: Observable<AbstractMesh>;
  34326. /**
  34327. * An event triggered when a skeleton is created
  34328. */
  34329. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34330. /**
  34331. * An event triggered when a skeleton is removed
  34332. */
  34333. onSkeletonRemovedObservable: Observable<Skeleton>;
  34334. /**
  34335. * An event triggered when a material is created
  34336. */
  34337. onNewMaterialAddedObservable: Observable<Material>;
  34338. /**
  34339. * An event triggered when a material is removed
  34340. */
  34341. onMaterialRemovedObservable: Observable<Material>;
  34342. /**
  34343. * An event triggered when a texture is created
  34344. */
  34345. onNewTextureAddedObservable: Observable<BaseTexture>;
  34346. /**
  34347. * An event triggered when a texture is removed
  34348. */
  34349. onTextureRemovedObservable: Observable<BaseTexture>;
  34350. /**
  34351. * An event triggered when render targets are about to be rendered
  34352. * Can happen multiple times per frame.
  34353. */
  34354. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34355. /**
  34356. * An event triggered when render targets were rendered.
  34357. * Can happen multiple times per frame.
  34358. */
  34359. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34360. /**
  34361. * An event triggered before calculating deterministic simulation step
  34362. */
  34363. onBeforeStepObservable: Observable<Scene>;
  34364. /**
  34365. * An event triggered after calculating deterministic simulation step
  34366. */
  34367. onAfterStepObservable: Observable<Scene>;
  34368. /**
  34369. * An event triggered when the activeCamera property is updated
  34370. */
  34371. onActiveCameraChanged: Observable<Scene>;
  34372. /**
  34373. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34374. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34375. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34376. */
  34377. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34378. /**
  34379. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34380. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34381. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34382. */
  34383. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34384. /**
  34385. * This Observable will when a mesh has been imported into the scene.
  34386. */
  34387. onMeshImportedObservable: Observable<AbstractMesh>;
  34388. /**
  34389. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34390. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34391. */
  34392. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34393. /** @hidden */
  34394. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34395. /**
  34396. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34397. */
  34398. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34399. /**
  34400. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34401. */
  34402. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34403. /**
  34404. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34405. */
  34406. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34407. /** Callback called when a pointer move is detected */
  34408. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34409. /** Callback called when a pointer down is detected */
  34410. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34411. /** Callback called when a pointer up is detected */
  34412. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34413. /** Callback called when a pointer pick is detected */
  34414. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34415. /**
  34416. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  34417. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34418. */
  34419. onPrePointerObservable: Observable<PointerInfoPre>;
  34420. /**
  34421. * Observable event triggered each time an input event is received from the rendering canvas
  34422. */
  34423. onPointerObservable: Observable<PointerInfo>;
  34424. /**
  34425. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34426. */
  34427. readonly unTranslatedPointer: Vector2;
  34428. /**
  34429. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34430. */
  34431. static DragMovementThreshold: number;
  34432. /**
  34433. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34434. */
  34435. static LongPressDelay: number;
  34436. /**
  34437. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34438. */
  34439. static DoubleClickDelay: number;
  34440. /** If you need to check double click without raising a single click at first click, enable this flag */
  34441. static ExclusiveDoubleClickMode: boolean;
  34442. /** @hidden */
  34443. _mirroredCameraPosition: Nullable<Vector3>;
  34444. /**
  34445. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34446. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34447. */
  34448. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34449. /**
  34450. * Observable event triggered each time an keyboard event is received from the hosting window
  34451. */
  34452. onKeyboardObservable: Observable<KeyboardInfo>;
  34453. private _useRightHandedSystem;
  34454. /**
  34455. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34456. */
  34457. useRightHandedSystem: boolean;
  34458. private _timeAccumulator;
  34459. private _currentStepId;
  34460. private _currentInternalStep;
  34461. /**
  34462. * Sets the step Id used by deterministic lock step
  34463. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34464. * @param newStepId defines the step Id
  34465. */
  34466. setStepId(newStepId: number): void;
  34467. /**
  34468. * Gets the step Id used by deterministic lock step
  34469. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34470. * @returns the step Id
  34471. */
  34472. getStepId(): number;
  34473. /**
  34474. * Gets the internal step used by deterministic lock step
  34475. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34476. * @returns the internal step
  34477. */
  34478. getInternalStep(): number;
  34479. private _fogEnabled;
  34480. /**
  34481. * Gets or sets a boolean indicating if fog is enabled on this scene
  34482. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34483. * (Default is true)
  34484. */
  34485. fogEnabled: boolean;
  34486. private _fogMode;
  34487. /**
  34488. * Gets or sets the fog mode to use
  34489. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34490. * | mode | value |
  34491. * | --- | --- |
  34492. * | FOGMODE_NONE | 0 |
  34493. * | FOGMODE_EXP | 1 |
  34494. * | FOGMODE_EXP2 | 2 |
  34495. * | FOGMODE_LINEAR | 3 |
  34496. */
  34497. fogMode: number;
  34498. /**
  34499. * Gets or sets the fog color to use
  34500. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34501. * (Default is Color3(0.2, 0.2, 0.3))
  34502. */
  34503. fogColor: Color3;
  34504. /**
  34505. * Gets or sets the fog density to use
  34506. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34507. * (Default is 0.1)
  34508. */
  34509. fogDensity: number;
  34510. /**
  34511. * Gets or sets the fog start distance to use
  34512. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34513. * (Default is 0)
  34514. */
  34515. fogStart: number;
  34516. /**
  34517. * Gets or sets the fog end distance to use
  34518. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34519. * (Default is 1000)
  34520. */
  34521. fogEnd: number;
  34522. private _shadowsEnabled;
  34523. /**
  34524. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34525. */
  34526. shadowsEnabled: boolean;
  34527. private _lightsEnabled;
  34528. /**
  34529. * Gets or sets a boolean indicating if lights are enabled on this scene
  34530. */
  34531. lightsEnabled: boolean;
  34532. /** All of the active cameras added to this scene. */
  34533. activeCameras: Camera[];
  34534. /** @hidden */
  34535. _activeCamera: Nullable<Camera>;
  34536. /** Gets or sets the current active camera */
  34537. activeCamera: Nullable<Camera>;
  34538. private _defaultMaterial;
  34539. /** The default material used on meshes when no material is affected */
  34540. /** The default material used on meshes when no material is affected */
  34541. defaultMaterial: Material;
  34542. private _texturesEnabled;
  34543. /**
  34544. * Gets or sets a boolean indicating if textures are enabled on this scene
  34545. */
  34546. texturesEnabled: boolean;
  34547. /**
  34548. * Gets or sets a boolean indicating if particles are enabled on this scene
  34549. */
  34550. particlesEnabled: boolean;
  34551. /**
  34552. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34553. */
  34554. spritesEnabled: boolean;
  34555. private _skeletonsEnabled;
  34556. /**
  34557. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34558. */
  34559. skeletonsEnabled: boolean;
  34560. /**
  34561. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34562. */
  34563. lensFlaresEnabled: boolean;
  34564. /**
  34565. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34566. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34567. */
  34568. collisionsEnabled: boolean;
  34569. private _collisionCoordinator;
  34570. /** @hidden */
  34571. readonly collisionCoordinator: ICollisionCoordinator;
  34572. /**
  34573. * Defines the gravity applied to this scene (used only for collisions)
  34574. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34575. */
  34576. gravity: Vector3;
  34577. /**
  34578. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34579. */
  34580. postProcessesEnabled: boolean;
  34581. /**
  34582. * The list of postprocesses added to the scene
  34583. */
  34584. postProcesses: PostProcess[];
  34585. /**
  34586. * Gets the current postprocess manager
  34587. */
  34588. postProcessManager: PostProcessManager;
  34589. /**
  34590. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34591. */
  34592. renderTargetsEnabled: boolean;
  34593. /**
  34594. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34595. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34596. */
  34597. dumpNextRenderTargets: boolean;
  34598. /**
  34599. * The list of user defined render targets added to the scene
  34600. */
  34601. customRenderTargets: RenderTargetTexture[];
  34602. /**
  34603. * Defines if texture loading must be delayed
  34604. * If true, textures will only be loaded when they need to be rendered
  34605. */
  34606. useDelayedTextureLoading: boolean;
  34607. /**
  34608. * Gets the list of meshes imported to the scene through SceneLoader
  34609. */
  34610. importedMeshesFiles: String[];
  34611. /**
  34612. * Gets or sets a boolean indicating if probes are enabled on this scene
  34613. */
  34614. probesEnabled: boolean;
  34615. /**
  34616. * Gets or sets the current offline provider to use to store scene data
  34617. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34618. */
  34619. offlineProvider: IOfflineProvider;
  34620. /**
  34621. * Gets or sets the action manager associated with the scene
  34622. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34623. */
  34624. actionManager: AbstractActionManager;
  34625. private _meshesForIntersections;
  34626. /**
  34627. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34628. */
  34629. proceduralTexturesEnabled: boolean;
  34630. private _engine;
  34631. private _totalVertices;
  34632. /** @hidden */
  34633. _activeIndices: PerfCounter;
  34634. /** @hidden */
  34635. _activeParticles: PerfCounter;
  34636. /** @hidden */
  34637. _activeBones: PerfCounter;
  34638. private _animationRatio;
  34639. /** @hidden */
  34640. _animationTimeLast: number;
  34641. /** @hidden */
  34642. _animationTime: number;
  34643. /**
  34644. * Gets or sets a general scale for animation speed
  34645. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34646. */
  34647. animationTimeScale: number;
  34648. /** @hidden */
  34649. _cachedMaterial: Nullable<Material>;
  34650. /** @hidden */
  34651. _cachedEffect: Nullable<Effect>;
  34652. /** @hidden */
  34653. _cachedVisibility: Nullable<number>;
  34654. private _renderId;
  34655. private _frameId;
  34656. private _executeWhenReadyTimeoutId;
  34657. private _intermediateRendering;
  34658. private _viewUpdateFlag;
  34659. private _projectionUpdateFlag;
  34660. /** @hidden */
  34661. _toBeDisposed: Nullable<IDisposable>[];
  34662. private _activeRequests;
  34663. /** @hidden */
  34664. _pendingData: any[];
  34665. private _isDisposed;
  34666. /**
  34667. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34668. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34669. */
  34670. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34671. private _activeMeshes;
  34672. private _processedMaterials;
  34673. private _renderTargets;
  34674. /** @hidden */
  34675. _activeParticleSystems: SmartArray<IParticleSystem>;
  34676. private _activeSkeletons;
  34677. private _softwareSkinnedMeshes;
  34678. private _renderingManager;
  34679. /** @hidden */
  34680. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34681. private _transformMatrix;
  34682. private _sceneUbo;
  34683. /** @hidden */
  34684. _viewMatrix: Matrix;
  34685. private _projectionMatrix;
  34686. /** @hidden */
  34687. _forcedViewPosition: Nullable<Vector3>;
  34688. /** @hidden */
  34689. _frustumPlanes: Plane[];
  34690. /**
  34691. * Gets the list of frustum planes (built from the active camera)
  34692. */
  34693. readonly frustumPlanes: Plane[];
  34694. /**
  34695. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34696. * This is useful if there are more lights that the maximum simulteanous authorized
  34697. */
  34698. requireLightSorting: boolean;
  34699. /** @hidden */
  34700. readonly useMaterialMeshMap: boolean;
  34701. /** @hidden */
  34702. readonly useClonedMeshhMap: boolean;
  34703. private _externalData;
  34704. private _uid;
  34705. /**
  34706. * @hidden
  34707. * Backing store of defined scene components.
  34708. */
  34709. _components: ISceneComponent[];
  34710. /**
  34711. * @hidden
  34712. * Backing store of defined scene components.
  34713. */
  34714. _serializableComponents: ISceneSerializableComponent[];
  34715. /**
  34716. * List of components to register on the next registration step.
  34717. */
  34718. private _transientComponents;
  34719. /**
  34720. * Registers the transient components if needed.
  34721. */
  34722. private _registerTransientComponents;
  34723. /**
  34724. * @hidden
  34725. * Add a component to the scene.
  34726. * Note that the ccomponent could be registered on th next frame if this is called after
  34727. * the register component stage.
  34728. * @param component Defines the component to add to the scene
  34729. */
  34730. _addComponent(component: ISceneComponent): void;
  34731. /**
  34732. * @hidden
  34733. * Gets a component from the scene.
  34734. * @param name defines the name of the component to retrieve
  34735. * @returns the component or null if not present
  34736. */
  34737. _getComponent(name: string): Nullable<ISceneComponent>;
  34738. /**
  34739. * @hidden
  34740. * Defines the actions happening before camera updates.
  34741. */
  34742. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34743. /**
  34744. * @hidden
  34745. * Defines the actions happening before clear the canvas.
  34746. */
  34747. _beforeClearStage: Stage<SimpleStageAction>;
  34748. /**
  34749. * @hidden
  34750. * Defines the actions when collecting render targets for the frame.
  34751. */
  34752. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34753. /**
  34754. * @hidden
  34755. * Defines the actions happening for one camera in the frame.
  34756. */
  34757. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34758. /**
  34759. * @hidden
  34760. * Defines the actions happening during the per mesh ready checks.
  34761. */
  34762. _isReadyForMeshStage: Stage<MeshStageAction>;
  34763. /**
  34764. * @hidden
  34765. * Defines the actions happening before evaluate active mesh checks.
  34766. */
  34767. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34768. /**
  34769. * @hidden
  34770. * Defines the actions happening during the evaluate sub mesh checks.
  34771. */
  34772. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34773. /**
  34774. * @hidden
  34775. * Defines the actions happening during the active mesh stage.
  34776. */
  34777. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34778. /**
  34779. * @hidden
  34780. * Defines the actions happening during the per camera render target step.
  34781. */
  34782. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34783. /**
  34784. * @hidden
  34785. * Defines the actions happening just before the active camera is drawing.
  34786. */
  34787. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34788. /**
  34789. * @hidden
  34790. * Defines the actions happening just before a render target is drawing.
  34791. */
  34792. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34793. /**
  34794. * @hidden
  34795. * Defines the actions happening just before a rendering group is drawing.
  34796. */
  34797. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34798. /**
  34799. * @hidden
  34800. * Defines the actions happening just before a mesh is drawing.
  34801. */
  34802. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34803. /**
  34804. * @hidden
  34805. * Defines the actions happening just after a mesh has been drawn.
  34806. */
  34807. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34808. /**
  34809. * @hidden
  34810. * Defines the actions happening just after a rendering group has been drawn.
  34811. */
  34812. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34813. /**
  34814. * @hidden
  34815. * Defines the actions happening just after the active camera has been drawn.
  34816. */
  34817. _afterCameraDrawStage: Stage<CameraStageAction>;
  34818. /**
  34819. * @hidden
  34820. * Defines the actions happening just after a render target has been drawn.
  34821. */
  34822. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34823. /**
  34824. * @hidden
  34825. * Defines the actions happening just after rendering all cameras and computing intersections.
  34826. */
  34827. _afterRenderStage: Stage<SimpleStageAction>;
  34828. /**
  34829. * @hidden
  34830. * Defines the actions happening when a pointer move event happens.
  34831. */
  34832. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34833. /**
  34834. * @hidden
  34835. * Defines the actions happening when a pointer down event happens.
  34836. */
  34837. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34838. /**
  34839. * @hidden
  34840. * Defines the actions happening when a pointer up event happens.
  34841. */
  34842. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34843. /**
  34844. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34845. */
  34846. private geometriesByUniqueId;
  34847. /**
  34848. * Creates a new Scene
  34849. * @param engine defines the engine to use to render this scene
  34850. * @param options defines the scene options
  34851. */
  34852. constructor(engine: Engine, options?: SceneOptions);
  34853. /**
  34854. * Gets a string idenfifying the name of the class
  34855. * @returns "Scene" string
  34856. */
  34857. getClassName(): string;
  34858. private _defaultMeshCandidates;
  34859. /**
  34860. * @hidden
  34861. */
  34862. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34863. private _defaultSubMeshCandidates;
  34864. /**
  34865. * @hidden
  34866. */
  34867. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34868. /**
  34869. * Sets the default candidate providers for the scene.
  34870. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34871. * and getCollidingSubMeshCandidates to their default function
  34872. */
  34873. setDefaultCandidateProviders(): void;
  34874. /**
  34875. * Gets the mesh that is currently under the pointer
  34876. */
  34877. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34878. /**
  34879. * Gets or sets the current on-screen X position of the pointer
  34880. */
  34881. pointerX: number;
  34882. /**
  34883. * Gets or sets the current on-screen Y position of the pointer
  34884. */
  34885. pointerY: number;
  34886. /**
  34887. * Gets the cached material (ie. the latest rendered one)
  34888. * @returns the cached material
  34889. */
  34890. getCachedMaterial(): Nullable<Material>;
  34891. /**
  34892. * Gets the cached effect (ie. the latest rendered one)
  34893. * @returns the cached effect
  34894. */
  34895. getCachedEffect(): Nullable<Effect>;
  34896. /**
  34897. * Gets the cached visibility state (ie. the latest rendered one)
  34898. * @returns the cached visibility state
  34899. */
  34900. getCachedVisibility(): Nullable<number>;
  34901. /**
  34902. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34903. * @param material defines the current material
  34904. * @param effect defines the current effect
  34905. * @param visibility defines the current visibility state
  34906. * @returns true if one parameter is not cached
  34907. */
  34908. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34909. /**
  34910. * Gets the engine associated with the scene
  34911. * @returns an Engine
  34912. */
  34913. getEngine(): Engine;
  34914. /**
  34915. * Gets the total number of vertices rendered per frame
  34916. * @returns the total number of vertices rendered per frame
  34917. */
  34918. getTotalVertices(): number;
  34919. /**
  34920. * Gets the performance counter for total vertices
  34921. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34922. */
  34923. readonly totalVerticesPerfCounter: PerfCounter;
  34924. /**
  34925. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34926. * @returns the total number of active indices rendered per frame
  34927. */
  34928. getActiveIndices(): number;
  34929. /**
  34930. * Gets the performance counter for active indices
  34931. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34932. */
  34933. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34934. /**
  34935. * Gets the total number of active particles rendered per frame
  34936. * @returns the total number of active particles rendered per frame
  34937. */
  34938. getActiveParticles(): number;
  34939. /**
  34940. * Gets the performance counter for active particles
  34941. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34942. */
  34943. readonly activeParticlesPerfCounter: PerfCounter;
  34944. /**
  34945. * Gets the total number of active bones rendered per frame
  34946. * @returns the total number of active bones rendered per frame
  34947. */
  34948. getActiveBones(): number;
  34949. /**
  34950. * Gets the performance counter for active bones
  34951. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34952. */
  34953. readonly activeBonesPerfCounter: PerfCounter;
  34954. /**
  34955. * Gets the array of active meshes
  34956. * @returns an array of AbstractMesh
  34957. */
  34958. getActiveMeshes(): SmartArray<AbstractMesh>;
  34959. /**
  34960. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34961. * @returns a number
  34962. */
  34963. getAnimationRatio(): number;
  34964. /**
  34965. * Gets an unique Id for the current render phase
  34966. * @returns a number
  34967. */
  34968. getRenderId(): number;
  34969. /**
  34970. * Gets an unique Id for the current frame
  34971. * @returns a number
  34972. */
  34973. getFrameId(): number;
  34974. /** Call this function if you want to manually increment the render Id*/
  34975. incrementRenderId(): void;
  34976. private _createUbo;
  34977. /**
  34978. * Use this method to simulate a pointer move on a mesh
  34979. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34980. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34981. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34982. * @returns the current scene
  34983. */
  34984. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34985. /**
  34986. * Use this method to simulate a pointer down on a mesh
  34987. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34988. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34989. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34990. * @returns the current scene
  34991. */
  34992. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34993. /**
  34994. * Use this method to simulate a pointer up on a mesh
  34995. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34996. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34997. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34998. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34999. * @returns the current scene
  35000. */
  35001. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35002. /**
  35003. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35004. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35005. * @returns true if the pointer was captured
  35006. */
  35007. isPointerCaptured(pointerId?: number): boolean;
  35008. /**
  35009. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35010. * @param attachUp defines if you want to attach events to pointerup
  35011. * @param attachDown defines if you want to attach events to pointerdown
  35012. * @param attachMove defines if you want to attach events to pointermove
  35013. */
  35014. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35015. /** Detaches all event handlers*/
  35016. detachControl(): void;
  35017. /**
  35018. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35019. * Delay loaded resources are not taking in account
  35020. * @return true if all required resources are ready
  35021. */
  35022. isReady(): boolean;
  35023. /** Resets all cached information relative to material (including effect and visibility) */
  35024. resetCachedMaterial(): void;
  35025. /**
  35026. * Registers a function to be called before every frame render
  35027. * @param func defines the function to register
  35028. */
  35029. registerBeforeRender(func: () => void): void;
  35030. /**
  35031. * Unregisters a function called before every frame render
  35032. * @param func defines the function to unregister
  35033. */
  35034. unregisterBeforeRender(func: () => void): void;
  35035. /**
  35036. * Registers a function to be called after every frame render
  35037. * @param func defines the function to register
  35038. */
  35039. registerAfterRender(func: () => void): void;
  35040. /**
  35041. * Unregisters a function called after every frame render
  35042. * @param func defines the function to unregister
  35043. */
  35044. unregisterAfterRender(func: () => void): void;
  35045. private _executeOnceBeforeRender;
  35046. /**
  35047. * The provided function will run before render once and will be disposed afterwards.
  35048. * A timeout delay can be provided so that the function will be executed in N ms.
  35049. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35050. * @param func The function to be executed.
  35051. * @param timeout optional delay in ms
  35052. */
  35053. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35054. /** @hidden */
  35055. _addPendingData(data: any): void;
  35056. /** @hidden */
  35057. _removePendingData(data: any): void;
  35058. /**
  35059. * Returns the number of items waiting to be loaded
  35060. * @returns the number of items waiting to be loaded
  35061. */
  35062. getWaitingItemsCount(): number;
  35063. /**
  35064. * Returns a boolean indicating if the scene is still loading data
  35065. */
  35066. readonly isLoading: boolean;
  35067. /**
  35068. * Registers a function to be executed when the scene is ready
  35069. * @param {Function} func - the function to be executed
  35070. */
  35071. executeWhenReady(func: () => void): void;
  35072. /**
  35073. * Returns a promise that resolves when the scene is ready
  35074. * @returns A promise that resolves when the scene is ready
  35075. */
  35076. whenReadyAsync(): Promise<void>;
  35077. /** @hidden */
  35078. _checkIsReady(): void;
  35079. /**
  35080. * Gets all animatable attached to the scene
  35081. */
  35082. readonly animatables: Animatable[];
  35083. /**
  35084. * Resets the last animation time frame.
  35085. * Useful to override when animations start running when loading a scene for the first time.
  35086. */
  35087. resetLastAnimationTimeFrame(): void;
  35088. /**
  35089. * Gets the current view matrix
  35090. * @returns a Matrix
  35091. */
  35092. getViewMatrix(): Matrix;
  35093. /**
  35094. * Gets the current projection matrix
  35095. * @returns a Matrix
  35096. */
  35097. getProjectionMatrix(): Matrix;
  35098. /**
  35099. * Gets the current transform matrix
  35100. * @returns a Matrix made of View * Projection
  35101. */
  35102. getTransformMatrix(): Matrix;
  35103. /**
  35104. * Sets the current transform matrix
  35105. * @param viewL defines the View matrix to use
  35106. * @param projectionL defines the Projection matrix to use
  35107. * @param viewR defines the right View matrix to use (if provided)
  35108. * @param projectionR defines the right Projection matrix to use (if provided)
  35109. */
  35110. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35111. /**
  35112. * Gets the uniform buffer used to store scene data
  35113. * @returns a UniformBuffer
  35114. */
  35115. getSceneUniformBuffer(): UniformBuffer;
  35116. /**
  35117. * Gets an unique (relatively to the current scene) Id
  35118. * @returns an unique number for the scene
  35119. */
  35120. getUniqueId(): number;
  35121. /**
  35122. * Add a mesh to the list of scene's meshes
  35123. * @param newMesh defines the mesh to add
  35124. * @param recursive if all child meshes should also be added to the scene
  35125. */
  35126. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35127. /**
  35128. * Remove a mesh for the list of scene's meshes
  35129. * @param toRemove defines the mesh to remove
  35130. * @param recursive if all child meshes should also be removed from the scene
  35131. * @returns the index where the mesh was in the mesh list
  35132. */
  35133. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35134. /**
  35135. * Add a transform node to the list of scene's transform nodes
  35136. * @param newTransformNode defines the transform node to add
  35137. */
  35138. addTransformNode(newTransformNode: TransformNode): void;
  35139. /**
  35140. * Remove a transform node for the list of scene's transform nodes
  35141. * @param toRemove defines the transform node to remove
  35142. * @returns the index where the transform node was in the transform node list
  35143. */
  35144. removeTransformNode(toRemove: TransformNode): number;
  35145. /**
  35146. * Remove a skeleton for the list of scene's skeletons
  35147. * @param toRemove defines the skeleton to remove
  35148. * @returns the index where the skeleton was in the skeleton list
  35149. */
  35150. removeSkeleton(toRemove: Skeleton): number;
  35151. /**
  35152. * Remove a morph target for the list of scene's morph targets
  35153. * @param toRemove defines the morph target to remove
  35154. * @returns the index where the morph target was in the morph target list
  35155. */
  35156. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35157. /**
  35158. * Remove a light for the list of scene's lights
  35159. * @param toRemove defines the light to remove
  35160. * @returns the index where the light was in the light list
  35161. */
  35162. removeLight(toRemove: Light): number;
  35163. /**
  35164. * Remove a camera for the list of scene's cameras
  35165. * @param toRemove defines the camera to remove
  35166. * @returns the index where the camera was in the camera list
  35167. */
  35168. removeCamera(toRemove: Camera): number;
  35169. /**
  35170. * Remove a particle system for the list of scene's particle systems
  35171. * @param toRemove defines the particle system to remove
  35172. * @returns the index where the particle system was in the particle system list
  35173. */
  35174. removeParticleSystem(toRemove: IParticleSystem): number;
  35175. /**
  35176. * Remove a animation for the list of scene's animations
  35177. * @param toRemove defines the animation to remove
  35178. * @returns the index where the animation was in the animation list
  35179. */
  35180. removeAnimation(toRemove: Animation): number;
  35181. /**
  35182. * Will stop the animation of the given target
  35183. * @param target - the target
  35184. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35185. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  35186. */
  35187. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35188. /**
  35189. * Removes the given animation group from this scene.
  35190. * @param toRemove The animation group to remove
  35191. * @returns The index of the removed animation group
  35192. */
  35193. removeAnimationGroup(toRemove: AnimationGroup): number;
  35194. /**
  35195. * Removes the given multi-material from this scene.
  35196. * @param toRemove The multi-material to remove
  35197. * @returns The index of the removed multi-material
  35198. */
  35199. removeMultiMaterial(toRemove: MultiMaterial): number;
  35200. /**
  35201. * Removes the given material from this scene.
  35202. * @param toRemove The material to remove
  35203. * @returns The index of the removed material
  35204. */
  35205. removeMaterial(toRemove: Material): number;
  35206. /**
  35207. * Removes the given action manager from this scene.
  35208. * @param toRemove The action manager to remove
  35209. * @returns The index of the removed action manager
  35210. */
  35211. removeActionManager(toRemove: AbstractActionManager): number;
  35212. /**
  35213. * Removes the given texture from this scene.
  35214. * @param toRemove The texture to remove
  35215. * @returns The index of the removed texture
  35216. */
  35217. removeTexture(toRemove: BaseTexture): number;
  35218. /**
  35219. * Adds the given light to this scene
  35220. * @param newLight The light to add
  35221. */
  35222. addLight(newLight: Light): void;
  35223. /**
  35224. * Sorts the list list based on light priorities
  35225. */
  35226. sortLightsByPriority(): void;
  35227. /**
  35228. * Adds the given camera to this scene
  35229. * @param newCamera The camera to add
  35230. */
  35231. addCamera(newCamera: Camera): void;
  35232. /**
  35233. * Adds the given skeleton to this scene
  35234. * @param newSkeleton The skeleton to add
  35235. */
  35236. addSkeleton(newSkeleton: Skeleton): void;
  35237. /**
  35238. * Adds the given particle system to this scene
  35239. * @param newParticleSystem The particle system to add
  35240. */
  35241. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35242. /**
  35243. * Adds the given animation to this scene
  35244. * @param newAnimation The animation to add
  35245. */
  35246. addAnimation(newAnimation: Animation): void;
  35247. /**
  35248. * Adds the given animation group to this scene.
  35249. * @param newAnimationGroup The animation group to add
  35250. */
  35251. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35252. /**
  35253. * Adds the given multi-material to this scene
  35254. * @param newMultiMaterial The multi-material to add
  35255. */
  35256. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35257. /**
  35258. * Adds the given material to this scene
  35259. * @param newMaterial The material to add
  35260. */
  35261. addMaterial(newMaterial: Material): void;
  35262. /**
  35263. * Adds the given morph target to this scene
  35264. * @param newMorphTargetManager The morph target to add
  35265. */
  35266. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35267. /**
  35268. * Adds the given geometry to this scene
  35269. * @param newGeometry The geometry to add
  35270. */
  35271. addGeometry(newGeometry: Geometry): void;
  35272. /**
  35273. * Adds the given action manager to this scene
  35274. * @param newActionManager The action manager to add
  35275. */
  35276. addActionManager(newActionManager: AbstractActionManager): void;
  35277. /**
  35278. * Adds the given texture to this scene.
  35279. * @param newTexture The texture to add
  35280. */
  35281. addTexture(newTexture: BaseTexture): void;
  35282. /**
  35283. * Switch active camera
  35284. * @param newCamera defines the new active camera
  35285. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35286. */
  35287. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35288. /**
  35289. * sets the active camera of the scene using its ID
  35290. * @param id defines the camera's ID
  35291. * @return the new active camera or null if none found.
  35292. */
  35293. setActiveCameraByID(id: string): Nullable<Camera>;
  35294. /**
  35295. * sets the active camera of the scene using its name
  35296. * @param name defines the camera's name
  35297. * @returns the new active camera or null if none found.
  35298. */
  35299. setActiveCameraByName(name: string): Nullable<Camera>;
  35300. /**
  35301. * get an animation group using its name
  35302. * @param name defines the material's name
  35303. * @return the animation group or null if none found.
  35304. */
  35305. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35306. /**
  35307. * Get a material using its unique id
  35308. * @param uniqueId defines the material's unique id
  35309. * @return the material or null if none found.
  35310. */
  35311. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35312. /**
  35313. * get a material using its id
  35314. * @param id defines the material's ID
  35315. * @return the material or null if none found.
  35316. */
  35317. getMaterialByID(id: string): Nullable<Material>;
  35318. /**
  35319. * Gets a the last added material using a given id
  35320. * @param id defines the material's ID
  35321. * @return the last material with the given id or null if none found.
  35322. */
  35323. getLastMaterialByID(id: string): Nullable<Material>;
  35324. /**
  35325. * Gets a material using its name
  35326. * @param name defines the material's name
  35327. * @return the material or null if none found.
  35328. */
  35329. getMaterialByName(name: string): Nullable<Material>;
  35330. /**
  35331. * Get a texture using its unique id
  35332. * @param uniqueId defines the texture's unique id
  35333. * @return the texture or null if none found.
  35334. */
  35335. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35336. /**
  35337. * Gets a camera using its id
  35338. * @param id defines the id to look for
  35339. * @returns the camera or null if not found
  35340. */
  35341. getCameraByID(id: string): Nullable<Camera>;
  35342. /**
  35343. * Gets a camera using its unique id
  35344. * @param uniqueId defines the unique id to look for
  35345. * @returns the camera or null if not found
  35346. */
  35347. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35348. /**
  35349. * Gets a camera using its name
  35350. * @param name defines the camera's name
  35351. * @return the camera or null if none found.
  35352. */
  35353. getCameraByName(name: string): Nullable<Camera>;
  35354. /**
  35355. * Gets a bone using its id
  35356. * @param id defines the bone's id
  35357. * @return the bone or null if not found
  35358. */
  35359. getBoneByID(id: string): Nullable<Bone>;
  35360. /**
  35361. * Gets a bone using its id
  35362. * @param name defines the bone's name
  35363. * @return the bone or null if not found
  35364. */
  35365. getBoneByName(name: string): Nullable<Bone>;
  35366. /**
  35367. * Gets a light node using its name
  35368. * @param name defines the the light's name
  35369. * @return the light or null if none found.
  35370. */
  35371. getLightByName(name: string): Nullable<Light>;
  35372. /**
  35373. * Gets a light node using its id
  35374. * @param id defines the light's id
  35375. * @return the light or null if none found.
  35376. */
  35377. getLightByID(id: string): Nullable<Light>;
  35378. /**
  35379. * Gets a light node using its scene-generated unique ID
  35380. * @param uniqueId defines the light's unique id
  35381. * @return the light or null if none found.
  35382. */
  35383. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35384. /**
  35385. * Gets a particle system by id
  35386. * @param id defines the particle system id
  35387. * @return the corresponding system or null if none found
  35388. */
  35389. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35390. /**
  35391. * Gets a geometry using its ID
  35392. * @param id defines the geometry's id
  35393. * @return the geometry or null if none found.
  35394. */
  35395. getGeometryByID(id: string): Nullable<Geometry>;
  35396. private _getGeometryByUniqueID;
  35397. /**
  35398. * Add a new geometry to this scene
  35399. * @param geometry defines the geometry to be added to the scene.
  35400. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35401. * @return a boolean defining if the geometry was added or not
  35402. */
  35403. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35404. /**
  35405. * Removes an existing geometry
  35406. * @param geometry defines the geometry to be removed from the scene
  35407. * @return a boolean defining if the geometry was removed or not
  35408. */
  35409. removeGeometry(geometry: Geometry): boolean;
  35410. /**
  35411. * Gets the list of geometries attached to the scene
  35412. * @returns an array of Geometry
  35413. */
  35414. getGeometries(): Geometry[];
  35415. /**
  35416. * Gets the first added mesh found of a given ID
  35417. * @param id defines the id to search for
  35418. * @return the mesh found or null if not found at all
  35419. */
  35420. getMeshByID(id: string): Nullable<AbstractMesh>;
  35421. /**
  35422. * Gets a list of meshes using their id
  35423. * @param id defines the id to search for
  35424. * @returns a list of meshes
  35425. */
  35426. getMeshesByID(id: string): Array<AbstractMesh>;
  35427. /**
  35428. * Gets the first added transform node found of a given ID
  35429. * @param id defines the id to search for
  35430. * @return the found transform node or null if not found at all.
  35431. */
  35432. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35433. /**
  35434. * Gets a transform node with its auto-generated unique id
  35435. * @param uniqueId efines the unique id to search for
  35436. * @return the found transform node or null if not found at all.
  35437. */
  35438. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35439. /**
  35440. * Gets a list of transform nodes using their id
  35441. * @param id defines the id to search for
  35442. * @returns a list of transform nodes
  35443. */
  35444. getTransformNodesByID(id: string): Array<TransformNode>;
  35445. /**
  35446. * Gets a mesh with its auto-generated unique id
  35447. * @param uniqueId defines the unique id to search for
  35448. * @return the found mesh or null if not found at all.
  35449. */
  35450. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35451. /**
  35452. * Gets a the last added mesh using a given id
  35453. * @param id defines the id to search for
  35454. * @return the found mesh or null if not found at all.
  35455. */
  35456. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35457. /**
  35458. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35459. * @param id defines the id to search for
  35460. * @return the found node or null if not found at all
  35461. */
  35462. getLastEntryByID(id: string): Nullable<Node>;
  35463. /**
  35464. * Gets a node (Mesh, Camera, Light) using a given id
  35465. * @param id defines the id to search for
  35466. * @return the found node or null if not found at all
  35467. */
  35468. getNodeByID(id: string): Nullable<Node>;
  35469. /**
  35470. * Gets a node (Mesh, Camera, Light) using a given name
  35471. * @param name defines the name to search for
  35472. * @return the found node or null if not found at all.
  35473. */
  35474. getNodeByName(name: string): Nullable<Node>;
  35475. /**
  35476. * Gets a mesh using a given name
  35477. * @param name defines the name to search for
  35478. * @return the found mesh or null if not found at all.
  35479. */
  35480. getMeshByName(name: string): Nullable<AbstractMesh>;
  35481. /**
  35482. * Gets a transform node using a given name
  35483. * @param name defines the name to search for
  35484. * @return the found transform node or null if not found at all.
  35485. */
  35486. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35487. /**
  35488. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35489. * @param id defines the id to search for
  35490. * @return the found skeleton or null if not found at all.
  35491. */
  35492. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35493. /**
  35494. * Gets a skeleton using a given auto generated unique id
  35495. * @param uniqueId defines the unique id to search for
  35496. * @return the found skeleton or null if not found at all.
  35497. */
  35498. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35499. /**
  35500. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35501. * @param id defines the id to search for
  35502. * @return the found skeleton or null if not found at all.
  35503. */
  35504. getSkeletonById(id: string): Nullable<Skeleton>;
  35505. /**
  35506. * Gets a skeleton using a given name
  35507. * @param name defines the name to search for
  35508. * @return the found skeleton or null if not found at all.
  35509. */
  35510. getSkeletonByName(name: string): Nullable<Skeleton>;
  35511. /**
  35512. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35513. * @param id defines the id to search for
  35514. * @return the found morph target manager or null if not found at all.
  35515. */
  35516. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35517. /**
  35518. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35519. * @param id defines the id to search for
  35520. * @return the found morph target or null if not found at all.
  35521. */
  35522. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35523. /**
  35524. * Gets a boolean indicating if the given mesh is active
  35525. * @param mesh defines the mesh to look for
  35526. * @returns true if the mesh is in the active list
  35527. */
  35528. isActiveMesh(mesh: AbstractMesh): boolean;
  35529. /**
  35530. * Return a unique id as a string which can serve as an identifier for the scene
  35531. */
  35532. readonly uid: string;
  35533. /**
  35534. * Add an externaly attached data from its key.
  35535. * This method call will fail and return false, if such key already exists.
  35536. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35537. * @param key the unique key that identifies the data
  35538. * @param data the data object to associate to the key for this Engine instance
  35539. * @return true if no such key were already present and the data was added successfully, false otherwise
  35540. */
  35541. addExternalData<T>(key: string, data: T): boolean;
  35542. /**
  35543. * Get an externaly attached data from its key
  35544. * @param key the unique key that identifies the data
  35545. * @return the associated data, if present (can be null), or undefined if not present
  35546. */
  35547. getExternalData<T>(key: string): Nullable<T>;
  35548. /**
  35549. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35550. * @param key the unique key that identifies the data
  35551. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35552. * @return the associated data, can be null if the factory returned null.
  35553. */
  35554. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35555. /**
  35556. * Remove an externaly attached data from the Engine instance
  35557. * @param key the unique key that identifies the data
  35558. * @return true if the data was successfully removed, false if it doesn't exist
  35559. */
  35560. removeExternalData(key: string): boolean;
  35561. private _evaluateSubMesh;
  35562. /**
  35563. * Clear the processed materials smart array preventing retention point in material dispose.
  35564. */
  35565. freeProcessedMaterials(): void;
  35566. private _preventFreeActiveMeshesAndRenderingGroups;
  35567. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35568. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35569. * when disposing several meshes in a row or a hierarchy of meshes.
  35570. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35571. */
  35572. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35573. /**
  35574. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35575. */
  35576. freeActiveMeshes(): void;
  35577. /**
  35578. * Clear the info related to rendering groups preventing retention points during dispose.
  35579. */
  35580. freeRenderingGroups(): void;
  35581. /** @hidden */
  35582. _isInIntermediateRendering(): boolean;
  35583. /**
  35584. * Lambda returning the list of potentially active meshes.
  35585. */
  35586. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35587. /**
  35588. * Lambda returning the list of potentially active sub meshes.
  35589. */
  35590. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35591. /**
  35592. * Lambda returning the list of potentially intersecting sub meshes.
  35593. */
  35594. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35595. /**
  35596. * Lambda returning the list of potentially colliding sub meshes.
  35597. */
  35598. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35599. private _activeMeshesFrozen;
  35600. /**
  35601. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35602. * @returns the current scene
  35603. */
  35604. freezeActiveMeshes(): Scene;
  35605. /**
  35606. * Use this function to restart evaluating active meshes on every frame
  35607. * @returns the current scene
  35608. */
  35609. unfreezeActiveMeshes(): Scene;
  35610. private _evaluateActiveMeshes;
  35611. private _activeMesh;
  35612. /**
  35613. * Update the transform matrix to update from the current active camera
  35614. * @param force defines a boolean used to force the update even if cache is up to date
  35615. */
  35616. updateTransformMatrix(force?: boolean): void;
  35617. private _bindFrameBuffer;
  35618. /** @hidden */
  35619. _allowPostProcessClearColor: boolean;
  35620. /** @hidden */
  35621. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35622. private _processSubCameras;
  35623. private _checkIntersections;
  35624. /** @hidden */
  35625. _advancePhysicsEngineStep(step: number): void;
  35626. /**
  35627. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35628. */
  35629. getDeterministicFrameTime: () => number;
  35630. /** @hidden */
  35631. _animate(): void;
  35632. /** Execute all animations (for a frame) */
  35633. animate(): void;
  35634. /**
  35635. * Render the scene
  35636. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35637. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35638. */
  35639. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35640. /**
  35641. * Freeze all materials
  35642. * A frozen material will not be updatable but should be faster to render
  35643. */
  35644. freezeMaterials(): void;
  35645. /**
  35646. * Unfreeze all materials
  35647. * A frozen material will not be updatable but should be faster to render
  35648. */
  35649. unfreezeMaterials(): void;
  35650. /**
  35651. * Releases all held ressources
  35652. */
  35653. dispose(): void;
  35654. /**
  35655. * Gets if the scene is already disposed
  35656. */
  35657. readonly isDisposed: boolean;
  35658. /**
  35659. * Call this function to reduce memory footprint of the scene.
  35660. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35661. */
  35662. clearCachedVertexData(): void;
  35663. /**
  35664. * This function will remove the local cached buffer data from texture.
  35665. * It will save memory but will prevent the texture from being rebuilt
  35666. */
  35667. cleanCachedTextureBuffer(): void;
  35668. /**
  35669. * Get the world extend vectors with an optional filter
  35670. *
  35671. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35672. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35673. */
  35674. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35675. min: Vector3;
  35676. max: Vector3;
  35677. };
  35678. /**
  35679. * Creates a ray that can be used to pick in the scene
  35680. * @param x defines the x coordinate of the origin (on-screen)
  35681. * @param y defines the y coordinate of the origin (on-screen)
  35682. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35683. * @param camera defines the camera to use for the picking
  35684. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35685. * @returns a Ray
  35686. */
  35687. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35688. /**
  35689. * Creates a ray that can be used to pick in the scene
  35690. * @param x defines the x coordinate of the origin (on-screen)
  35691. * @param y defines the y coordinate of the origin (on-screen)
  35692. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35693. * @param result defines the ray where to store the picking ray
  35694. * @param camera defines the camera to use for the picking
  35695. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35696. * @returns the current scene
  35697. */
  35698. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35699. /**
  35700. * Creates a ray that can be used to pick in the scene
  35701. * @param x defines the x coordinate of the origin (on-screen)
  35702. * @param y defines the y coordinate of the origin (on-screen)
  35703. * @param camera defines the camera to use for the picking
  35704. * @returns a Ray
  35705. */
  35706. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35707. /**
  35708. * Creates a ray that can be used to pick in the scene
  35709. * @param x defines the x coordinate of the origin (on-screen)
  35710. * @param y defines the y coordinate of the origin (on-screen)
  35711. * @param result defines the ray where to store the picking ray
  35712. * @param camera defines the camera to use for the picking
  35713. * @returns the current scene
  35714. */
  35715. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35716. /** Launch a ray to try to pick a mesh in the scene
  35717. * @param x position on screen
  35718. * @param y position on screen
  35719. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35720. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35721. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35722. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35723. * @returns a PickingInfo
  35724. */
  35725. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35726. /** Use the given ray to pick a mesh in the scene
  35727. * @param ray The ray to use to pick meshes
  35728. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  35729. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35730. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35731. * @returns a PickingInfo
  35732. */
  35733. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35734. /**
  35735. * Launch a ray to try to pick a mesh in the scene
  35736. * @param x X position on screen
  35737. * @param y Y position on screen
  35738. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35739. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35740. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35741. * @returns an array of PickingInfo
  35742. */
  35743. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35744. /**
  35745. * Launch a ray to try to pick a mesh in the scene
  35746. * @param ray Ray to use
  35747. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35748. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35749. * @returns an array of PickingInfo
  35750. */
  35751. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35752. /**
  35753. * Force the value of meshUnderPointer
  35754. * @param mesh defines the mesh to use
  35755. */
  35756. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35757. /**
  35758. * Gets the mesh under the pointer
  35759. * @returns a Mesh or null if no mesh is under the pointer
  35760. */
  35761. getPointerOverMesh(): Nullable<AbstractMesh>;
  35762. /** @hidden */
  35763. _rebuildGeometries(): void;
  35764. /** @hidden */
  35765. _rebuildTextures(): void;
  35766. private _getByTags;
  35767. /**
  35768. * Get a list of meshes by tags
  35769. * @param tagsQuery defines the tags query to use
  35770. * @param forEach defines a predicate used to filter results
  35771. * @returns an array of Mesh
  35772. */
  35773. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35774. /**
  35775. * Get a list of cameras by tags
  35776. * @param tagsQuery defines the tags query to use
  35777. * @param forEach defines a predicate used to filter results
  35778. * @returns an array of Camera
  35779. */
  35780. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35781. /**
  35782. * Get a list of lights by tags
  35783. * @param tagsQuery defines the tags query to use
  35784. * @param forEach defines a predicate used to filter results
  35785. * @returns an array of Light
  35786. */
  35787. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35788. /**
  35789. * Get a list of materials by tags
  35790. * @param tagsQuery defines the tags query to use
  35791. * @param forEach defines a predicate used to filter results
  35792. * @returns an array of Material
  35793. */
  35794. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35795. /**
  35796. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35797. * This allowed control for front to back rendering or reversly depending of the special needs.
  35798. *
  35799. * @param renderingGroupId The rendering group id corresponding to its index
  35800. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35801. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35802. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35803. */
  35804. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  35805. /**
  35806. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35807. *
  35808. * @param renderingGroupId The rendering group id corresponding to its index
  35809. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35810. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35811. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35812. */
  35813. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35814. /**
  35815. * Gets the current auto clear configuration for one rendering group of the rendering
  35816. * manager.
  35817. * @param index the rendering group index to get the information for
  35818. * @returns The auto clear setup for the requested rendering group
  35819. */
  35820. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35821. private _blockMaterialDirtyMechanism;
  35822. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35823. blockMaterialDirtyMechanism: boolean;
  35824. /**
  35825. * Will flag all materials as dirty to trigger new shader compilation
  35826. * @param flag defines the flag used to specify which material part must be marked as dirty
  35827. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35828. */
  35829. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35830. /** @hidden */
  35831. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  35832. /** @hidden */
  35833. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35834. /** @hidden */
  35835. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  35836. /** @hidden */
  35837. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  35838. /** @hidden */
  35839. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35840. /** @hidden */
  35841. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35842. }
  35843. }
  35844. declare module "babylonjs/assetContainer" {
  35845. import { AbstractScene } from "babylonjs/abstractScene";
  35846. import { Scene } from "babylonjs/scene";
  35847. import { Mesh } from "babylonjs/Meshes/mesh";
  35848. /**
  35849. * Set of assets to keep when moving a scene into an asset container.
  35850. */
  35851. export class KeepAssets extends AbstractScene {
  35852. }
  35853. /**
  35854. * Container with a set of assets that can be added or removed from a scene.
  35855. */
  35856. export class AssetContainer extends AbstractScene {
  35857. /**
  35858. * The scene the AssetContainer belongs to.
  35859. */
  35860. scene: Scene;
  35861. /**
  35862. * Instantiates an AssetContainer.
  35863. * @param scene The scene the AssetContainer belongs to.
  35864. */
  35865. constructor(scene: Scene);
  35866. /**
  35867. * Adds all the assets from the container to the scene.
  35868. */
  35869. addAllToScene(): void;
  35870. /**
  35871. * Removes all the assets in the container from the scene
  35872. */
  35873. removeAllFromScene(): void;
  35874. /**
  35875. * Disposes all the assets in the container
  35876. */
  35877. dispose(): void;
  35878. private _moveAssets;
  35879. /**
  35880. * Removes all the assets contained in the scene and adds them to the container.
  35881. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35882. */
  35883. moveAllFromScene(keepAssets?: KeepAssets): void;
  35884. /**
  35885. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  35886. * @returns the root mesh
  35887. */
  35888. createRootMesh(): Mesh;
  35889. }
  35890. }
  35891. declare module "babylonjs/abstractScene" {
  35892. import { Scene } from "babylonjs/scene";
  35893. import { Nullable } from "babylonjs/types";
  35894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35895. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35896. import { Geometry } from "babylonjs/Meshes/geometry";
  35897. import { Skeleton } from "babylonjs/Bones/skeleton";
  35898. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35899. import { AssetContainer } from "babylonjs/assetContainer";
  35900. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35901. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35902. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35903. import { Material } from "babylonjs/Materials/material";
  35904. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35905. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35906. import { Camera } from "babylonjs/Cameras/camera";
  35907. import { Light } from "babylonjs/Lights/light";
  35908. import { Node } from "babylonjs/node";
  35909. import { Animation } from "babylonjs/Animations/animation";
  35910. /**
  35911. * Defines how the parser contract is defined.
  35912. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35913. */
  35914. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35915. /**
  35916. * Defines how the individual parser contract is defined.
  35917. * These parser can parse an individual asset
  35918. */
  35919. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35920. /**
  35921. * Base class of the scene acting as a container for the different elements composing a scene.
  35922. * This class is dynamically extended by the different components of the scene increasing
  35923. * flexibility and reducing coupling
  35924. */
  35925. export abstract class AbstractScene {
  35926. /**
  35927. * Stores the list of available parsers in the application.
  35928. */
  35929. private static _BabylonFileParsers;
  35930. /**
  35931. * Stores the list of available individual parsers in the application.
  35932. */
  35933. private static _IndividualBabylonFileParsers;
  35934. /**
  35935. * Adds a parser in the list of available ones
  35936. * @param name Defines the name of the parser
  35937. * @param parser Defines the parser to add
  35938. */
  35939. static AddParser(name: string, parser: BabylonFileParser): void;
  35940. /**
  35941. * Gets a general parser from the list of avaialble ones
  35942. * @param name Defines the name of the parser
  35943. * @returns the requested parser or null
  35944. */
  35945. static GetParser(name: string): Nullable<BabylonFileParser>;
  35946. /**
  35947. * Adds n individual parser in the list of available ones
  35948. * @param name Defines the name of the parser
  35949. * @param parser Defines the parser to add
  35950. */
  35951. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35952. /**
  35953. * Gets an individual parser from the list of avaialble ones
  35954. * @param name Defines the name of the parser
  35955. * @returns the requested parser or null
  35956. */
  35957. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35958. /**
  35959. * Parser json data and populate both a scene and its associated container object
  35960. * @param jsonData Defines the data to parse
  35961. * @param scene Defines the scene to parse the data for
  35962. * @param container Defines the container attached to the parsing sequence
  35963. * @param rootUrl Defines the root url of the data
  35964. */
  35965. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35966. /**
  35967. * Gets the list of root nodes (ie. nodes with no parent)
  35968. */
  35969. rootNodes: Node[];
  35970. /** All of the cameras added to this scene
  35971. * @see http://doc.babylonjs.com/babylon101/cameras
  35972. */
  35973. cameras: Camera[];
  35974. /**
  35975. * All of the lights added to this scene
  35976. * @see http://doc.babylonjs.com/babylon101/lights
  35977. */
  35978. lights: Light[];
  35979. /**
  35980. * All of the (abstract) meshes added to this scene
  35981. */
  35982. meshes: AbstractMesh[];
  35983. /**
  35984. * The list of skeletons added to the scene
  35985. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35986. */
  35987. skeletons: Skeleton[];
  35988. /**
  35989. * All of the particle systems added to this scene
  35990. * @see http://doc.babylonjs.com/babylon101/particles
  35991. */
  35992. particleSystems: IParticleSystem[];
  35993. /**
  35994. * Gets a list of Animations associated with the scene
  35995. */
  35996. animations: Animation[];
  35997. /**
  35998. * All of the animation groups added to this scene
  35999. * @see http://doc.babylonjs.com/how_to/group
  36000. */
  36001. animationGroups: AnimationGroup[];
  36002. /**
  36003. * All of the multi-materials added to this scene
  36004. * @see http://doc.babylonjs.com/how_to/multi_materials
  36005. */
  36006. multiMaterials: MultiMaterial[];
  36007. /**
  36008. * All of the materials added to this scene
  36009. * In the context of a Scene, it is not supposed to be modified manually.
  36010. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  36011. * Note also that the order of the Material wihin the array is not significant and might change.
  36012. * @see http://doc.babylonjs.com/babylon101/materials
  36013. */
  36014. materials: Material[];
  36015. /**
  36016. * The list of morph target managers added to the scene
  36017. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36018. */
  36019. morphTargetManagers: MorphTargetManager[];
  36020. /**
  36021. * The list of geometries used in the scene.
  36022. */
  36023. geometries: Geometry[];
  36024. /**
  36025. * All of the tranform nodes added to this scene
  36026. * In the context of a Scene, it is not supposed to be modified manually.
  36027. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36028. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36029. * @see http://doc.babylonjs.com/how_to/transformnode
  36030. */
  36031. transformNodes: TransformNode[];
  36032. /**
  36033. * ActionManagers available on the scene.
  36034. */
  36035. actionManagers: AbstractActionManager[];
  36036. /**
  36037. * Textures to keep.
  36038. */
  36039. textures: BaseTexture[];
  36040. /**
  36041. * Environment texture for the scene
  36042. */
  36043. environmentTexture: Nullable<BaseTexture>;
  36044. }
  36045. }
  36046. declare module "babylonjs/Audio/sound" {
  36047. import { Observable } from "babylonjs/Misc/observable";
  36048. import { Vector3 } from "babylonjs/Maths/math.vector";
  36049. import { Nullable } from "babylonjs/types";
  36050. import { Scene } from "babylonjs/scene";
  36051. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36052. /**
  36053. * Interface used to define options for Sound class
  36054. */
  36055. export interface ISoundOptions {
  36056. /**
  36057. * Does the sound autoplay once loaded.
  36058. */
  36059. autoplay?: boolean;
  36060. /**
  36061. * Does the sound loop after it finishes playing once.
  36062. */
  36063. loop?: boolean;
  36064. /**
  36065. * Sound's volume
  36066. */
  36067. volume?: number;
  36068. /**
  36069. * Is it a spatial sound?
  36070. */
  36071. spatialSound?: boolean;
  36072. /**
  36073. * Maximum distance to hear that sound
  36074. */
  36075. maxDistance?: number;
  36076. /**
  36077. * Uses user defined attenuation function
  36078. */
  36079. useCustomAttenuation?: boolean;
  36080. /**
  36081. * Define the roll off factor of spatial sounds.
  36082. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36083. */
  36084. rolloffFactor?: number;
  36085. /**
  36086. * Define the reference distance the sound should be heard perfectly.
  36087. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36088. */
  36089. refDistance?: number;
  36090. /**
  36091. * Define the distance attenuation model the sound will follow.
  36092. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36093. */
  36094. distanceModel?: string;
  36095. /**
  36096. * Defines the playback speed (1 by default)
  36097. */
  36098. playbackRate?: number;
  36099. /**
  36100. * Defines if the sound is from a streaming source
  36101. */
  36102. streaming?: boolean;
  36103. /**
  36104. * Defines an optional length (in seconds) inside the sound file
  36105. */
  36106. length?: number;
  36107. /**
  36108. * Defines an optional offset (in seconds) inside the sound file
  36109. */
  36110. offset?: number;
  36111. /**
  36112. * If true, URLs will not be required to state the audio file codec to use.
  36113. */
  36114. skipCodecCheck?: boolean;
  36115. }
  36116. /**
  36117. * Defines a sound that can be played in the application.
  36118. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36119. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36120. */
  36121. export class Sound {
  36122. /**
  36123. * The name of the sound in the scene.
  36124. */
  36125. name: string;
  36126. /**
  36127. * Does the sound autoplay once loaded.
  36128. */
  36129. autoplay: boolean;
  36130. /**
  36131. * Does the sound loop after it finishes playing once.
  36132. */
  36133. loop: boolean;
  36134. /**
  36135. * Does the sound use a custom attenuation curve to simulate the falloff
  36136. * happening when the source gets further away from the camera.
  36137. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36138. */
  36139. useCustomAttenuation: boolean;
  36140. /**
  36141. * The sound track id this sound belongs to.
  36142. */
  36143. soundTrackId: number;
  36144. /**
  36145. * Is this sound currently played.
  36146. */
  36147. isPlaying: boolean;
  36148. /**
  36149. * Is this sound currently paused.
  36150. */
  36151. isPaused: boolean;
  36152. /**
  36153. * Does this sound enables spatial sound.
  36154. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36155. */
  36156. spatialSound: boolean;
  36157. /**
  36158. * Define the reference distance the sound should be heard perfectly.
  36159. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36160. */
  36161. refDistance: number;
  36162. /**
  36163. * Define the roll off factor of spatial sounds.
  36164. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36165. */
  36166. rolloffFactor: number;
  36167. /**
  36168. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36169. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36170. */
  36171. maxDistance: number;
  36172. /**
  36173. * Define the distance attenuation model the sound will follow.
  36174. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36175. */
  36176. distanceModel: string;
  36177. /**
  36178. * @hidden
  36179. * Back Compat
  36180. **/
  36181. onended: () => any;
  36182. /**
  36183. * Observable event when the current playing sound finishes.
  36184. */
  36185. onEndedObservable: Observable<Sound>;
  36186. private _panningModel;
  36187. private _playbackRate;
  36188. private _streaming;
  36189. private _startTime;
  36190. private _startOffset;
  36191. private _position;
  36192. /** @hidden */
  36193. _positionInEmitterSpace: boolean;
  36194. private _localDirection;
  36195. private _volume;
  36196. private _isReadyToPlay;
  36197. private _isDirectional;
  36198. private _readyToPlayCallback;
  36199. private _audioBuffer;
  36200. private _soundSource;
  36201. private _streamingSource;
  36202. private _soundPanner;
  36203. private _soundGain;
  36204. private _inputAudioNode;
  36205. private _outputAudioNode;
  36206. private _coneInnerAngle;
  36207. private _coneOuterAngle;
  36208. private _coneOuterGain;
  36209. private _scene;
  36210. private _connectedTransformNode;
  36211. private _customAttenuationFunction;
  36212. private _registerFunc;
  36213. private _isOutputConnected;
  36214. private _htmlAudioElement;
  36215. private _urlType;
  36216. private _length?;
  36217. private _offset?;
  36218. /** @hidden */
  36219. static _SceneComponentInitialization: (scene: Scene) => void;
  36220. /**
  36221. * Create a sound and attach it to a scene
  36222. * @param name Name of your sound
  36223. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36224. * @param scene defines the scene the sound belongs to
  36225. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36226. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36227. */
  36228. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36229. /**
  36230. * Release the sound and its associated resources
  36231. */
  36232. dispose(): void;
  36233. /**
  36234. * Gets if the sounds is ready to be played or not.
  36235. * @returns true if ready, otherwise false
  36236. */
  36237. isReady(): boolean;
  36238. private _soundLoaded;
  36239. /**
  36240. * Sets the data of the sound from an audiobuffer
  36241. * @param audioBuffer The audioBuffer containing the data
  36242. */
  36243. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36244. /**
  36245. * Updates the current sounds options such as maxdistance, loop...
  36246. * @param options A JSON object containing values named as the object properties
  36247. */
  36248. updateOptions(options: ISoundOptions): void;
  36249. private _createSpatialParameters;
  36250. private _updateSpatialParameters;
  36251. /**
  36252. * Switch the panning model to HRTF:
  36253. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36254. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36255. */
  36256. switchPanningModelToHRTF(): void;
  36257. /**
  36258. * Switch the panning model to Equal Power:
  36259. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36260. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36261. */
  36262. switchPanningModelToEqualPower(): void;
  36263. private _switchPanningModel;
  36264. /**
  36265. * Connect this sound to a sound track audio node like gain...
  36266. * @param soundTrackAudioNode the sound track audio node to connect to
  36267. */
  36268. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36269. /**
  36270. * Transform this sound into a directional source
  36271. * @param coneInnerAngle Size of the inner cone in degree
  36272. * @param coneOuterAngle Size of the outer cone in degree
  36273. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36274. */
  36275. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36276. /**
  36277. * Gets or sets the inner angle for the directional cone.
  36278. */
  36279. /**
  36280. * Gets or sets the inner angle for the directional cone.
  36281. */
  36282. directionalConeInnerAngle: number;
  36283. /**
  36284. * Gets or sets the outer angle for the directional cone.
  36285. */
  36286. /**
  36287. * Gets or sets the outer angle for the directional cone.
  36288. */
  36289. directionalConeOuterAngle: number;
  36290. /**
  36291. * Sets the position of the emitter if spatial sound is enabled
  36292. * @param newPosition Defines the new posisiton
  36293. */
  36294. setPosition(newPosition: Vector3): void;
  36295. /**
  36296. * Sets the local direction of the emitter if spatial sound is enabled
  36297. * @param newLocalDirection Defines the new local direction
  36298. */
  36299. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36300. private _updateDirection;
  36301. /** @hidden */
  36302. updateDistanceFromListener(): void;
  36303. /**
  36304. * Sets a new custom attenuation function for the sound.
  36305. * @param callback Defines the function used for the attenuation
  36306. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36307. */
  36308. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36309. /**
  36310. * Play the sound
  36311. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36312. * @param offset (optional) Start the sound at a specific time in seconds
  36313. * @param length (optional) Sound duration (in seconds)
  36314. */
  36315. play(time?: number, offset?: number, length?: number): void;
  36316. private _onended;
  36317. /**
  36318. * Stop the sound
  36319. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36320. */
  36321. stop(time?: number): void;
  36322. /**
  36323. * Put the sound in pause
  36324. */
  36325. pause(): void;
  36326. /**
  36327. * Sets a dedicated volume for this sounds
  36328. * @param newVolume Define the new volume of the sound
  36329. * @param time Define time for gradual change to new volume
  36330. */
  36331. setVolume(newVolume: number, time?: number): void;
  36332. /**
  36333. * Set the sound play back rate
  36334. * @param newPlaybackRate Define the playback rate the sound should be played at
  36335. */
  36336. setPlaybackRate(newPlaybackRate: number): void;
  36337. /**
  36338. * Gets the volume of the sound.
  36339. * @returns the volume of the sound
  36340. */
  36341. getVolume(): number;
  36342. /**
  36343. * Attach the sound to a dedicated mesh
  36344. * @param transformNode The transform node to connect the sound with
  36345. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36346. */
  36347. attachToMesh(transformNode: TransformNode): void;
  36348. /**
  36349. * Detach the sound from the previously attached mesh
  36350. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36351. */
  36352. detachFromMesh(): void;
  36353. private _onRegisterAfterWorldMatrixUpdate;
  36354. /**
  36355. * Clone the current sound in the scene.
  36356. * @returns the new sound clone
  36357. */
  36358. clone(): Nullable<Sound>;
  36359. /**
  36360. * Gets the current underlying audio buffer containing the data
  36361. * @returns the audio buffer
  36362. */
  36363. getAudioBuffer(): Nullable<AudioBuffer>;
  36364. /**
  36365. * Serializes the Sound in a JSON representation
  36366. * @returns the JSON representation of the sound
  36367. */
  36368. serialize(): any;
  36369. /**
  36370. * Parse a JSON representation of a sound to innstantiate in a given scene
  36371. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36372. * @param scene Define the scene the new parsed sound should be created in
  36373. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36374. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36375. * @returns the newly parsed sound
  36376. */
  36377. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36378. }
  36379. }
  36380. declare module "babylonjs/Actions/directAudioActions" {
  36381. import { Action } from "babylonjs/Actions/action";
  36382. import { Condition } from "babylonjs/Actions/condition";
  36383. import { Sound } from "babylonjs/Audio/sound";
  36384. /**
  36385. * This defines an action helpful to play a defined sound on a triggered action.
  36386. */
  36387. export class PlaySoundAction extends Action {
  36388. private _sound;
  36389. /**
  36390. * Instantiate the action
  36391. * @param triggerOptions defines the trigger options
  36392. * @param sound defines the sound to play
  36393. * @param condition defines the trigger related conditions
  36394. */
  36395. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36396. /** @hidden */
  36397. _prepare(): void;
  36398. /**
  36399. * Execute the action and play the sound.
  36400. */
  36401. execute(): void;
  36402. /**
  36403. * Serializes the actions and its related information.
  36404. * @param parent defines the object to serialize in
  36405. * @returns the serialized object
  36406. */
  36407. serialize(parent: any): any;
  36408. }
  36409. /**
  36410. * This defines an action helpful to stop a defined sound on a triggered action.
  36411. */
  36412. export class StopSoundAction extends Action {
  36413. private _sound;
  36414. /**
  36415. * Instantiate the action
  36416. * @param triggerOptions defines the trigger options
  36417. * @param sound defines the sound to stop
  36418. * @param condition defines the trigger related conditions
  36419. */
  36420. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36421. /** @hidden */
  36422. _prepare(): void;
  36423. /**
  36424. * Execute the action and stop the sound.
  36425. */
  36426. execute(): void;
  36427. /**
  36428. * Serializes the actions and its related information.
  36429. * @param parent defines the object to serialize in
  36430. * @returns the serialized object
  36431. */
  36432. serialize(parent: any): any;
  36433. }
  36434. }
  36435. declare module "babylonjs/Actions/interpolateValueAction" {
  36436. import { Action } from "babylonjs/Actions/action";
  36437. import { Condition } from "babylonjs/Actions/condition";
  36438. import { Observable } from "babylonjs/Misc/observable";
  36439. /**
  36440. * This defines an action responsible to change the value of a property
  36441. * by interpolating between its current value and the newly set one once triggered.
  36442. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36443. */
  36444. export class InterpolateValueAction extends Action {
  36445. /**
  36446. * Defines the path of the property where the value should be interpolated
  36447. */
  36448. propertyPath: string;
  36449. /**
  36450. * Defines the target value at the end of the interpolation.
  36451. */
  36452. value: any;
  36453. /**
  36454. * Defines the time it will take for the property to interpolate to the value.
  36455. */
  36456. duration: number;
  36457. /**
  36458. * Defines if the other scene animations should be stopped when the action has been triggered
  36459. */
  36460. stopOtherAnimations?: boolean;
  36461. /**
  36462. * Defines a callback raised once the interpolation animation has been done.
  36463. */
  36464. onInterpolationDone?: () => void;
  36465. /**
  36466. * Observable triggered once the interpolation animation has been done.
  36467. */
  36468. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36469. private _target;
  36470. private _effectiveTarget;
  36471. private _property;
  36472. /**
  36473. * Instantiate the action
  36474. * @param triggerOptions defines the trigger options
  36475. * @param target defines the object containing the value to interpolate
  36476. * @param propertyPath defines the path to the property in the target object
  36477. * @param value defines the target value at the end of the interpolation
  36478. * @param duration deines the time it will take for the property to interpolate to the value.
  36479. * @param condition defines the trigger related conditions
  36480. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36481. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36482. */
  36483. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36484. /** @hidden */
  36485. _prepare(): void;
  36486. /**
  36487. * Execute the action starts the value interpolation.
  36488. */
  36489. execute(): void;
  36490. /**
  36491. * Serializes the actions and its related information.
  36492. * @param parent defines the object to serialize in
  36493. * @returns the serialized object
  36494. */
  36495. serialize(parent: any): any;
  36496. }
  36497. }
  36498. declare module "babylonjs/Actions/index" {
  36499. export * from "babylonjs/Actions/abstractActionManager";
  36500. export * from "babylonjs/Actions/action";
  36501. export * from "babylonjs/Actions/actionEvent";
  36502. export * from "babylonjs/Actions/actionManager";
  36503. export * from "babylonjs/Actions/condition";
  36504. export * from "babylonjs/Actions/directActions";
  36505. export * from "babylonjs/Actions/directAudioActions";
  36506. export * from "babylonjs/Actions/interpolateValueAction";
  36507. }
  36508. declare module "babylonjs/Animations/index" {
  36509. export * from "babylonjs/Animations/animatable";
  36510. export * from "babylonjs/Animations/animation";
  36511. export * from "babylonjs/Animations/animationGroup";
  36512. export * from "babylonjs/Animations/animationPropertiesOverride";
  36513. export * from "babylonjs/Animations/easing";
  36514. export * from "babylonjs/Animations/runtimeAnimation";
  36515. export * from "babylonjs/Animations/animationEvent";
  36516. export * from "babylonjs/Animations/animationGroup";
  36517. export * from "babylonjs/Animations/animationKey";
  36518. export * from "babylonjs/Animations/animationRange";
  36519. export * from "babylonjs/Animations/animatable.interface";
  36520. }
  36521. declare module "babylonjs/Audio/soundTrack" {
  36522. import { Sound } from "babylonjs/Audio/sound";
  36523. import { Analyser } from "babylonjs/Audio/analyser";
  36524. import { Scene } from "babylonjs/scene";
  36525. /**
  36526. * Options allowed during the creation of a sound track.
  36527. */
  36528. export interface ISoundTrackOptions {
  36529. /**
  36530. * The volume the sound track should take during creation
  36531. */
  36532. volume?: number;
  36533. /**
  36534. * Define if the sound track is the main sound track of the scene
  36535. */
  36536. mainTrack?: boolean;
  36537. }
  36538. /**
  36539. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36540. * It will be also used in a future release to apply effects on a specific track.
  36541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36542. */
  36543. export class SoundTrack {
  36544. /**
  36545. * The unique identifier of the sound track in the scene.
  36546. */
  36547. id: number;
  36548. /**
  36549. * The list of sounds included in the sound track.
  36550. */
  36551. soundCollection: Array<Sound>;
  36552. private _outputAudioNode;
  36553. private _scene;
  36554. private _isMainTrack;
  36555. private _connectedAnalyser;
  36556. private _options;
  36557. private _isInitialized;
  36558. /**
  36559. * Creates a new sound track.
  36560. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36561. * @param scene Define the scene the sound track belongs to
  36562. * @param options
  36563. */
  36564. constructor(scene: Scene, options?: ISoundTrackOptions);
  36565. private _initializeSoundTrackAudioGraph;
  36566. /**
  36567. * Release the sound track and its associated resources
  36568. */
  36569. dispose(): void;
  36570. /**
  36571. * Adds a sound to this sound track
  36572. * @param sound define the cound to add
  36573. * @ignoreNaming
  36574. */
  36575. AddSound(sound: Sound): void;
  36576. /**
  36577. * Removes a sound to this sound track
  36578. * @param sound define the cound to remove
  36579. * @ignoreNaming
  36580. */
  36581. RemoveSound(sound: Sound): void;
  36582. /**
  36583. * Set a global volume for the full sound track.
  36584. * @param newVolume Define the new volume of the sound track
  36585. */
  36586. setVolume(newVolume: number): void;
  36587. /**
  36588. * Switch the panning model to HRTF:
  36589. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36590. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36591. */
  36592. switchPanningModelToHRTF(): void;
  36593. /**
  36594. * Switch the panning model to Equal Power:
  36595. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36596. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36597. */
  36598. switchPanningModelToEqualPower(): void;
  36599. /**
  36600. * Connect the sound track to an audio analyser allowing some amazing
  36601. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36602. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36603. * @param analyser The analyser to connect to the engine
  36604. */
  36605. connectToAnalyser(analyser: Analyser): void;
  36606. }
  36607. }
  36608. declare module "babylonjs/Audio/audioSceneComponent" {
  36609. import { Sound } from "babylonjs/Audio/sound";
  36610. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36611. import { Nullable } from "babylonjs/types";
  36612. import { Vector3 } from "babylonjs/Maths/math.vector";
  36613. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36614. import { Scene } from "babylonjs/scene";
  36615. import { AbstractScene } from "babylonjs/abstractScene";
  36616. import "babylonjs/Audio/audioEngine";
  36617. module "babylonjs/abstractScene" {
  36618. interface AbstractScene {
  36619. /**
  36620. * The list of sounds used in the scene.
  36621. */
  36622. sounds: Nullable<Array<Sound>>;
  36623. }
  36624. }
  36625. module "babylonjs/scene" {
  36626. interface Scene {
  36627. /**
  36628. * @hidden
  36629. * Backing field
  36630. */
  36631. _mainSoundTrack: SoundTrack;
  36632. /**
  36633. * The main sound track played by the scene.
  36634. * It cotains your primary collection of sounds.
  36635. */
  36636. mainSoundTrack: SoundTrack;
  36637. /**
  36638. * The list of sound tracks added to the scene
  36639. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36640. */
  36641. soundTracks: Nullable<Array<SoundTrack>>;
  36642. /**
  36643. * Gets a sound using a given name
  36644. * @param name defines the name to search for
  36645. * @return the found sound or null if not found at all.
  36646. */
  36647. getSoundByName(name: string): Nullable<Sound>;
  36648. /**
  36649. * Gets or sets if audio support is enabled
  36650. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36651. */
  36652. audioEnabled: boolean;
  36653. /**
  36654. * Gets or sets if audio will be output to headphones
  36655. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36656. */
  36657. headphone: boolean;
  36658. /**
  36659. * Gets or sets custom audio listener position provider
  36660. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36661. */
  36662. audioListenerPositionProvider: Nullable<() => Vector3>;
  36663. /**
  36664. * Gets or sets a refresh rate when using 3D audio positioning
  36665. */
  36666. audioPositioningRefreshRate: number;
  36667. }
  36668. }
  36669. /**
  36670. * Defines the sound scene component responsible to manage any sounds
  36671. * in a given scene.
  36672. */
  36673. export class AudioSceneComponent implements ISceneSerializableComponent {
  36674. /**
  36675. * The component name helpfull to identify the component in the list of scene components.
  36676. */
  36677. readonly name: string;
  36678. /**
  36679. * The scene the component belongs to.
  36680. */
  36681. scene: Scene;
  36682. private _audioEnabled;
  36683. /**
  36684. * Gets whether audio is enabled or not.
  36685. * Please use related enable/disable method to switch state.
  36686. */
  36687. readonly audioEnabled: boolean;
  36688. private _headphone;
  36689. /**
  36690. * Gets whether audio is outputing to headphone or not.
  36691. * Please use the according Switch methods to change output.
  36692. */
  36693. readonly headphone: boolean;
  36694. /**
  36695. * Gets or sets a refresh rate when using 3D audio positioning
  36696. */
  36697. audioPositioningRefreshRate: number;
  36698. private _audioListenerPositionProvider;
  36699. /**
  36700. * Gets the current audio listener position provider
  36701. */
  36702. /**
  36703. * Sets a custom listener position for all sounds in the scene
  36704. * By default, this is the position of the first active camera
  36705. */
  36706. audioListenerPositionProvider: Nullable<() => Vector3>;
  36707. /**
  36708. * Creates a new instance of the component for the given scene
  36709. * @param scene Defines the scene to register the component in
  36710. */
  36711. constructor(scene: Scene);
  36712. /**
  36713. * Registers the component in a given scene
  36714. */
  36715. register(): void;
  36716. /**
  36717. * Rebuilds the elements related to this component in case of
  36718. * context lost for instance.
  36719. */
  36720. rebuild(): void;
  36721. /**
  36722. * Serializes the component data to the specified json object
  36723. * @param serializationObject The object to serialize to
  36724. */
  36725. serialize(serializationObject: any): void;
  36726. /**
  36727. * Adds all the elements from the container to the scene
  36728. * @param container the container holding the elements
  36729. */
  36730. addFromContainer(container: AbstractScene): void;
  36731. /**
  36732. * Removes all the elements in the container from the scene
  36733. * @param container contains the elements to remove
  36734. * @param dispose if the removed element should be disposed (default: false)
  36735. */
  36736. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36737. /**
  36738. * Disposes the component and the associated ressources.
  36739. */
  36740. dispose(): void;
  36741. /**
  36742. * Disables audio in the associated scene.
  36743. */
  36744. disableAudio(): void;
  36745. /**
  36746. * Enables audio in the associated scene.
  36747. */
  36748. enableAudio(): void;
  36749. /**
  36750. * Switch audio to headphone output.
  36751. */
  36752. switchAudioModeForHeadphones(): void;
  36753. /**
  36754. * Switch audio to normal speakers.
  36755. */
  36756. switchAudioModeForNormalSpeakers(): void;
  36757. private _cachedCameraDirection;
  36758. private _cachedCameraPosition;
  36759. private _lastCheck;
  36760. private _afterRender;
  36761. }
  36762. }
  36763. declare module "babylonjs/Audio/weightedsound" {
  36764. import { Sound } from "babylonjs/Audio/sound";
  36765. /**
  36766. * Wraps one or more Sound objects and selects one with random weight for playback.
  36767. */
  36768. export class WeightedSound {
  36769. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36770. loop: boolean;
  36771. private _coneInnerAngle;
  36772. private _coneOuterAngle;
  36773. private _volume;
  36774. /** A Sound is currently playing. */
  36775. isPlaying: boolean;
  36776. /** A Sound is currently paused. */
  36777. isPaused: boolean;
  36778. private _sounds;
  36779. private _weights;
  36780. private _currentIndex?;
  36781. /**
  36782. * Creates a new WeightedSound from the list of sounds given.
  36783. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36784. * @param sounds Array of Sounds that will be selected from.
  36785. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36786. */
  36787. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36788. /**
  36789. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36790. */
  36791. /**
  36792. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36793. */
  36794. directionalConeInnerAngle: number;
  36795. /**
  36796. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36797. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36798. */
  36799. /**
  36800. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36801. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36802. */
  36803. directionalConeOuterAngle: number;
  36804. /**
  36805. * Playback volume.
  36806. */
  36807. /**
  36808. * Playback volume.
  36809. */
  36810. volume: number;
  36811. private _onended;
  36812. /**
  36813. * Suspend playback
  36814. */
  36815. pause(): void;
  36816. /**
  36817. * Stop playback
  36818. */
  36819. stop(): void;
  36820. /**
  36821. * Start playback.
  36822. * @param startOffset Position the clip head at a specific time in seconds.
  36823. */
  36824. play(startOffset?: number): void;
  36825. }
  36826. }
  36827. declare module "babylonjs/Audio/index" {
  36828. export * from "babylonjs/Audio/analyser";
  36829. export * from "babylonjs/Audio/audioEngine";
  36830. export * from "babylonjs/Audio/audioSceneComponent";
  36831. export * from "babylonjs/Audio/sound";
  36832. export * from "babylonjs/Audio/soundTrack";
  36833. export * from "babylonjs/Audio/weightedsound";
  36834. }
  36835. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36836. import { Behavior } from "babylonjs/Behaviors/behavior";
  36837. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36838. import { BackEase } from "babylonjs/Animations/easing";
  36839. /**
  36840. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36841. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36842. */
  36843. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36844. /**
  36845. * Gets the name of the behavior.
  36846. */
  36847. readonly name: string;
  36848. /**
  36849. * The easing function used by animations
  36850. */
  36851. static EasingFunction: BackEase;
  36852. /**
  36853. * The easing mode used by animations
  36854. */
  36855. static EasingMode: number;
  36856. /**
  36857. * The duration of the animation, in milliseconds
  36858. */
  36859. transitionDuration: number;
  36860. /**
  36861. * Length of the distance animated by the transition when lower radius is reached
  36862. */
  36863. lowerRadiusTransitionRange: number;
  36864. /**
  36865. * Length of the distance animated by the transition when upper radius is reached
  36866. */
  36867. upperRadiusTransitionRange: number;
  36868. private _autoTransitionRange;
  36869. /**
  36870. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36871. */
  36872. /**
  36873. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36874. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36875. */
  36876. autoTransitionRange: boolean;
  36877. private _attachedCamera;
  36878. private _onAfterCheckInputsObserver;
  36879. private _onMeshTargetChangedObserver;
  36880. /**
  36881. * Initializes the behavior.
  36882. */
  36883. init(): void;
  36884. /**
  36885. * Attaches the behavior to its arc rotate camera.
  36886. * @param camera Defines the camera to attach the behavior to
  36887. */
  36888. attach(camera: ArcRotateCamera): void;
  36889. /**
  36890. * Detaches the behavior from its current arc rotate camera.
  36891. */
  36892. detach(): void;
  36893. private _radiusIsAnimating;
  36894. private _radiusBounceTransition;
  36895. private _animatables;
  36896. private _cachedWheelPrecision;
  36897. /**
  36898. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36899. * @param radiusLimit The limit to check against.
  36900. * @return Bool to indicate if at limit.
  36901. */
  36902. private _isRadiusAtLimit;
  36903. /**
  36904. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36905. * @param radiusDelta The delta by which to animate to. Can be negative.
  36906. */
  36907. private _applyBoundRadiusAnimation;
  36908. /**
  36909. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36910. */
  36911. protected _clearAnimationLocks(): void;
  36912. /**
  36913. * Stops and removes all animations that have been applied to the camera
  36914. */
  36915. stopAllAnimations(): void;
  36916. }
  36917. }
  36918. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36919. import { Behavior } from "babylonjs/Behaviors/behavior";
  36920. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36921. import { ExponentialEase } from "babylonjs/Animations/easing";
  36922. import { Nullable } from "babylonjs/types";
  36923. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36924. import { Vector3 } from "babylonjs/Maths/math.vector";
  36925. /**
  36926. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36927. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36928. */
  36929. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36930. /**
  36931. * Gets the name of the behavior.
  36932. */
  36933. readonly name: string;
  36934. private _mode;
  36935. private _radiusScale;
  36936. private _positionScale;
  36937. private _defaultElevation;
  36938. private _elevationReturnTime;
  36939. private _elevationReturnWaitTime;
  36940. private _zoomStopsAnimation;
  36941. private _framingTime;
  36942. /**
  36943. * The easing function used by animations
  36944. */
  36945. static EasingFunction: ExponentialEase;
  36946. /**
  36947. * The easing mode used by animations
  36948. */
  36949. static EasingMode: number;
  36950. /**
  36951. * Sets the current mode used by the behavior
  36952. */
  36953. /**
  36954. * Gets current mode used by the behavior.
  36955. */
  36956. mode: number;
  36957. /**
  36958. * Sets the scale applied to the radius (1 by default)
  36959. */
  36960. /**
  36961. * Gets the scale applied to the radius
  36962. */
  36963. radiusScale: number;
  36964. /**
  36965. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36966. */
  36967. /**
  36968. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36969. */
  36970. positionScale: number;
  36971. /**
  36972. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36973. * behaviour is triggered, in radians.
  36974. */
  36975. /**
  36976. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36977. * behaviour is triggered, in radians.
  36978. */
  36979. defaultElevation: number;
  36980. /**
  36981. * Sets the time (in milliseconds) taken to return to the default beta position.
  36982. * Negative value indicates camera should not return to default.
  36983. */
  36984. /**
  36985. * Gets the time (in milliseconds) taken to return to the default beta position.
  36986. * Negative value indicates camera should not return to default.
  36987. */
  36988. elevationReturnTime: number;
  36989. /**
  36990. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36991. */
  36992. /**
  36993. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36994. */
  36995. elevationReturnWaitTime: number;
  36996. /**
  36997. * Sets the flag that indicates if user zooming should stop animation.
  36998. */
  36999. /**
  37000. * Gets the flag that indicates if user zooming should stop animation.
  37001. */
  37002. zoomStopsAnimation: boolean;
  37003. /**
  37004. * Sets the transition time when framing the mesh, in milliseconds
  37005. */
  37006. /**
  37007. * Gets the transition time when framing the mesh, in milliseconds
  37008. */
  37009. framingTime: number;
  37010. /**
  37011. * Define if the behavior should automatically change the configured
  37012. * camera limits and sensibilities.
  37013. */
  37014. autoCorrectCameraLimitsAndSensibility: boolean;
  37015. private _onPrePointerObservableObserver;
  37016. private _onAfterCheckInputsObserver;
  37017. private _onMeshTargetChangedObserver;
  37018. private _attachedCamera;
  37019. private _isPointerDown;
  37020. private _lastInteractionTime;
  37021. /**
  37022. * Initializes the behavior.
  37023. */
  37024. init(): void;
  37025. /**
  37026. * Attaches the behavior to its arc rotate camera.
  37027. * @param camera Defines the camera to attach the behavior to
  37028. */
  37029. attach(camera: ArcRotateCamera): void;
  37030. /**
  37031. * Detaches the behavior from its current arc rotate camera.
  37032. */
  37033. detach(): void;
  37034. private _animatables;
  37035. private _betaIsAnimating;
  37036. private _betaTransition;
  37037. private _radiusTransition;
  37038. private _vectorTransition;
  37039. /**
  37040. * Targets the given mesh and updates zoom level accordingly.
  37041. * @param mesh The mesh to target.
  37042. * @param radius Optional. If a cached radius position already exists, overrides default.
  37043. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37044. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37045. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37046. */
  37047. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37048. /**
  37049. * Targets the given mesh with its children and updates zoom level accordingly.
  37050. * @param mesh The mesh to target.
  37051. * @param radius Optional. If a cached radius position already exists, overrides default.
  37052. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37053. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37054. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37055. */
  37056. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37057. /**
  37058. * Targets the given meshes with their children and updates zoom level accordingly.
  37059. * @param meshes The mesh to target.
  37060. * @param radius Optional. If a cached radius position already exists, overrides default.
  37061. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37062. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37063. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37064. */
  37065. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37066. /**
  37067. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37068. * @param minimumWorld Determines the smaller position of the bounding box extend
  37069. * @param maximumWorld Determines the bigger position of the bounding box extend
  37070. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37071. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37072. */
  37073. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37074. /**
  37075. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37076. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37077. * frustum width.
  37078. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37079. * to fully enclose the mesh in the viewing frustum.
  37080. */
  37081. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37082. /**
  37083. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37084. * is automatically returned to its default position (expected to be above ground plane).
  37085. */
  37086. private _maintainCameraAboveGround;
  37087. /**
  37088. * Returns the frustum slope based on the canvas ratio and camera FOV
  37089. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37090. */
  37091. private _getFrustumSlope;
  37092. /**
  37093. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37094. */
  37095. private _clearAnimationLocks;
  37096. /**
  37097. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37098. */
  37099. private _applyUserInteraction;
  37100. /**
  37101. * Stops and removes all animations that have been applied to the camera
  37102. */
  37103. stopAllAnimations(): void;
  37104. /**
  37105. * Gets a value indicating if the user is moving the camera
  37106. */
  37107. readonly isUserIsMoving: boolean;
  37108. /**
  37109. * The camera can move all the way towards the mesh.
  37110. */
  37111. static IgnoreBoundsSizeMode: number;
  37112. /**
  37113. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37114. */
  37115. static FitFrustumSidesMode: number;
  37116. }
  37117. }
  37118. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37119. import { Nullable } from "babylonjs/types";
  37120. import { Camera } from "babylonjs/Cameras/camera";
  37121. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37122. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37123. /**
  37124. * Base class for Camera Pointer Inputs.
  37125. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37126. * for example usage.
  37127. */
  37128. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37129. /**
  37130. * Defines the camera the input is attached to.
  37131. */
  37132. abstract camera: Camera;
  37133. /**
  37134. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37135. */
  37136. protected _altKey: boolean;
  37137. protected _ctrlKey: boolean;
  37138. protected _metaKey: boolean;
  37139. protected _shiftKey: boolean;
  37140. /**
  37141. * Which mouse buttons were pressed at time of last mouse event.
  37142. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37143. */
  37144. protected _buttonsPressed: number;
  37145. /**
  37146. * Defines the buttons associated with the input to handle camera move.
  37147. */
  37148. buttons: number[];
  37149. /**
  37150. * Attach the input controls to a specific dom element to get the input from.
  37151. * @param element Defines the element the controls should be listened from
  37152. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37153. */
  37154. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37155. /**
  37156. * Detach the current controls from the specified dom element.
  37157. * @param element Defines the element to stop listening the inputs from
  37158. */
  37159. detachControl(element: Nullable<HTMLElement>): void;
  37160. /**
  37161. * Gets the class name of the current input.
  37162. * @returns the class name
  37163. */
  37164. getClassName(): string;
  37165. /**
  37166. * Get the friendly name associated with the input class.
  37167. * @returns the input friendly name
  37168. */
  37169. getSimpleName(): string;
  37170. /**
  37171. * Called on pointer POINTERDOUBLETAP event.
  37172. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37173. */
  37174. protected onDoubleTap(type: string): void;
  37175. /**
  37176. * Called on pointer POINTERMOVE event if only a single touch is active.
  37177. * Override this method to provide functionality.
  37178. */
  37179. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37180. /**
  37181. * Called on pointer POINTERMOVE event if multiple touches are active.
  37182. * Override this method to provide functionality.
  37183. */
  37184. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37185. /**
  37186. * Called on JS contextmenu event.
  37187. * Override this method to provide functionality.
  37188. */
  37189. protected onContextMenu(evt: PointerEvent): void;
  37190. /**
  37191. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37192. * press.
  37193. * Override this method to provide functionality.
  37194. */
  37195. protected onButtonDown(evt: PointerEvent): void;
  37196. /**
  37197. * Called each time a new POINTERUP event occurs. Ie, for each button
  37198. * release.
  37199. * Override this method to provide functionality.
  37200. */
  37201. protected onButtonUp(evt: PointerEvent): void;
  37202. /**
  37203. * Called when window becomes inactive.
  37204. * Override this method to provide functionality.
  37205. */
  37206. protected onLostFocus(): void;
  37207. private _pointerInput;
  37208. private _observer;
  37209. private _onLostFocus;
  37210. private pointA;
  37211. private pointB;
  37212. }
  37213. }
  37214. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37215. import { Nullable } from "babylonjs/types";
  37216. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37217. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37218. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37219. /**
  37220. * Manage the pointers inputs to control an arc rotate camera.
  37221. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37222. */
  37223. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37224. /**
  37225. * Defines the camera the input is attached to.
  37226. */
  37227. camera: ArcRotateCamera;
  37228. /**
  37229. * Gets the class name of the current input.
  37230. * @returns the class name
  37231. */
  37232. getClassName(): string;
  37233. /**
  37234. * Defines the buttons associated with the input to handle camera move.
  37235. */
  37236. buttons: number[];
  37237. /**
  37238. * Defines the pointer angular sensibility along the X axis or how fast is
  37239. * the camera rotating.
  37240. */
  37241. angularSensibilityX: number;
  37242. /**
  37243. * Defines the pointer angular sensibility along the Y axis or how fast is
  37244. * the camera rotating.
  37245. */
  37246. angularSensibilityY: number;
  37247. /**
  37248. * Defines the pointer pinch precision or how fast is the camera zooming.
  37249. */
  37250. pinchPrecision: number;
  37251. /**
  37252. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37253. * from 0.
  37254. * It defines the percentage of current camera.radius to use as delta when
  37255. * pinch zoom is used.
  37256. */
  37257. pinchDeltaPercentage: number;
  37258. /**
  37259. * Defines the pointer panning sensibility or how fast is the camera moving.
  37260. */
  37261. panningSensibility: number;
  37262. /**
  37263. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37264. */
  37265. multiTouchPanning: boolean;
  37266. /**
  37267. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37268. * zoom (pinch) through multitouch.
  37269. */
  37270. multiTouchPanAndZoom: boolean;
  37271. /**
  37272. * Revers pinch action direction.
  37273. */
  37274. pinchInwards: boolean;
  37275. private _isPanClick;
  37276. private _twoFingerActivityCount;
  37277. private _isPinching;
  37278. /**
  37279. * Called on pointer POINTERMOVE event if only a single touch is active.
  37280. */
  37281. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37282. /**
  37283. * Called on pointer POINTERDOUBLETAP event.
  37284. */
  37285. protected onDoubleTap(type: string): void;
  37286. /**
  37287. * Called on pointer POINTERMOVE event if multiple touches are active.
  37288. */
  37289. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37290. /**
  37291. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37292. * press.
  37293. */
  37294. protected onButtonDown(evt: PointerEvent): void;
  37295. /**
  37296. * Called each time a new POINTERUP event occurs. Ie, for each button
  37297. * release.
  37298. */
  37299. protected onButtonUp(evt: PointerEvent): void;
  37300. /**
  37301. * Called when window becomes inactive.
  37302. */
  37303. protected onLostFocus(): void;
  37304. }
  37305. }
  37306. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37307. import { Nullable } from "babylonjs/types";
  37308. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37309. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37310. /**
  37311. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37312. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37313. */
  37314. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37315. /**
  37316. * Defines the camera the input is attached to.
  37317. */
  37318. camera: ArcRotateCamera;
  37319. /**
  37320. * Defines the list of key codes associated with the up action (increase alpha)
  37321. */
  37322. keysUp: number[];
  37323. /**
  37324. * Defines the list of key codes associated with the down action (decrease alpha)
  37325. */
  37326. keysDown: number[];
  37327. /**
  37328. * Defines the list of key codes associated with the left action (increase beta)
  37329. */
  37330. keysLeft: number[];
  37331. /**
  37332. * Defines the list of key codes associated with the right action (decrease beta)
  37333. */
  37334. keysRight: number[];
  37335. /**
  37336. * Defines the list of key codes associated with the reset action.
  37337. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37338. */
  37339. keysReset: number[];
  37340. /**
  37341. * Defines the panning sensibility of the inputs.
  37342. * (How fast is the camera paning)
  37343. */
  37344. panningSensibility: number;
  37345. /**
  37346. * Defines the zooming sensibility of the inputs.
  37347. * (How fast is the camera zooming)
  37348. */
  37349. zoomingSensibility: number;
  37350. /**
  37351. * Defines wether maintaining the alt key down switch the movement mode from
  37352. * orientation to zoom.
  37353. */
  37354. useAltToZoom: boolean;
  37355. /**
  37356. * Rotation speed of the camera
  37357. */
  37358. angularSpeed: number;
  37359. private _keys;
  37360. private _ctrlPressed;
  37361. private _altPressed;
  37362. private _onCanvasBlurObserver;
  37363. private _onKeyboardObserver;
  37364. private _engine;
  37365. private _scene;
  37366. /**
  37367. * Attach the input controls to a specific dom element to get the input from.
  37368. * @param element Defines the element the controls should be listened from
  37369. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37370. */
  37371. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37372. /**
  37373. * Detach the current controls from the specified dom element.
  37374. * @param element Defines the element to stop listening the inputs from
  37375. */
  37376. detachControl(element: Nullable<HTMLElement>): void;
  37377. /**
  37378. * Update the current camera state depending on the inputs that have been used this frame.
  37379. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37380. */
  37381. checkInputs(): void;
  37382. /**
  37383. * Gets the class name of the current intput.
  37384. * @returns the class name
  37385. */
  37386. getClassName(): string;
  37387. /**
  37388. * Get the friendly name associated with the input class.
  37389. * @returns the input friendly name
  37390. */
  37391. getSimpleName(): string;
  37392. }
  37393. }
  37394. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37395. import { Nullable } from "babylonjs/types";
  37396. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37397. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37398. /**
  37399. * Manage the mouse wheel inputs to control an arc rotate camera.
  37400. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37401. */
  37402. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37403. /**
  37404. * Defines the camera the input is attached to.
  37405. */
  37406. camera: ArcRotateCamera;
  37407. /**
  37408. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37409. */
  37410. wheelPrecision: number;
  37411. /**
  37412. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37413. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37414. */
  37415. wheelDeltaPercentage: number;
  37416. private _wheel;
  37417. private _observer;
  37418. private computeDeltaFromMouseWheelLegacyEvent;
  37419. /**
  37420. * Attach the input controls to a specific dom element to get the input from.
  37421. * @param element Defines the element the controls should be listened from
  37422. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37423. */
  37424. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37425. /**
  37426. * Detach the current controls from the specified dom element.
  37427. * @param element Defines the element to stop listening the inputs from
  37428. */
  37429. detachControl(element: Nullable<HTMLElement>): void;
  37430. /**
  37431. * Gets the class name of the current intput.
  37432. * @returns the class name
  37433. */
  37434. getClassName(): string;
  37435. /**
  37436. * Get the friendly name associated with the input class.
  37437. * @returns the input friendly name
  37438. */
  37439. getSimpleName(): string;
  37440. }
  37441. }
  37442. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37443. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37444. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37445. /**
  37446. * Default Inputs manager for the ArcRotateCamera.
  37447. * It groups all the default supported inputs for ease of use.
  37448. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37449. */
  37450. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37451. /**
  37452. * Instantiates a new ArcRotateCameraInputsManager.
  37453. * @param camera Defines the camera the inputs belong to
  37454. */
  37455. constructor(camera: ArcRotateCamera);
  37456. /**
  37457. * Add mouse wheel input support to the input manager.
  37458. * @returns the current input manager
  37459. */
  37460. addMouseWheel(): ArcRotateCameraInputsManager;
  37461. /**
  37462. * Add pointers input support to the input manager.
  37463. * @returns the current input manager
  37464. */
  37465. addPointers(): ArcRotateCameraInputsManager;
  37466. /**
  37467. * Add keyboard input support to the input manager.
  37468. * @returns the current input manager
  37469. */
  37470. addKeyboard(): ArcRotateCameraInputsManager;
  37471. }
  37472. }
  37473. declare module "babylonjs/Cameras/arcRotateCamera" {
  37474. import { Observable } from "babylonjs/Misc/observable";
  37475. import { Nullable } from "babylonjs/types";
  37476. import { Scene } from "babylonjs/scene";
  37477. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37478. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37479. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37480. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37481. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37482. import { Camera } from "babylonjs/Cameras/camera";
  37483. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37484. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37485. import { Collider } from "babylonjs/Collisions/collider";
  37486. /**
  37487. * This represents an orbital type of camera.
  37488. *
  37489. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  37490. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  37491. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37492. */
  37493. export class ArcRotateCamera extends TargetCamera {
  37494. /**
  37495. * Defines the rotation angle of the camera along the longitudinal axis.
  37496. */
  37497. alpha: number;
  37498. /**
  37499. * Defines the rotation angle of the camera along the latitudinal axis.
  37500. */
  37501. beta: number;
  37502. /**
  37503. * Defines the radius of the camera from it s target point.
  37504. */
  37505. radius: number;
  37506. protected _target: Vector3;
  37507. protected _targetHost: Nullable<AbstractMesh>;
  37508. /**
  37509. * Defines the target point of the camera.
  37510. * The camera looks towards it form the radius distance.
  37511. */
  37512. target: Vector3;
  37513. /**
  37514. * Define the current local position of the camera in the scene
  37515. */
  37516. position: Vector3;
  37517. protected _upVector: Vector3;
  37518. protected _upToYMatrix: Matrix;
  37519. protected _YToUpMatrix: Matrix;
  37520. /**
  37521. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37522. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37523. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37524. */
  37525. upVector: Vector3;
  37526. /**
  37527. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37528. */
  37529. setMatUp(): void;
  37530. /**
  37531. * Current inertia value on the longitudinal axis.
  37532. * The bigger this number the longer it will take for the camera to stop.
  37533. */
  37534. inertialAlphaOffset: number;
  37535. /**
  37536. * Current inertia value on the latitudinal axis.
  37537. * The bigger this number the longer it will take for the camera to stop.
  37538. */
  37539. inertialBetaOffset: number;
  37540. /**
  37541. * Current inertia value on the radius axis.
  37542. * The bigger this number the longer it will take for the camera to stop.
  37543. */
  37544. inertialRadiusOffset: number;
  37545. /**
  37546. * Minimum allowed angle on the longitudinal axis.
  37547. * This can help limiting how the Camera is able to move in the scene.
  37548. */
  37549. lowerAlphaLimit: Nullable<number>;
  37550. /**
  37551. * Maximum allowed angle on the longitudinal axis.
  37552. * This can help limiting how the Camera is able to move in the scene.
  37553. */
  37554. upperAlphaLimit: Nullable<number>;
  37555. /**
  37556. * Minimum allowed angle on the latitudinal axis.
  37557. * This can help limiting how the Camera is able to move in the scene.
  37558. */
  37559. lowerBetaLimit: number;
  37560. /**
  37561. * Maximum allowed angle on the latitudinal axis.
  37562. * This can help limiting how the Camera is able to move in the scene.
  37563. */
  37564. upperBetaLimit: number;
  37565. /**
  37566. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37567. * This can help limiting how the Camera is able to move in the scene.
  37568. */
  37569. lowerRadiusLimit: Nullable<number>;
  37570. /**
  37571. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37572. * This can help limiting how the Camera is able to move in the scene.
  37573. */
  37574. upperRadiusLimit: Nullable<number>;
  37575. /**
  37576. * Defines the current inertia value used during panning of the camera along the X axis.
  37577. */
  37578. inertialPanningX: number;
  37579. /**
  37580. * Defines the current inertia value used during panning of the camera along the Y axis.
  37581. */
  37582. inertialPanningY: number;
  37583. /**
  37584. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37585. * Basically if your fingers moves away from more than this distance you will be considered
  37586. * in pinch mode.
  37587. */
  37588. pinchToPanMaxDistance: number;
  37589. /**
  37590. * Defines the maximum distance the camera can pan.
  37591. * This could help keeping the cammera always in your scene.
  37592. */
  37593. panningDistanceLimit: Nullable<number>;
  37594. /**
  37595. * Defines the target of the camera before paning.
  37596. */
  37597. panningOriginTarget: Vector3;
  37598. /**
  37599. * Defines the value of the inertia used during panning.
  37600. * 0 would mean stop inertia and one would mean no decelleration at all.
  37601. */
  37602. panningInertia: number;
  37603. /**
  37604. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37605. */
  37606. angularSensibilityX: number;
  37607. /**
  37608. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37609. */
  37610. angularSensibilityY: number;
  37611. /**
  37612. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37613. */
  37614. pinchPrecision: number;
  37615. /**
  37616. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37617. * It will be used instead of pinchDeltaPrecision if different from 0.
  37618. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37619. */
  37620. pinchDeltaPercentage: number;
  37621. /**
  37622. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37623. */
  37624. panningSensibility: number;
  37625. /**
  37626. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37627. */
  37628. keysUp: number[];
  37629. /**
  37630. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37631. */
  37632. keysDown: number[];
  37633. /**
  37634. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37635. */
  37636. keysLeft: number[];
  37637. /**
  37638. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37639. */
  37640. keysRight: number[];
  37641. /**
  37642. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37643. */
  37644. wheelPrecision: number;
  37645. /**
  37646. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37647. * It will be used instead of pinchDeltaPrecision if different from 0.
  37648. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37649. */
  37650. wheelDeltaPercentage: number;
  37651. /**
  37652. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37653. */
  37654. zoomOnFactor: number;
  37655. /**
  37656. * Defines a screen offset for the camera position.
  37657. */
  37658. targetScreenOffset: Vector2;
  37659. /**
  37660. * Allows the camera to be completely reversed.
  37661. * If false the camera can not arrive upside down.
  37662. */
  37663. allowUpsideDown: boolean;
  37664. /**
  37665. * Define if double tap/click is used to restore the previously saved state of the camera.
  37666. */
  37667. useInputToRestoreState: boolean;
  37668. /** @hidden */
  37669. _viewMatrix: Matrix;
  37670. /** @hidden */
  37671. _useCtrlForPanning: boolean;
  37672. /** @hidden */
  37673. _panningMouseButton: number;
  37674. /**
  37675. * Defines the input associated to the camera.
  37676. */
  37677. inputs: ArcRotateCameraInputsManager;
  37678. /** @hidden */
  37679. _reset: () => void;
  37680. /**
  37681. * Defines the allowed panning axis.
  37682. */
  37683. panningAxis: Vector3;
  37684. protected _localDirection: Vector3;
  37685. protected _transformedDirection: Vector3;
  37686. private _bouncingBehavior;
  37687. /**
  37688. * Gets the bouncing behavior of the camera if it has been enabled.
  37689. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37690. */
  37691. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37692. /**
  37693. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37694. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37695. */
  37696. useBouncingBehavior: boolean;
  37697. private _framingBehavior;
  37698. /**
  37699. * Gets the framing behavior of the camera if it has been enabled.
  37700. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37701. */
  37702. readonly framingBehavior: Nullable<FramingBehavior>;
  37703. /**
  37704. * Defines if the framing behavior of the camera is enabled on the camera.
  37705. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37706. */
  37707. useFramingBehavior: boolean;
  37708. private _autoRotationBehavior;
  37709. /**
  37710. * Gets the auto rotation behavior of the camera if it has been enabled.
  37711. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37712. */
  37713. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37714. /**
  37715. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37716. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37717. */
  37718. useAutoRotationBehavior: boolean;
  37719. /**
  37720. * Observable triggered when the mesh target has been changed on the camera.
  37721. */
  37722. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37723. /**
  37724. * Event raised when the camera is colliding with a mesh.
  37725. */
  37726. onCollide: (collidedMesh: AbstractMesh) => void;
  37727. /**
  37728. * Defines whether the camera should check collision with the objects oh the scene.
  37729. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37730. */
  37731. checkCollisions: boolean;
  37732. /**
  37733. * Defines the collision radius of the camera.
  37734. * This simulates a sphere around the camera.
  37735. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37736. */
  37737. collisionRadius: Vector3;
  37738. protected _collider: Collider;
  37739. protected _previousPosition: Vector3;
  37740. protected _collisionVelocity: Vector3;
  37741. protected _newPosition: Vector3;
  37742. protected _previousAlpha: number;
  37743. protected _previousBeta: number;
  37744. protected _previousRadius: number;
  37745. protected _collisionTriggered: boolean;
  37746. protected _targetBoundingCenter: Nullable<Vector3>;
  37747. private _computationVector;
  37748. /**
  37749. * Instantiates a new ArcRotateCamera in a given scene
  37750. * @param name Defines the name of the camera
  37751. * @param alpha Defines the camera rotation along the logitudinal axis
  37752. * @param beta Defines the camera rotation along the latitudinal axis
  37753. * @param radius Defines the camera distance from its target
  37754. * @param target Defines the camera target
  37755. * @param scene Defines the scene the camera belongs to
  37756. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37757. */
  37758. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37759. /** @hidden */
  37760. _initCache(): void;
  37761. /** @hidden */
  37762. _updateCache(ignoreParentClass?: boolean): void;
  37763. protected _getTargetPosition(): Vector3;
  37764. private _storedAlpha;
  37765. private _storedBeta;
  37766. private _storedRadius;
  37767. private _storedTarget;
  37768. private _storedTargetScreenOffset;
  37769. /**
  37770. * Stores the current state of the camera (alpha, beta, radius and target)
  37771. * @returns the camera itself
  37772. */
  37773. storeState(): Camera;
  37774. /**
  37775. * @hidden
  37776. * Restored camera state. You must call storeState() first
  37777. */
  37778. _restoreStateValues(): boolean;
  37779. /** @hidden */
  37780. _isSynchronizedViewMatrix(): boolean;
  37781. /**
  37782. * Attached controls to the current camera.
  37783. * @param element Defines the element the controls should be listened from
  37784. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37785. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37786. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37787. */
  37788. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37789. /**
  37790. * Detach the current controls from the camera.
  37791. * The camera will stop reacting to inputs.
  37792. * @param element Defines the element to stop listening the inputs from
  37793. */
  37794. detachControl(element: HTMLElement): void;
  37795. /** @hidden */
  37796. _checkInputs(): void;
  37797. protected _checkLimits(): void;
  37798. /**
  37799. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37800. */
  37801. rebuildAnglesAndRadius(): void;
  37802. /**
  37803. * Use a position to define the current camera related information like alpha, beta and radius
  37804. * @param position Defines the position to set the camera at
  37805. */
  37806. setPosition(position: Vector3): void;
  37807. /**
  37808. * Defines the target the camera should look at.
  37809. * This will automatically adapt alpha beta and radius to fit within the new target.
  37810. * @param target Defines the new target as a Vector or a mesh
  37811. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37812. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37813. */
  37814. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37815. /** @hidden */
  37816. _getViewMatrix(): Matrix;
  37817. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37818. /**
  37819. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37820. * @param meshes Defines the mesh to zoom on
  37821. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37822. */
  37823. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37824. /**
  37825. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37826. * The target will be changed but the radius
  37827. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37828. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37829. */
  37830. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37831. min: Vector3;
  37832. max: Vector3;
  37833. distance: number;
  37834. }, doNotUpdateMaxZ?: boolean): void;
  37835. /**
  37836. * @override
  37837. * Override Camera.createRigCamera
  37838. */
  37839. createRigCamera(name: string, cameraIndex: number): Camera;
  37840. /**
  37841. * @hidden
  37842. * @override
  37843. * Override Camera._updateRigCameras
  37844. */
  37845. _updateRigCameras(): void;
  37846. /**
  37847. * Destroy the camera and release the current resources hold by it.
  37848. */
  37849. dispose(): void;
  37850. /**
  37851. * Gets the current object class name.
  37852. * @return the class name
  37853. */
  37854. getClassName(): string;
  37855. }
  37856. }
  37857. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37858. import { Behavior } from "babylonjs/Behaviors/behavior";
  37859. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37860. /**
  37861. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37862. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37863. */
  37864. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37865. /**
  37866. * Gets the name of the behavior.
  37867. */
  37868. readonly name: string;
  37869. private _zoomStopsAnimation;
  37870. private _idleRotationSpeed;
  37871. private _idleRotationWaitTime;
  37872. private _idleRotationSpinupTime;
  37873. /**
  37874. * Sets the flag that indicates if user zooming should stop animation.
  37875. */
  37876. /**
  37877. * Gets the flag that indicates if user zooming should stop animation.
  37878. */
  37879. zoomStopsAnimation: boolean;
  37880. /**
  37881. * Sets the default speed at which the camera rotates around the model.
  37882. */
  37883. /**
  37884. * Gets the default speed at which the camera rotates around the model.
  37885. */
  37886. idleRotationSpeed: number;
  37887. /**
  37888. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37889. */
  37890. /**
  37891. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37892. */
  37893. idleRotationWaitTime: number;
  37894. /**
  37895. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37896. */
  37897. /**
  37898. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37899. */
  37900. idleRotationSpinupTime: number;
  37901. /**
  37902. * Gets a value indicating if the camera is currently rotating because of this behavior
  37903. */
  37904. readonly rotationInProgress: boolean;
  37905. private _onPrePointerObservableObserver;
  37906. private _onAfterCheckInputsObserver;
  37907. private _attachedCamera;
  37908. private _isPointerDown;
  37909. private _lastFrameTime;
  37910. private _lastInteractionTime;
  37911. private _cameraRotationSpeed;
  37912. /**
  37913. * Initializes the behavior.
  37914. */
  37915. init(): void;
  37916. /**
  37917. * Attaches the behavior to its arc rotate camera.
  37918. * @param camera Defines the camera to attach the behavior to
  37919. */
  37920. attach(camera: ArcRotateCamera): void;
  37921. /**
  37922. * Detaches the behavior from its current arc rotate camera.
  37923. */
  37924. detach(): void;
  37925. /**
  37926. * Returns true if user is scrolling.
  37927. * @return true if user is scrolling.
  37928. */
  37929. private _userIsZooming;
  37930. private _lastFrameRadius;
  37931. private _shouldAnimationStopForInteraction;
  37932. /**
  37933. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37934. */
  37935. private _applyUserInteraction;
  37936. private _userIsMoving;
  37937. }
  37938. }
  37939. declare module "babylonjs/Behaviors/Cameras/index" {
  37940. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37941. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37942. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37943. }
  37944. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37945. import { Mesh } from "babylonjs/Meshes/mesh";
  37946. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37947. import { Behavior } from "babylonjs/Behaviors/behavior";
  37948. /**
  37949. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37950. */
  37951. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37952. private ui;
  37953. /**
  37954. * The name of the behavior
  37955. */
  37956. name: string;
  37957. /**
  37958. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37959. */
  37960. distanceAwayFromFace: number;
  37961. /**
  37962. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37963. */
  37964. distanceAwayFromBottomOfFace: number;
  37965. private _faceVectors;
  37966. private _target;
  37967. private _scene;
  37968. private _onRenderObserver;
  37969. private _tmpMatrix;
  37970. private _tmpVector;
  37971. /**
  37972. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37973. * @param ui The transform node that should be attched to the mesh
  37974. */
  37975. constructor(ui: TransformNode);
  37976. /**
  37977. * Initializes the behavior
  37978. */
  37979. init(): void;
  37980. private _closestFace;
  37981. private _zeroVector;
  37982. private _lookAtTmpMatrix;
  37983. private _lookAtToRef;
  37984. /**
  37985. * Attaches the AttachToBoxBehavior to the passed in mesh
  37986. * @param target The mesh that the specified node will be attached to
  37987. */
  37988. attach(target: Mesh): void;
  37989. /**
  37990. * Detaches the behavior from the mesh
  37991. */
  37992. detach(): void;
  37993. }
  37994. }
  37995. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37996. import { Behavior } from "babylonjs/Behaviors/behavior";
  37997. import { Mesh } from "babylonjs/Meshes/mesh";
  37998. /**
  37999. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38000. */
  38001. export class FadeInOutBehavior implements Behavior<Mesh> {
  38002. /**
  38003. * Time in milliseconds to delay before fading in (Default: 0)
  38004. */
  38005. delay: number;
  38006. /**
  38007. * Time in milliseconds for the mesh to fade in (Default: 300)
  38008. */
  38009. fadeInTime: number;
  38010. private _millisecondsPerFrame;
  38011. private _hovered;
  38012. private _hoverValue;
  38013. private _ownerNode;
  38014. /**
  38015. * Instatiates the FadeInOutBehavior
  38016. */
  38017. constructor();
  38018. /**
  38019. * The name of the behavior
  38020. */
  38021. readonly name: string;
  38022. /**
  38023. * Initializes the behavior
  38024. */
  38025. init(): void;
  38026. /**
  38027. * Attaches the fade behavior on the passed in mesh
  38028. * @param ownerNode The mesh that will be faded in/out once attached
  38029. */
  38030. attach(ownerNode: Mesh): void;
  38031. /**
  38032. * Detaches the behavior from the mesh
  38033. */
  38034. detach(): void;
  38035. /**
  38036. * Triggers the mesh to begin fading in or out
  38037. * @param value if the object should fade in or out (true to fade in)
  38038. */
  38039. fadeIn(value: boolean): void;
  38040. private _update;
  38041. private _setAllVisibility;
  38042. }
  38043. }
  38044. declare module "babylonjs/Misc/pivotTools" {
  38045. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38046. /**
  38047. * Class containing a set of static utilities functions for managing Pivots
  38048. * @hidden
  38049. */
  38050. export class PivotTools {
  38051. private static _PivotCached;
  38052. private static _OldPivotPoint;
  38053. private static _PivotTranslation;
  38054. private static _PivotTmpVector;
  38055. /** @hidden */
  38056. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38057. /** @hidden */
  38058. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38059. }
  38060. }
  38061. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38062. import { Scene } from "babylonjs/scene";
  38063. import { Vector4 } from "babylonjs/Maths/math.vector";
  38064. import { Mesh } from "babylonjs/Meshes/mesh";
  38065. import { Nullable } from "babylonjs/types";
  38066. import { Plane } from "babylonjs/Maths/math.plane";
  38067. /**
  38068. * Class containing static functions to help procedurally build meshes
  38069. */
  38070. export class PlaneBuilder {
  38071. /**
  38072. * Creates a plane mesh
  38073. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38074. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38075. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38076. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38077. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  38078. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38079. * @param name defines the name of the mesh
  38080. * @param options defines the options used to create the mesh
  38081. * @param scene defines the hosting scene
  38082. * @returns the plane mesh
  38083. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38084. */
  38085. static CreatePlane(name: string, options: {
  38086. size?: number;
  38087. width?: number;
  38088. height?: number;
  38089. sideOrientation?: number;
  38090. frontUVs?: Vector4;
  38091. backUVs?: Vector4;
  38092. updatable?: boolean;
  38093. sourcePlane?: Plane;
  38094. }, scene?: Nullable<Scene>): Mesh;
  38095. }
  38096. }
  38097. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38098. import { Behavior } from "babylonjs/Behaviors/behavior";
  38099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38100. import { Observable } from "babylonjs/Misc/observable";
  38101. import { Vector3 } from "babylonjs/Maths/math.vector";
  38102. import { Ray } from "babylonjs/Culling/ray";
  38103. import "babylonjs/Meshes/Builders/planeBuilder";
  38104. /**
  38105. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38106. */
  38107. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38108. private static _AnyMouseID;
  38109. /**
  38110. * Abstract mesh the behavior is set on
  38111. */
  38112. attachedNode: AbstractMesh;
  38113. private _dragPlane;
  38114. private _scene;
  38115. private _pointerObserver;
  38116. private _beforeRenderObserver;
  38117. private static _planeScene;
  38118. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38119. /**
  38120. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  38121. */
  38122. maxDragAngle: number;
  38123. /**
  38124. * @hidden
  38125. */
  38126. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38127. /**
  38128. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38129. */
  38130. currentDraggingPointerID: number;
  38131. /**
  38132. * The last position where the pointer hit the drag plane in world space
  38133. */
  38134. lastDragPosition: Vector3;
  38135. /**
  38136. * If the behavior is currently in a dragging state
  38137. */
  38138. dragging: boolean;
  38139. /**
  38140. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  38141. */
  38142. dragDeltaRatio: number;
  38143. /**
  38144. * If the drag plane orientation should be updated during the dragging (Default: true)
  38145. */
  38146. updateDragPlane: boolean;
  38147. private _debugMode;
  38148. private _moving;
  38149. /**
  38150. * Fires each time the attached mesh is dragged with the pointer
  38151. * * delta between last drag position and current drag position in world space
  38152. * * dragDistance along the drag axis
  38153. * * dragPlaneNormal normal of the current drag plane used during the drag
  38154. * * dragPlanePoint in world space where the drag intersects the drag plane
  38155. */
  38156. onDragObservable: Observable<{
  38157. delta: Vector3;
  38158. dragPlanePoint: Vector3;
  38159. dragPlaneNormal: Vector3;
  38160. dragDistance: number;
  38161. pointerId: number;
  38162. }>;
  38163. /**
  38164. * Fires each time a drag begins (eg. mouse down on mesh)
  38165. */
  38166. onDragStartObservable: Observable<{
  38167. dragPlanePoint: Vector3;
  38168. pointerId: number;
  38169. }>;
  38170. /**
  38171. * Fires each time a drag ends (eg. mouse release after drag)
  38172. */
  38173. onDragEndObservable: Observable<{
  38174. dragPlanePoint: Vector3;
  38175. pointerId: number;
  38176. }>;
  38177. /**
  38178. * If the attached mesh should be moved when dragged
  38179. */
  38180. moveAttached: boolean;
  38181. /**
  38182. * If the drag behavior will react to drag events (Default: true)
  38183. */
  38184. enabled: boolean;
  38185. /**
  38186. * If pointer events should start and release the drag (Default: true)
  38187. */
  38188. startAndReleaseDragOnPointerEvents: boolean;
  38189. /**
  38190. * If camera controls should be detached during the drag
  38191. */
  38192. detachCameraControls: boolean;
  38193. /**
  38194. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38195. */
  38196. useObjectOrienationForDragging: boolean;
  38197. private _options;
  38198. /**
  38199. * Creates a pointer drag behavior that can be attached to a mesh
  38200. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  38201. */
  38202. constructor(options?: {
  38203. dragAxis?: Vector3;
  38204. dragPlaneNormal?: Vector3;
  38205. });
  38206. /**
  38207. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38208. */
  38209. validateDrag: (targetPosition: Vector3) => boolean;
  38210. /**
  38211. * The name of the behavior
  38212. */
  38213. readonly name: string;
  38214. /**
  38215. * Initializes the behavior
  38216. */
  38217. init(): void;
  38218. private _tmpVector;
  38219. private _alternatePickedPoint;
  38220. private _worldDragAxis;
  38221. private _targetPosition;
  38222. private _attachedElement;
  38223. /**
  38224. * Attaches the drag behavior the passed in mesh
  38225. * @param ownerNode The mesh that will be dragged around once attached
  38226. * @param predicate Predicate to use for pick filtering
  38227. */
  38228. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38229. /**
  38230. * Force relase the drag action by code.
  38231. */
  38232. releaseDrag(): void;
  38233. private _startDragRay;
  38234. private _lastPointerRay;
  38235. /**
  38236. * Simulates the start of a pointer drag event on the behavior
  38237. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38238. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38239. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38240. */
  38241. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38242. private _startDrag;
  38243. private _dragDelta;
  38244. private _moveDrag;
  38245. private _pickWithRayOnDragPlane;
  38246. private _pointA;
  38247. private _pointB;
  38248. private _pointC;
  38249. private _lineA;
  38250. private _lineB;
  38251. private _localAxis;
  38252. private _lookAt;
  38253. private _updateDragPlanePosition;
  38254. /**
  38255. * Detaches the behavior from the mesh
  38256. */
  38257. detach(): void;
  38258. }
  38259. }
  38260. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38261. import { Mesh } from "babylonjs/Meshes/mesh";
  38262. import { Behavior } from "babylonjs/Behaviors/behavior";
  38263. /**
  38264. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38265. */
  38266. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38267. private _dragBehaviorA;
  38268. private _dragBehaviorB;
  38269. private _startDistance;
  38270. private _initialScale;
  38271. private _targetScale;
  38272. private _ownerNode;
  38273. private _sceneRenderObserver;
  38274. /**
  38275. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38276. */
  38277. constructor();
  38278. /**
  38279. * The name of the behavior
  38280. */
  38281. readonly name: string;
  38282. /**
  38283. * Initializes the behavior
  38284. */
  38285. init(): void;
  38286. private _getCurrentDistance;
  38287. /**
  38288. * Attaches the scale behavior the passed in mesh
  38289. * @param ownerNode The mesh that will be scaled around once attached
  38290. */
  38291. attach(ownerNode: Mesh): void;
  38292. /**
  38293. * Detaches the behavior from the mesh
  38294. */
  38295. detach(): void;
  38296. }
  38297. }
  38298. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38299. import { Behavior } from "babylonjs/Behaviors/behavior";
  38300. import { Mesh } from "babylonjs/Meshes/mesh";
  38301. import { Observable } from "babylonjs/Misc/observable";
  38302. /**
  38303. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  38304. */
  38305. export class SixDofDragBehavior implements Behavior<Mesh> {
  38306. private static _virtualScene;
  38307. private _ownerNode;
  38308. private _sceneRenderObserver;
  38309. private _scene;
  38310. private _targetPosition;
  38311. private _virtualOriginMesh;
  38312. private _virtualDragMesh;
  38313. private _pointerObserver;
  38314. private _moving;
  38315. private _startingOrientation;
  38316. /**
  38317. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  38318. */
  38319. private zDragFactor;
  38320. /**
  38321. * If the object should rotate to face the drag origin
  38322. */
  38323. rotateDraggedObject: boolean;
  38324. /**
  38325. * If the behavior is currently in a dragging state
  38326. */
  38327. dragging: boolean;
  38328. /**
  38329. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  38330. */
  38331. dragDeltaRatio: number;
  38332. /**
  38333. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38334. */
  38335. currentDraggingPointerID: number;
  38336. /**
  38337. * If camera controls should be detached during the drag
  38338. */
  38339. detachCameraControls: boolean;
  38340. /**
  38341. * Fires each time a drag starts
  38342. */
  38343. onDragStartObservable: Observable<{}>;
  38344. /**
  38345. * Fires each time a drag ends (eg. mouse release after drag)
  38346. */
  38347. onDragEndObservable: Observable<{}>;
  38348. /**
  38349. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  38350. */
  38351. constructor();
  38352. /**
  38353. * The name of the behavior
  38354. */
  38355. readonly name: string;
  38356. /**
  38357. * Initializes the behavior
  38358. */
  38359. init(): void;
  38360. /**
  38361. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38362. */
  38363. private readonly _pointerCamera;
  38364. /**
  38365. * Attaches the scale behavior the passed in mesh
  38366. * @param ownerNode The mesh that will be scaled around once attached
  38367. */
  38368. attach(ownerNode: Mesh): void;
  38369. /**
  38370. * Detaches the behavior from the mesh
  38371. */
  38372. detach(): void;
  38373. }
  38374. }
  38375. declare module "babylonjs/Behaviors/Meshes/index" {
  38376. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38377. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38378. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38379. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38380. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38381. }
  38382. declare module "babylonjs/Behaviors/index" {
  38383. export * from "babylonjs/Behaviors/behavior";
  38384. export * from "babylonjs/Behaviors/Cameras/index";
  38385. export * from "babylonjs/Behaviors/Meshes/index";
  38386. }
  38387. declare module "babylonjs/Bones/boneIKController" {
  38388. import { Bone } from "babylonjs/Bones/bone";
  38389. import { Vector3 } from "babylonjs/Maths/math.vector";
  38390. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38391. import { Nullable } from "babylonjs/types";
  38392. /**
  38393. * Class used to apply inverse kinematics to bones
  38394. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38395. */
  38396. export class BoneIKController {
  38397. private static _tmpVecs;
  38398. private static _tmpQuat;
  38399. private static _tmpMats;
  38400. /**
  38401. * Gets or sets the target mesh
  38402. */
  38403. targetMesh: AbstractMesh;
  38404. /** Gets or sets the mesh used as pole */
  38405. poleTargetMesh: AbstractMesh;
  38406. /**
  38407. * Gets or sets the bone used as pole
  38408. */
  38409. poleTargetBone: Nullable<Bone>;
  38410. /**
  38411. * Gets or sets the target position
  38412. */
  38413. targetPosition: Vector3;
  38414. /**
  38415. * Gets or sets the pole target position
  38416. */
  38417. poleTargetPosition: Vector3;
  38418. /**
  38419. * Gets or sets the pole target local offset
  38420. */
  38421. poleTargetLocalOffset: Vector3;
  38422. /**
  38423. * Gets or sets the pole angle
  38424. */
  38425. poleAngle: number;
  38426. /**
  38427. * Gets or sets the mesh associated with the controller
  38428. */
  38429. mesh: AbstractMesh;
  38430. /**
  38431. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38432. */
  38433. slerpAmount: number;
  38434. private _bone1Quat;
  38435. private _bone1Mat;
  38436. private _bone2Ang;
  38437. private _bone1;
  38438. private _bone2;
  38439. private _bone1Length;
  38440. private _bone2Length;
  38441. private _maxAngle;
  38442. private _maxReach;
  38443. private _rightHandedSystem;
  38444. private _bendAxis;
  38445. private _slerping;
  38446. private _adjustRoll;
  38447. /**
  38448. * Gets or sets maximum allowed angle
  38449. */
  38450. maxAngle: number;
  38451. /**
  38452. * Creates a new BoneIKController
  38453. * @param mesh defines the mesh to control
  38454. * @param bone defines the bone to control
  38455. * @param options defines options to set up the controller
  38456. */
  38457. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38458. targetMesh?: AbstractMesh;
  38459. poleTargetMesh?: AbstractMesh;
  38460. poleTargetBone?: Bone;
  38461. poleTargetLocalOffset?: Vector3;
  38462. poleAngle?: number;
  38463. bendAxis?: Vector3;
  38464. maxAngle?: number;
  38465. slerpAmount?: number;
  38466. });
  38467. private _setMaxAngle;
  38468. /**
  38469. * Force the controller to update the bones
  38470. */
  38471. update(): void;
  38472. }
  38473. }
  38474. declare module "babylonjs/Bones/boneLookController" {
  38475. import { Vector3 } from "babylonjs/Maths/math.vector";
  38476. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38477. import { Bone } from "babylonjs/Bones/bone";
  38478. import { Space } from "babylonjs/Maths/math.axis";
  38479. /**
  38480. * Class used to make a bone look toward a point in space
  38481. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38482. */
  38483. export class BoneLookController {
  38484. private static _tmpVecs;
  38485. private static _tmpQuat;
  38486. private static _tmpMats;
  38487. /**
  38488. * The target Vector3 that the bone will look at
  38489. */
  38490. target: Vector3;
  38491. /**
  38492. * The mesh that the bone is attached to
  38493. */
  38494. mesh: AbstractMesh;
  38495. /**
  38496. * The bone that will be looking to the target
  38497. */
  38498. bone: Bone;
  38499. /**
  38500. * The up axis of the coordinate system that is used when the bone is rotated
  38501. */
  38502. upAxis: Vector3;
  38503. /**
  38504. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38505. */
  38506. upAxisSpace: Space;
  38507. /**
  38508. * Used to make an adjustment to the yaw of the bone
  38509. */
  38510. adjustYaw: number;
  38511. /**
  38512. * Used to make an adjustment to the pitch of the bone
  38513. */
  38514. adjustPitch: number;
  38515. /**
  38516. * Used to make an adjustment to the roll of the bone
  38517. */
  38518. adjustRoll: number;
  38519. /**
  38520. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38521. */
  38522. slerpAmount: number;
  38523. private _minYaw;
  38524. private _maxYaw;
  38525. private _minPitch;
  38526. private _maxPitch;
  38527. private _minYawSin;
  38528. private _minYawCos;
  38529. private _maxYawSin;
  38530. private _maxYawCos;
  38531. private _midYawConstraint;
  38532. private _minPitchTan;
  38533. private _maxPitchTan;
  38534. private _boneQuat;
  38535. private _slerping;
  38536. private _transformYawPitch;
  38537. private _transformYawPitchInv;
  38538. private _firstFrameSkipped;
  38539. private _yawRange;
  38540. private _fowardAxis;
  38541. /**
  38542. * Gets or sets the minimum yaw angle that the bone can look to
  38543. */
  38544. minYaw: number;
  38545. /**
  38546. * Gets or sets the maximum yaw angle that the bone can look to
  38547. */
  38548. maxYaw: number;
  38549. /**
  38550. * Gets or sets the minimum pitch angle that the bone can look to
  38551. */
  38552. minPitch: number;
  38553. /**
  38554. * Gets or sets the maximum pitch angle that the bone can look to
  38555. */
  38556. maxPitch: number;
  38557. /**
  38558. * Create a BoneLookController
  38559. * @param mesh the mesh that the bone belongs to
  38560. * @param bone the bone that will be looking to the target
  38561. * @param target the target Vector3 to look at
  38562. * @param options optional settings:
  38563. * * maxYaw: the maximum angle the bone will yaw to
  38564. * * minYaw: the minimum angle the bone will yaw to
  38565. * * maxPitch: the maximum angle the bone will pitch to
  38566. * * minPitch: the minimum angle the bone will yaw to
  38567. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38568. * * upAxis: the up axis of the coordinate system
  38569. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38570. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38571. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38572. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38573. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38574. * * adjustRoll: used to make an adjustment to the roll of the bone
  38575. **/
  38576. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38577. maxYaw?: number;
  38578. minYaw?: number;
  38579. maxPitch?: number;
  38580. minPitch?: number;
  38581. slerpAmount?: number;
  38582. upAxis?: Vector3;
  38583. upAxisSpace?: Space;
  38584. yawAxis?: Vector3;
  38585. pitchAxis?: Vector3;
  38586. adjustYaw?: number;
  38587. adjustPitch?: number;
  38588. adjustRoll?: number;
  38589. });
  38590. /**
  38591. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38592. */
  38593. update(): void;
  38594. private _getAngleDiff;
  38595. private _getAngleBetween;
  38596. private _isAngleBetween;
  38597. }
  38598. }
  38599. declare module "babylonjs/Bones/index" {
  38600. export * from "babylonjs/Bones/bone";
  38601. export * from "babylonjs/Bones/boneIKController";
  38602. export * from "babylonjs/Bones/boneLookController";
  38603. export * from "babylonjs/Bones/skeleton";
  38604. }
  38605. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38606. import { Nullable } from "babylonjs/types";
  38607. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38608. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38609. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38610. /**
  38611. * Manage the gamepad inputs to control an arc rotate camera.
  38612. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38613. */
  38614. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38615. /**
  38616. * Defines the camera the input is attached to.
  38617. */
  38618. camera: ArcRotateCamera;
  38619. /**
  38620. * Defines the gamepad the input is gathering event from.
  38621. */
  38622. gamepad: Nullable<Gamepad>;
  38623. /**
  38624. * Defines the gamepad rotation sensiblity.
  38625. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38626. */
  38627. gamepadRotationSensibility: number;
  38628. /**
  38629. * Defines the gamepad move sensiblity.
  38630. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38631. */
  38632. gamepadMoveSensibility: number;
  38633. private _yAxisScale;
  38634. /**
  38635. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38636. */
  38637. invertYAxis: boolean;
  38638. private _onGamepadConnectedObserver;
  38639. private _onGamepadDisconnectedObserver;
  38640. /**
  38641. * Attach the input controls to a specific dom element to get the input from.
  38642. * @param element Defines the element the controls should be listened from
  38643. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38644. */
  38645. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38646. /**
  38647. * Detach the current controls from the specified dom element.
  38648. * @param element Defines the element to stop listening the inputs from
  38649. */
  38650. detachControl(element: Nullable<HTMLElement>): void;
  38651. /**
  38652. * Update the current camera state depending on the inputs that have been used this frame.
  38653. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38654. */
  38655. checkInputs(): void;
  38656. /**
  38657. * Gets the class name of the current intput.
  38658. * @returns the class name
  38659. */
  38660. getClassName(): string;
  38661. /**
  38662. * Get the friendly name associated with the input class.
  38663. * @returns the input friendly name
  38664. */
  38665. getSimpleName(): string;
  38666. }
  38667. }
  38668. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38669. import { Nullable } from "babylonjs/types";
  38670. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38671. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38672. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38673. interface ArcRotateCameraInputsManager {
  38674. /**
  38675. * Add orientation input support to the input manager.
  38676. * @returns the current input manager
  38677. */
  38678. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38679. }
  38680. }
  38681. /**
  38682. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38683. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38684. */
  38685. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38686. /**
  38687. * Defines the camera the input is attached to.
  38688. */
  38689. camera: ArcRotateCamera;
  38690. /**
  38691. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38692. */
  38693. alphaCorrection: number;
  38694. /**
  38695. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38696. */
  38697. gammaCorrection: number;
  38698. private _alpha;
  38699. private _gamma;
  38700. private _dirty;
  38701. private _deviceOrientationHandler;
  38702. /**
  38703. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38704. */
  38705. constructor();
  38706. /**
  38707. * Attach the input controls to a specific dom element to get the input from.
  38708. * @param element Defines the element the controls should be listened from
  38709. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38710. */
  38711. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38712. /** @hidden */
  38713. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38714. /**
  38715. * Update the current camera state depending on the inputs that have been used this frame.
  38716. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38717. */
  38718. checkInputs(): void;
  38719. /**
  38720. * Detach the current controls from the specified dom element.
  38721. * @param element Defines the element to stop listening the inputs from
  38722. */
  38723. detachControl(element: Nullable<HTMLElement>): void;
  38724. /**
  38725. * Gets the class name of the current intput.
  38726. * @returns the class name
  38727. */
  38728. getClassName(): string;
  38729. /**
  38730. * Get the friendly name associated with the input class.
  38731. * @returns the input friendly name
  38732. */
  38733. getSimpleName(): string;
  38734. }
  38735. }
  38736. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38737. import { Nullable } from "babylonjs/types";
  38738. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38739. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38740. /**
  38741. * Listen to mouse events to control the camera.
  38742. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38743. */
  38744. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38745. /**
  38746. * Defines the camera the input is attached to.
  38747. */
  38748. camera: FlyCamera;
  38749. /**
  38750. * Defines if touch is enabled. (Default is true.)
  38751. */
  38752. touchEnabled: boolean;
  38753. /**
  38754. * Defines the buttons associated with the input to handle camera rotation.
  38755. */
  38756. buttons: number[];
  38757. /**
  38758. * Assign buttons for Yaw control.
  38759. */
  38760. buttonsYaw: number[];
  38761. /**
  38762. * Assign buttons for Pitch control.
  38763. */
  38764. buttonsPitch: number[];
  38765. /**
  38766. * Assign buttons for Roll control.
  38767. */
  38768. buttonsRoll: number[];
  38769. /**
  38770. * Detect if any button is being pressed while mouse is moved.
  38771. * -1 = Mouse locked.
  38772. * 0 = Left button.
  38773. * 1 = Middle Button.
  38774. * 2 = Right Button.
  38775. */
  38776. activeButton: number;
  38777. /**
  38778. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38779. * Higher values reduce its sensitivity.
  38780. */
  38781. angularSensibility: number;
  38782. private _mousemoveCallback;
  38783. private _observer;
  38784. private _rollObserver;
  38785. private previousPosition;
  38786. private noPreventDefault;
  38787. private element;
  38788. /**
  38789. * Listen to mouse events to control the camera.
  38790. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38791. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38792. */
  38793. constructor(touchEnabled?: boolean);
  38794. /**
  38795. * Attach the mouse control to the HTML DOM element.
  38796. * @param element Defines the element that listens to the input events.
  38797. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38798. */
  38799. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38800. /**
  38801. * Detach the current controls from the specified dom element.
  38802. * @param element Defines the element to stop listening the inputs from
  38803. */
  38804. detachControl(element: Nullable<HTMLElement>): void;
  38805. /**
  38806. * Gets the class name of the current input.
  38807. * @returns the class name.
  38808. */
  38809. getClassName(): string;
  38810. /**
  38811. * Get the friendly name associated with the input class.
  38812. * @returns the input's friendly name.
  38813. */
  38814. getSimpleName(): string;
  38815. private _pointerInput;
  38816. private _onMouseMove;
  38817. /**
  38818. * Rotate camera by mouse offset.
  38819. */
  38820. private rotateCamera;
  38821. }
  38822. }
  38823. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38824. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38825. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38826. /**
  38827. * Default Inputs manager for the FlyCamera.
  38828. * It groups all the default supported inputs for ease of use.
  38829. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38830. */
  38831. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38832. /**
  38833. * Instantiates a new FlyCameraInputsManager.
  38834. * @param camera Defines the camera the inputs belong to.
  38835. */
  38836. constructor(camera: FlyCamera);
  38837. /**
  38838. * Add keyboard input support to the input manager.
  38839. * @returns the new FlyCameraKeyboardMoveInput().
  38840. */
  38841. addKeyboard(): FlyCameraInputsManager;
  38842. /**
  38843. * Add mouse input support to the input manager.
  38844. * @param touchEnabled Enable touch screen support.
  38845. * @returns the new FlyCameraMouseInput().
  38846. */
  38847. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38848. }
  38849. }
  38850. declare module "babylonjs/Cameras/flyCamera" {
  38851. import { Scene } from "babylonjs/scene";
  38852. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38853. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38854. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38855. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38856. /**
  38857. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38858. * such as in a 3D Space Shooter or a Flight Simulator.
  38859. */
  38860. export class FlyCamera extends TargetCamera {
  38861. /**
  38862. * Define the collision ellipsoid of the camera.
  38863. * This is helpful for simulating a camera body, like a player's body.
  38864. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38865. */
  38866. ellipsoid: Vector3;
  38867. /**
  38868. * Define an offset for the position of the ellipsoid around the camera.
  38869. * This can be helpful if the camera is attached away from the player's body center,
  38870. * such as at its head.
  38871. */
  38872. ellipsoidOffset: Vector3;
  38873. /**
  38874. * Enable or disable collisions of the camera with the rest of the scene objects.
  38875. */
  38876. checkCollisions: boolean;
  38877. /**
  38878. * Enable or disable gravity on the camera.
  38879. */
  38880. applyGravity: boolean;
  38881. /**
  38882. * Define the current direction the camera is moving to.
  38883. */
  38884. cameraDirection: Vector3;
  38885. /**
  38886. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38887. * This overrides and empties cameraRotation.
  38888. */
  38889. rotationQuaternion: Quaternion;
  38890. /**
  38891. * Track Roll to maintain the wanted Rolling when looking around.
  38892. */
  38893. _trackRoll: number;
  38894. /**
  38895. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38896. */
  38897. rollCorrect: number;
  38898. /**
  38899. * Mimic a banked turn, Rolling the camera when Yawing.
  38900. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38901. */
  38902. bankedTurn: boolean;
  38903. /**
  38904. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38905. */
  38906. bankedTurnLimit: number;
  38907. /**
  38908. * Value of 0 disables the banked Roll.
  38909. * Value of 1 is equal to the Yaw angle in radians.
  38910. */
  38911. bankedTurnMultiplier: number;
  38912. /**
  38913. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38914. */
  38915. inputs: FlyCameraInputsManager;
  38916. /**
  38917. * Gets the input sensibility for mouse input.
  38918. * Higher values reduce sensitivity.
  38919. */
  38920. /**
  38921. * Sets the input sensibility for a mouse input.
  38922. * Higher values reduce sensitivity.
  38923. */
  38924. angularSensibility: number;
  38925. /**
  38926. * Get the keys for camera movement forward.
  38927. */
  38928. /**
  38929. * Set the keys for camera movement forward.
  38930. */
  38931. keysForward: number[];
  38932. /**
  38933. * Get the keys for camera movement backward.
  38934. */
  38935. keysBackward: number[];
  38936. /**
  38937. * Get the keys for camera movement up.
  38938. */
  38939. /**
  38940. * Set the keys for camera movement up.
  38941. */
  38942. keysUp: number[];
  38943. /**
  38944. * Get the keys for camera movement down.
  38945. */
  38946. /**
  38947. * Set the keys for camera movement down.
  38948. */
  38949. keysDown: number[];
  38950. /**
  38951. * Get the keys for camera movement left.
  38952. */
  38953. /**
  38954. * Set the keys for camera movement left.
  38955. */
  38956. keysLeft: number[];
  38957. /**
  38958. * Set the keys for camera movement right.
  38959. */
  38960. /**
  38961. * Set the keys for camera movement right.
  38962. */
  38963. keysRight: number[];
  38964. /**
  38965. * Event raised when the camera collides with a mesh in the scene.
  38966. */
  38967. onCollide: (collidedMesh: AbstractMesh) => void;
  38968. private _collider;
  38969. private _needMoveForGravity;
  38970. private _oldPosition;
  38971. private _diffPosition;
  38972. private _newPosition;
  38973. /** @hidden */
  38974. _localDirection: Vector3;
  38975. /** @hidden */
  38976. _transformedDirection: Vector3;
  38977. /**
  38978. * Instantiates a FlyCamera.
  38979. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38980. * such as in a 3D Space Shooter or a Flight Simulator.
  38981. * @param name Define the name of the camera in the scene.
  38982. * @param position Define the starting position of the camera in the scene.
  38983. * @param scene Define the scene the camera belongs to.
  38984. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38985. */
  38986. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38987. /**
  38988. * Attach a control to the HTML DOM element.
  38989. * @param element Defines the element that listens to the input events.
  38990. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38991. */
  38992. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38993. /**
  38994. * Detach a control from the HTML DOM element.
  38995. * The camera will stop reacting to that input.
  38996. * @param element Defines the element that listens to the input events.
  38997. */
  38998. detachControl(element: HTMLElement): void;
  38999. private _collisionMask;
  39000. /**
  39001. * Get the mask that the camera ignores in collision events.
  39002. */
  39003. /**
  39004. * Set the mask that the camera ignores in collision events.
  39005. */
  39006. collisionMask: number;
  39007. /** @hidden */
  39008. _collideWithWorld(displacement: Vector3): void;
  39009. /** @hidden */
  39010. private _onCollisionPositionChange;
  39011. /** @hidden */
  39012. _checkInputs(): void;
  39013. /** @hidden */
  39014. _decideIfNeedsToMove(): boolean;
  39015. /** @hidden */
  39016. _updatePosition(): void;
  39017. /**
  39018. * Restore the Roll to its target value at the rate specified.
  39019. * @param rate - Higher means slower restoring.
  39020. * @hidden
  39021. */
  39022. restoreRoll(rate: number): void;
  39023. /**
  39024. * Destroy the camera and release the current resources held by it.
  39025. */
  39026. dispose(): void;
  39027. /**
  39028. * Get the current object class name.
  39029. * @returns the class name.
  39030. */
  39031. getClassName(): string;
  39032. }
  39033. }
  39034. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39035. import { Nullable } from "babylonjs/types";
  39036. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39037. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39038. /**
  39039. * Listen to keyboard events to control the camera.
  39040. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39041. */
  39042. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39043. /**
  39044. * Defines the camera the input is attached to.
  39045. */
  39046. camera: FlyCamera;
  39047. /**
  39048. * The list of keyboard keys used to control the forward move of the camera.
  39049. */
  39050. keysForward: number[];
  39051. /**
  39052. * The list of keyboard keys used to control the backward move of the camera.
  39053. */
  39054. keysBackward: number[];
  39055. /**
  39056. * The list of keyboard keys used to control the forward move of the camera.
  39057. */
  39058. keysUp: number[];
  39059. /**
  39060. * The list of keyboard keys used to control the backward move of the camera.
  39061. */
  39062. keysDown: number[];
  39063. /**
  39064. * The list of keyboard keys used to control the right strafe move of the camera.
  39065. */
  39066. keysRight: number[];
  39067. /**
  39068. * The list of keyboard keys used to control the left strafe move of the camera.
  39069. */
  39070. keysLeft: number[];
  39071. private _keys;
  39072. private _onCanvasBlurObserver;
  39073. private _onKeyboardObserver;
  39074. private _engine;
  39075. private _scene;
  39076. /**
  39077. * Attach the input controls to a specific dom element to get the input from.
  39078. * @param element Defines the element the controls should be listened from
  39079. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39080. */
  39081. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39082. /**
  39083. * Detach the current controls from the specified dom element.
  39084. * @param element Defines the element to stop listening the inputs from
  39085. */
  39086. detachControl(element: Nullable<HTMLElement>): void;
  39087. /**
  39088. * Gets the class name of the current intput.
  39089. * @returns the class name
  39090. */
  39091. getClassName(): string;
  39092. /** @hidden */
  39093. _onLostFocus(e: FocusEvent): void;
  39094. /**
  39095. * Get the friendly name associated with the input class.
  39096. * @returns the input friendly name
  39097. */
  39098. getSimpleName(): string;
  39099. /**
  39100. * Update the current camera state depending on the inputs that have been used this frame.
  39101. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39102. */
  39103. checkInputs(): void;
  39104. }
  39105. }
  39106. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39107. import { Nullable } from "babylonjs/types";
  39108. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39109. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39110. /**
  39111. * Manage the mouse wheel inputs to control a follow camera.
  39112. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39113. */
  39114. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39115. /**
  39116. * Defines the camera the input is attached to.
  39117. */
  39118. camera: FollowCamera;
  39119. /**
  39120. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39121. */
  39122. axisControlRadius: boolean;
  39123. /**
  39124. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39125. */
  39126. axisControlHeight: boolean;
  39127. /**
  39128. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39129. */
  39130. axisControlRotation: boolean;
  39131. /**
  39132. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39133. * relation to mouseWheel events.
  39134. */
  39135. wheelPrecision: number;
  39136. /**
  39137. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39138. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39139. */
  39140. wheelDeltaPercentage: number;
  39141. private _wheel;
  39142. private _observer;
  39143. /**
  39144. * Attach the input controls to a specific dom element to get the input from.
  39145. * @param element Defines the element the controls should be listened from
  39146. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39147. */
  39148. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39149. /**
  39150. * Detach the current controls from the specified dom element.
  39151. * @param element Defines the element to stop listening the inputs from
  39152. */
  39153. detachControl(element: Nullable<HTMLElement>): void;
  39154. /**
  39155. * Gets the class name of the current intput.
  39156. * @returns the class name
  39157. */
  39158. getClassName(): string;
  39159. /**
  39160. * Get the friendly name associated with the input class.
  39161. * @returns the input friendly name
  39162. */
  39163. getSimpleName(): string;
  39164. }
  39165. }
  39166. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39167. import { Nullable } from "babylonjs/types";
  39168. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39169. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39170. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39171. /**
  39172. * Manage the pointers inputs to control an follow camera.
  39173. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39174. */
  39175. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39176. /**
  39177. * Defines the camera the input is attached to.
  39178. */
  39179. camera: FollowCamera;
  39180. /**
  39181. * Gets the class name of the current input.
  39182. * @returns the class name
  39183. */
  39184. getClassName(): string;
  39185. /**
  39186. * Defines the pointer angular sensibility along the X axis or how fast is
  39187. * the camera rotating.
  39188. * A negative number will reverse the axis direction.
  39189. */
  39190. angularSensibilityX: number;
  39191. /**
  39192. * Defines the pointer angular sensibility along the Y axis or how fast is
  39193. * the camera rotating.
  39194. * A negative number will reverse the axis direction.
  39195. */
  39196. angularSensibilityY: number;
  39197. /**
  39198. * Defines the pointer pinch precision or how fast is the camera zooming.
  39199. * A negative number will reverse the axis direction.
  39200. */
  39201. pinchPrecision: number;
  39202. /**
  39203. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39204. * from 0.
  39205. * It defines the percentage of current camera.radius to use as delta when
  39206. * pinch zoom is used.
  39207. */
  39208. pinchDeltaPercentage: number;
  39209. /**
  39210. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39211. */
  39212. axisXControlRadius: boolean;
  39213. /**
  39214. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39215. */
  39216. axisXControlHeight: boolean;
  39217. /**
  39218. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39219. */
  39220. axisXControlRotation: boolean;
  39221. /**
  39222. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39223. */
  39224. axisYControlRadius: boolean;
  39225. /**
  39226. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39227. */
  39228. axisYControlHeight: boolean;
  39229. /**
  39230. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39231. */
  39232. axisYControlRotation: boolean;
  39233. /**
  39234. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39235. */
  39236. axisPinchControlRadius: boolean;
  39237. /**
  39238. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39239. */
  39240. axisPinchControlHeight: boolean;
  39241. /**
  39242. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39243. */
  39244. axisPinchControlRotation: boolean;
  39245. /**
  39246. * Log error messages if basic misconfiguration has occurred.
  39247. */
  39248. warningEnable: boolean;
  39249. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39250. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39251. private _warningCounter;
  39252. private _warning;
  39253. }
  39254. }
  39255. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39256. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39257. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39258. /**
  39259. * Default Inputs manager for the FollowCamera.
  39260. * It groups all the default supported inputs for ease of use.
  39261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39262. */
  39263. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39264. /**
  39265. * Instantiates a new FollowCameraInputsManager.
  39266. * @param camera Defines the camera the inputs belong to
  39267. */
  39268. constructor(camera: FollowCamera);
  39269. /**
  39270. * Add keyboard input support to the input manager.
  39271. * @returns the current input manager
  39272. */
  39273. addKeyboard(): FollowCameraInputsManager;
  39274. /**
  39275. * Add mouse wheel input support to the input manager.
  39276. * @returns the current input manager
  39277. */
  39278. addMouseWheel(): FollowCameraInputsManager;
  39279. /**
  39280. * Add pointers input support to the input manager.
  39281. * @returns the current input manager
  39282. */
  39283. addPointers(): FollowCameraInputsManager;
  39284. /**
  39285. * Add orientation input support to the input manager.
  39286. * @returns the current input manager
  39287. */
  39288. addVRDeviceOrientation(): FollowCameraInputsManager;
  39289. }
  39290. }
  39291. declare module "babylonjs/Cameras/followCamera" {
  39292. import { Nullable } from "babylonjs/types";
  39293. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39294. import { Scene } from "babylonjs/scene";
  39295. import { Vector3 } from "babylonjs/Maths/math.vector";
  39296. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39297. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39298. /**
  39299. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39300. * an arc rotate version arcFollowCamera are available.
  39301. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39302. */
  39303. export class FollowCamera extends TargetCamera {
  39304. /**
  39305. * Distance the follow camera should follow an object at
  39306. */
  39307. radius: number;
  39308. /**
  39309. * Minimum allowed distance of the camera to the axis of rotation
  39310. * (The camera can not get closer).
  39311. * This can help limiting how the Camera is able to move in the scene.
  39312. */
  39313. lowerRadiusLimit: Nullable<number>;
  39314. /**
  39315. * Maximum allowed distance of the camera to the axis of rotation
  39316. * (The camera can not get further).
  39317. * This can help limiting how the Camera is able to move in the scene.
  39318. */
  39319. upperRadiusLimit: Nullable<number>;
  39320. /**
  39321. * Define a rotation offset between the camera and the object it follows
  39322. */
  39323. rotationOffset: number;
  39324. /**
  39325. * Minimum allowed angle to camera position relative to target object.
  39326. * This can help limiting how the Camera is able to move in the scene.
  39327. */
  39328. lowerRotationOffsetLimit: Nullable<number>;
  39329. /**
  39330. * Maximum allowed angle to camera position relative to target object.
  39331. * This can help limiting how the Camera is able to move in the scene.
  39332. */
  39333. upperRotationOffsetLimit: Nullable<number>;
  39334. /**
  39335. * Define a height offset between the camera and the object it follows.
  39336. * It can help following an object from the top (like a car chaing a plane)
  39337. */
  39338. heightOffset: number;
  39339. /**
  39340. * Minimum allowed height of camera position relative to target object.
  39341. * This can help limiting how the Camera is able to move in the scene.
  39342. */
  39343. lowerHeightOffsetLimit: Nullable<number>;
  39344. /**
  39345. * Maximum allowed height of camera position relative to target object.
  39346. * This can help limiting how the Camera is able to move in the scene.
  39347. */
  39348. upperHeightOffsetLimit: Nullable<number>;
  39349. /**
  39350. * Define how fast the camera can accelerate to follow it s target.
  39351. */
  39352. cameraAcceleration: number;
  39353. /**
  39354. * Define the speed limit of the camera following an object.
  39355. */
  39356. maxCameraSpeed: number;
  39357. /**
  39358. * Define the target of the camera.
  39359. */
  39360. lockedTarget: Nullable<AbstractMesh>;
  39361. /**
  39362. * Defines the input associated with the camera.
  39363. */
  39364. inputs: FollowCameraInputsManager;
  39365. /**
  39366. * Instantiates the follow camera.
  39367. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39368. * @param name Define the name of the camera in the scene
  39369. * @param position Define the position of the camera
  39370. * @param scene Define the scene the camera belong to
  39371. * @param lockedTarget Define the target of the camera
  39372. */
  39373. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39374. private _follow;
  39375. /**
  39376. * Attached controls to the current camera.
  39377. * @param element Defines the element the controls should be listened from
  39378. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39379. */
  39380. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39381. /**
  39382. * Detach the current controls from the camera.
  39383. * The camera will stop reacting to inputs.
  39384. * @param element Defines the element to stop listening the inputs from
  39385. */
  39386. detachControl(element: HTMLElement): void;
  39387. /** @hidden */
  39388. _checkInputs(): void;
  39389. private _checkLimits;
  39390. /**
  39391. * Gets the camera class name.
  39392. * @returns the class name
  39393. */
  39394. getClassName(): string;
  39395. }
  39396. /**
  39397. * Arc Rotate version of the follow camera.
  39398. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39399. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39400. */
  39401. export class ArcFollowCamera extends TargetCamera {
  39402. /** The longitudinal angle of the camera */
  39403. alpha: number;
  39404. /** The latitudinal angle of the camera */
  39405. beta: number;
  39406. /** The radius of the camera from its target */
  39407. radius: number;
  39408. /** Define the camera target (the messh it should follow) */
  39409. target: Nullable<AbstractMesh>;
  39410. private _cartesianCoordinates;
  39411. /**
  39412. * Instantiates a new ArcFollowCamera
  39413. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39414. * @param name Define the name of the camera
  39415. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39416. * @param beta Define the rotation angle of the camera around the elevation axis
  39417. * @param radius Define the radius of the camera from its target point
  39418. * @param target Define the target of the camera
  39419. * @param scene Define the scene the camera belongs to
  39420. */
  39421. constructor(name: string,
  39422. /** The longitudinal angle of the camera */
  39423. alpha: number,
  39424. /** The latitudinal angle of the camera */
  39425. beta: number,
  39426. /** The radius of the camera from its target */
  39427. radius: number,
  39428. /** Define the camera target (the messh it should follow) */
  39429. target: Nullable<AbstractMesh>, scene: Scene);
  39430. private _follow;
  39431. /** @hidden */
  39432. _checkInputs(): void;
  39433. /**
  39434. * Returns the class name of the object.
  39435. * It is mostly used internally for serialization purposes.
  39436. */
  39437. getClassName(): string;
  39438. }
  39439. }
  39440. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39441. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39442. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39443. import { Nullable } from "babylonjs/types";
  39444. /**
  39445. * Manage the keyboard inputs to control the movement of a follow camera.
  39446. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39447. */
  39448. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39449. /**
  39450. * Defines the camera the input is attached to.
  39451. */
  39452. camera: FollowCamera;
  39453. /**
  39454. * Defines the list of key codes associated with the up action (increase heightOffset)
  39455. */
  39456. keysHeightOffsetIncr: number[];
  39457. /**
  39458. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39459. */
  39460. keysHeightOffsetDecr: number[];
  39461. /**
  39462. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39463. */
  39464. keysHeightOffsetModifierAlt: boolean;
  39465. /**
  39466. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39467. */
  39468. keysHeightOffsetModifierCtrl: boolean;
  39469. /**
  39470. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39471. */
  39472. keysHeightOffsetModifierShift: boolean;
  39473. /**
  39474. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39475. */
  39476. keysRotationOffsetIncr: number[];
  39477. /**
  39478. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39479. */
  39480. keysRotationOffsetDecr: number[];
  39481. /**
  39482. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39483. */
  39484. keysRotationOffsetModifierAlt: boolean;
  39485. /**
  39486. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39487. */
  39488. keysRotationOffsetModifierCtrl: boolean;
  39489. /**
  39490. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39491. */
  39492. keysRotationOffsetModifierShift: boolean;
  39493. /**
  39494. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39495. */
  39496. keysRadiusIncr: number[];
  39497. /**
  39498. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39499. */
  39500. keysRadiusDecr: number[];
  39501. /**
  39502. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39503. */
  39504. keysRadiusModifierAlt: boolean;
  39505. /**
  39506. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39507. */
  39508. keysRadiusModifierCtrl: boolean;
  39509. /**
  39510. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39511. */
  39512. keysRadiusModifierShift: boolean;
  39513. /**
  39514. * Defines the rate of change of heightOffset.
  39515. */
  39516. heightSensibility: number;
  39517. /**
  39518. * Defines the rate of change of rotationOffset.
  39519. */
  39520. rotationSensibility: number;
  39521. /**
  39522. * Defines the rate of change of radius.
  39523. */
  39524. radiusSensibility: number;
  39525. private _keys;
  39526. private _ctrlPressed;
  39527. private _altPressed;
  39528. private _shiftPressed;
  39529. private _onCanvasBlurObserver;
  39530. private _onKeyboardObserver;
  39531. private _engine;
  39532. private _scene;
  39533. /**
  39534. * Attach the input controls to a specific dom element to get the input from.
  39535. * @param element Defines the element the controls should be listened from
  39536. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39537. */
  39538. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39539. /**
  39540. * Detach the current controls from the specified dom element.
  39541. * @param element Defines the element to stop listening the inputs from
  39542. */
  39543. detachControl(element: Nullable<HTMLElement>): void;
  39544. /**
  39545. * Update the current camera state depending on the inputs that have been used this frame.
  39546. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39547. */
  39548. checkInputs(): void;
  39549. /**
  39550. * Gets the class name of the current input.
  39551. * @returns the class name
  39552. */
  39553. getClassName(): string;
  39554. /**
  39555. * Get the friendly name associated with the input class.
  39556. * @returns the input friendly name
  39557. */
  39558. getSimpleName(): string;
  39559. /**
  39560. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39561. * allow modification of the heightOffset value.
  39562. */
  39563. private _modifierHeightOffset;
  39564. /**
  39565. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39566. * allow modification of the rotationOffset value.
  39567. */
  39568. private _modifierRotationOffset;
  39569. /**
  39570. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39571. * allow modification of the radius value.
  39572. */
  39573. private _modifierRadius;
  39574. }
  39575. }
  39576. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39577. import { Nullable } from "babylonjs/types";
  39578. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39579. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39580. import { Observable } from "babylonjs/Misc/observable";
  39581. module "babylonjs/Cameras/freeCameraInputsManager" {
  39582. interface FreeCameraInputsManager {
  39583. /**
  39584. * @hidden
  39585. */
  39586. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39587. /**
  39588. * Add orientation input support to the input manager.
  39589. * @returns the current input manager
  39590. */
  39591. addDeviceOrientation(): FreeCameraInputsManager;
  39592. }
  39593. }
  39594. /**
  39595. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39596. * Screen rotation is taken into account.
  39597. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39598. */
  39599. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39600. private _camera;
  39601. private _screenOrientationAngle;
  39602. private _constantTranform;
  39603. private _screenQuaternion;
  39604. private _alpha;
  39605. private _beta;
  39606. private _gamma;
  39607. /**
  39608. * Can be used to detect if a device orientation sensor is availible on a device
  39609. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39610. * @returns a promise that will resolve on orientation change
  39611. */
  39612. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39613. /**
  39614. * @hidden
  39615. */
  39616. _onDeviceOrientationChangedObservable: Observable<void>;
  39617. /**
  39618. * Instantiates a new input
  39619. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39620. */
  39621. constructor();
  39622. /**
  39623. * Define the camera controlled by the input.
  39624. */
  39625. camera: FreeCamera;
  39626. /**
  39627. * Attach the input controls to a specific dom element to get the input from.
  39628. * @param element Defines the element the controls should be listened from
  39629. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39630. */
  39631. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39632. private _orientationChanged;
  39633. private _deviceOrientation;
  39634. /**
  39635. * Detach the current controls from the specified dom element.
  39636. * @param element Defines the element to stop listening the inputs from
  39637. */
  39638. detachControl(element: Nullable<HTMLElement>): void;
  39639. /**
  39640. * Update the current camera state depending on the inputs that have been used this frame.
  39641. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39642. */
  39643. checkInputs(): void;
  39644. /**
  39645. * Gets the class name of the current intput.
  39646. * @returns the class name
  39647. */
  39648. getClassName(): string;
  39649. /**
  39650. * Get the friendly name associated with the input class.
  39651. * @returns the input friendly name
  39652. */
  39653. getSimpleName(): string;
  39654. }
  39655. }
  39656. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39657. import { Nullable } from "babylonjs/types";
  39658. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39659. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39660. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39661. /**
  39662. * Manage the gamepad inputs to control a free camera.
  39663. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39664. */
  39665. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39666. /**
  39667. * Define the camera the input is attached to.
  39668. */
  39669. camera: FreeCamera;
  39670. /**
  39671. * Define the Gamepad controlling the input
  39672. */
  39673. gamepad: Nullable<Gamepad>;
  39674. /**
  39675. * Defines the gamepad rotation sensiblity.
  39676. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39677. */
  39678. gamepadAngularSensibility: number;
  39679. /**
  39680. * Defines the gamepad move sensiblity.
  39681. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39682. */
  39683. gamepadMoveSensibility: number;
  39684. private _yAxisScale;
  39685. /**
  39686. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39687. */
  39688. invertYAxis: boolean;
  39689. private _onGamepadConnectedObserver;
  39690. private _onGamepadDisconnectedObserver;
  39691. private _cameraTransform;
  39692. private _deltaTransform;
  39693. private _vector3;
  39694. private _vector2;
  39695. /**
  39696. * Attach the input controls to a specific dom element to get the input from.
  39697. * @param element Defines the element the controls should be listened from
  39698. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39699. */
  39700. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39701. /**
  39702. * Detach the current controls from the specified dom element.
  39703. * @param element Defines the element to stop listening the inputs from
  39704. */
  39705. detachControl(element: Nullable<HTMLElement>): void;
  39706. /**
  39707. * Update the current camera state depending on the inputs that have been used this frame.
  39708. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39709. */
  39710. checkInputs(): void;
  39711. /**
  39712. * Gets the class name of the current intput.
  39713. * @returns the class name
  39714. */
  39715. getClassName(): string;
  39716. /**
  39717. * Get the friendly name associated with the input class.
  39718. * @returns the input friendly name
  39719. */
  39720. getSimpleName(): string;
  39721. }
  39722. }
  39723. declare module "babylonjs/Misc/virtualJoystick" {
  39724. import { Nullable } from "babylonjs/types";
  39725. import { Vector3 } from "babylonjs/Maths/math.vector";
  39726. /**
  39727. * Defines the potential axis of a Joystick
  39728. */
  39729. export enum JoystickAxis {
  39730. /** X axis */
  39731. X = 0,
  39732. /** Y axis */
  39733. Y = 1,
  39734. /** Z axis */
  39735. Z = 2
  39736. }
  39737. /**
  39738. * Class used to define virtual joystick (used in touch mode)
  39739. */
  39740. export class VirtualJoystick {
  39741. /**
  39742. * Gets or sets a boolean indicating that left and right values must be inverted
  39743. */
  39744. reverseLeftRight: boolean;
  39745. /**
  39746. * Gets or sets a boolean indicating that up and down values must be inverted
  39747. */
  39748. reverseUpDown: boolean;
  39749. /**
  39750. * Gets the offset value for the position (ie. the change of the position value)
  39751. */
  39752. deltaPosition: Vector3;
  39753. /**
  39754. * Gets a boolean indicating if the virtual joystick was pressed
  39755. */
  39756. pressed: boolean;
  39757. /**
  39758. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39759. */
  39760. static Canvas: Nullable<HTMLCanvasElement>;
  39761. private static _globalJoystickIndex;
  39762. private static vjCanvasContext;
  39763. private static vjCanvasWidth;
  39764. private static vjCanvasHeight;
  39765. private static halfWidth;
  39766. private _action;
  39767. private _axisTargetedByLeftAndRight;
  39768. private _axisTargetedByUpAndDown;
  39769. private _joystickSensibility;
  39770. private _inversedSensibility;
  39771. private _joystickPointerID;
  39772. private _joystickColor;
  39773. private _joystickPointerPos;
  39774. private _joystickPreviousPointerPos;
  39775. private _joystickPointerStartPos;
  39776. private _deltaJoystickVector;
  39777. private _leftJoystick;
  39778. private _touches;
  39779. private _onPointerDownHandlerRef;
  39780. private _onPointerMoveHandlerRef;
  39781. private _onPointerUpHandlerRef;
  39782. private _onResize;
  39783. /**
  39784. * Creates a new virtual joystick
  39785. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39786. */
  39787. constructor(leftJoystick?: boolean);
  39788. /**
  39789. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39790. * @param newJoystickSensibility defines the new sensibility
  39791. */
  39792. setJoystickSensibility(newJoystickSensibility: number): void;
  39793. private _onPointerDown;
  39794. private _onPointerMove;
  39795. private _onPointerUp;
  39796. /**
  39797. * Change the color of the virtual joystick
  39798. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39799. */
  39800. setJoystickColor(newColor: string): void;
  39801. /**
  39802. * Defines a callback to call when the joystick is touched
  39803. * @param action defines the callback
  39804. */
  39805. setActionOnTouch(action: () => any): void;
  39806. /**
  39807. * Defines which axis you'd like to control for left & right
  39808. * @param axis defines the axis to use
  39809. */
  39810. setAxisForLeftRight(axis: JoystickAxis): void;
  39811. /**
  39812. * Defines which axis you'd like to control for up & down
  39813. * @param axis defines the axis to use
  39814. */
  39815. setAxisForUpDown(axis: JoystickAxis): void;
  39816. private _drawVirtualJoystick;
  39817. /**
  39818. * Release internal HTML canvas
  39819. */
  39820. releaseCanvas(): void;
  39821. }
  39822. }
  39823. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39824. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39825. import { Nullable } from "babylonjs/types";
  39826. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39827. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39828. module "babylonjs/Cameras/freeCameraInputsManager" {
  39829. interface FreeCameraInputsManager {
  39830. /**
  39831. * Add virtual joystick input support to the input manager.
  39832. * @returns the current input manager
  39833. */
  39834. addVirtualJoystick(): FreeCameraInputsManager;
  39835. }
  39836. }
  39837. /**
  39838. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39839. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39840. */
  39841. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39842. /**
  39843. * Defines the camera the input is attached to.
  39844. */
  39845. camera: FreeCamera;
  39846. private _leftjoystick;
  39847. private _rightjoystick;
  39848. /**
  39849. * Gets the left stick of the virtual joystick.
  39850. * @returns The virtual Joystick
  39851. */
  39852. getLeftJoystick(): VirtualJoystick;
  39853. /**
  39854. * Gets the right stick of the virtual joystick.
  39855. * @returns The virtual Joystick
  39856. */
  39857. getRightJoystick(): VirtualJoystick;
  39858. /**
  39859. * Update the current camera state depending on the inputs that have been used this frame.
  39860. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39861. */
  39862. checkInputs(): void;
  39863. /**
  39864. * Attach the input controls to a specific dom element to get the input from.
  39865. * @param element Defines the element the controls should be listened from
  39866. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39867. */
  39868. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39869. /**
  39870. * Detach the current controls from the specified dom element.
  39871. * @param element Defines the element to stop listening the inputs from
  39872. */
  39873. detachControl(element: Nullable<HTMLElement>): void;
  39874. /**
  39875. * Gets the class name of the current intput.
  39876. * @returns the class name
  39877. */
  39878. getClassName(): string;
  39879. /**
  39880. * Get the friendly name associated with the input class.
  39881. * @returns the input friendly name
  39882. */
  39883. getSimpleName(): string;
  39884. }
  39885. }
  39886. declare module "babylonjs/Cameras/Inputs/index" {
  39887. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39888. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39889. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39890. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39891. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39892. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39893. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39894. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39895. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39896. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39897. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39898. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39899. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39900. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39901. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39902. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39903. }
  39904. declare module "babylonjs/Cameras/touchCamera" {
  39905. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39906. import { Scene } from "babylonjs/scene";
  39907. import { Vector3 } from "babylonjs/Maths/math.vector";
  39908. /**
  39909. * This represents a FPS type of camera controlled by touch.
  39910. * This is like a universal camera minus the Gamepad controls.
  39911. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39912. */
  39913. export class TouchCamera extends FreeCamera {
  39914. /**
  39915. * Defines the touch sensibility for rotation.
  39916. * The higher the faster.
  39917. */
  39918. touchAngularSensibility: number;
  39919. /**
  39920. * Defines the touch sensibility for move.
  39921. * The higher the faster.
  39922. */
  39923. touchMoveSensibility: number;
  39924. /**
  39925. * Instantiates a new touch camera.
  39926. * This represents a FPS type of camera controlled by touch.
  39927. * This is like a universal camera minus the Gamepad controls.
  39928. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39929. * @param name Define the name of the camera in the scene
  39930. * @param position Define the start position of the camera in the scene
  39931. * @param scene Define the scene the camera belongs to
  39932. */
  39933. constructor(name: string, position: Vector3, scene: Scene);
  39934. /**
  39935. * Gets the current object class name.
  39936. * @return the class name
  39937. */
  39938. getClassName(): string;
  39939. /** @hidden */
  39940. _setupInputs(): void;
  39941. }
  39942. }
  39943. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39944. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39945. import { Scene } from "babylonjs/scene";
  39946. import { Vector3 } from "babylonjs/Maths/math.vector";
  39947. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39948. import { Axis } from "babylonjs/Maths/math.axis";
  39949. /**
  39950. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39951. * being tilted forward or back and left or right.
  39952. */
  39953. export class DeviceOrientationCamera extends FreeCamera {
  39954. private _initialQuaternion;
  39955. private _quaternionCache;
  39956. private _tmpDragQuaternion;
  39957. private _disablePointerInputWhenUsingDeviceOrientation;
  39958. /**
  39959. * Creates a new device orientation camera
  39960. * @param name The name of the camera
  39961. * @param position The start position camera
  39962. * @param scene The scene the camera belongs to
  39963. */
  39964. constructor(name: string, position: Vector3, scene: Scene);
  39965. /**
  39966. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39967. */
  39968. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39969. private _dragFactor;
  39970. /**
  39971. * Enabled turning on the y axis when the orientation sensor is active
  39972. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39973. */
  39974. enableHorizontalDragging(dragFactor?: number): void;
  39975. /**
  39976. * Gets the current instance class name ("DeviceOrientationCamera").
  39977. * This helps avoiding instanceof at run time.
  39978. * @returns the class name
  39979. */
  39980. getClassName(): string;
  39981. /**
  39982. * @hidden
  39983. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39984. */
  39985. _checkInputs(): void;
  39986. /**
  39987. * Reset the camera to its default orientation on the specified axis only.
  39988. * @param axis The axis to reset
  39989. */
  39990. resetToCurrentRotation(axis?: Axis): void;
  39991. }
  39992. }
  39993. declare module "babylonjs/Gamepads/xboxGamepad" {
  39994. import { Observable } from "babylonjs/Misc/observable";
  39995. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39996. /**
  39997. * Defines supported buttons for XBox360 compatible gamepads
  39998. */
  39999. export enum Xbox360Button {
  40000. /** A */
  40001. A = 0,
  40002. /** B */
  40003. B = 1,
  40004. /** X */
  40005. X = 2,
  40006. /** Y */
  40007. Y = 3,
  40008. /** Start */
  40009. Start = 4,
  40010. /** Back */
  40011. Back = 5,
  40012. /** Left button */
  40013. LB = 6,
  40014. /** Right button */
  40015. RB = 7,
  40016. /** Left stick */
  40017. LeftStick = 8,
  40018. /** Right stick */
  40019. RightStick = 9
  40020. }
  40021. /** Defines values for XBox360 DPad */
  40022. export enum Xbox360Dpad {
  40023. /** Up */
  40024. Up = 0,
  40025. /** Down */
  40026. Down = 1,
  40027. /** Left */
  40028. Left = 2,
  40029. /** Right */
  40030. Right = 3
  40031. }
  40032. /**
  40033. * Defines a XBox360 gamepad
  40034. */
  40035. export class Xbox360Pad extends Gamepad {
  40036. private _leftTrigger;
  40037. private _rightTrigger;
  40038. private _onlefttriggerchanged;
  40039. private _onrighttriggerchanged;
  40040. private _onbuttondown;
  40041. private _onbuttonup;
  40042. private _ondpaddown;
  40043. private _ondpadup;
  40044. /** Observable raised when a button is pressed */
  40045. onButtonDownObservable: Observable<Xbox360Button>;
  40046. /** Observable raised when a button is released */
  40047. onButtonUpObservable: Observable<Xbox360Button>;
  40048. /** Observable raised when a pad is pressed */
  40049. onPadDownObservable: Observable<Xbox360Dpad>;
  40050. /** Observable raised when a pad is released */
  40051. onPadUpObservable: Observable<Xbox360Dpad>;
  40052. private _buttonA;
  40053. private _buttonB;
  40054. private _buttonX;
  40055. private _buttonY;
  40056. private _buttonBack;
  40057. private _buttonStart;
  40058. private _buttonLB;
  40059. private _buttonRB;
  40060. private _buttonLeftStick;
  40061. private _buttonRightStick;
  40062. private _dPadUp;
  40063. private _dPadDown;
  40064. private _dPadLeft;
  40065. private _dPadRight;
  40066. private _isXboxOnePad;
  40067. /**
  40068. * Creates a new XBox360 gamepad object
  40069. * @param id defines the id of this gamepad
  40070. * @param index defines its index
  40071. * @param gamepad defines the internal HTML gamepad object
  40072. * @param xboxOne defines if it is a XBox One gamepad
  40073. */
  40074. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40075. /**
  40076. * Defines the callback to call when left trigger is pressed
  40077. * @param callback defines the callback to use
  40078. */
  40079. onlefttriggerchanged(callback: (value: number) => void): void;
  40080. /**
  40081. * Defines the callback to call when right trigger is pressed
  40082. * @param callback defines the callback to use
  40083. */
  40084. onrighttriggerchanged(callback: (value: number) => void): void;
  40085. /**
  40086. * Gets the left trigger value
  40087. */
  40088. /**
  40089. * Sets the left trigger value
  40090. */
  40091. leftTrigger: number;
  40092. /**
  40093. * Gets the right trigger value
  40094. */
  40095. /**
  40096. * Sets the right trigger value
  40097. */
  40098. rightTrigger: number;
  40099. /**
  40100. * Defines the callback to call when a button is pressed
  40101. * @param callback defines the callback to use
  40102. */
  40103. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40104. /**
  40105. * Defines the callback to call when a button is released
  40106. * @param callback defines the callback to use
  40107. */
  40108. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40109. /**
  40110. * Defines the callback to call when a pad is pressed
  40111. * @param callback defines the callback to use
  40112. */
  40113. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40114. /**
  40115. * Defines the callback to call when a pad is released
  40116. * @param callback defines the callback to use
  40117. */
  40118. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40119. private _setButtonValue;
  40120. private _setDPadValue;
  40121. /**
  40122. * Gets the value of the `A` button
  40123. */
  40124. /**
  40125. * Sets the value of the `A` button
  40126. */
  40127. buttonA: number;
  40128. /**
  40129. * Gets the value of the `B` button
  40130. */
  40131. /**
  40132. * Sets the value of the `B` button
  40133. */
  40134. buttonB: number;
  40135. /**
  40136. * Gets the value of the `X` button
  40137. */
  40138. /**
  40139. * Sets the value of the `X` button
  40140. */
  40141. buttonX: number;
  40142. /**
  40143. * Gets the value of the `Y` button
  40144. */
  40145. /**
  40146. * Sets the value of the `Y` button
  40147. */
  40148. buttonY: number;
  40149. /**
  40150. * Gets the value of the `Start` button
  40151. */
  40152. /**
  40153. * Sets the value of the `Start` button
  40154. */
  40155. buttonStart: number;
  40156. /**
  40157. * Gets the value of the `Back` button
  40158. */
  40159. /**
  40160. * Sets the value of the `Back` button
  40161. */
  40162. buttonBack: number;
  40163. /**
  40164. * Gets the value of the `Left` button
  40165. */
  40166. /**
  40167. * Sets the value of the `Left` button
  40168. */
  40169. buttonLB: number;
  40170. /**
  40171. * Gets the value of the `Right` button
  40172. */
  40173. /**
  40174. * Sets the value of the `Right` button
  40175. */
  40176. buttonRB: number;
  40177. /**
  40178. * Gets the value of the Left joystick
  40179. */
  40180. /**
  40181. * Sets the value of the Left joystick
  40182. */
  40183. buttonLeftStick: number;
  40184. /**
  40185. * Gets the value of the Right joystick
  40186. */
  40187. /**
  40188. * Sets the value of the Right joystick
  40189. */
  40190. buttonRightStick: number;
  40191. /**
  40192. * Gets the value of D-pad up
  40193. */
  40194. /**
  40195. * Sets the value of D-pad up
  40196. */
  40197. dPadUp: number;
  40198. /**
  40199. * Gets the value of D-pad down
  40200. */
  40201. /**
  40202. * Sets the value of D-pad down
  40203. */
  40204. dPadDown: number;
  40205. /**
  40206. * Gets the value of D-pad left
  40207. */
  40208. /**
  40209. * Sets the value of D-pad left
  40210. */
  40211. dPadLeft: number;
  40212. /**
  40213. * Gets the value of D-pad right
  40214. */
  40215. /**
  40216. * Sets the value of D-pad right
  40217. */
  40218. dPadRight: number;
  40219. /**
  40220. * Force the gamepad to synchronize with device values
  40221. */
  40222. update(): void;
  40223. /**
  40224. * Disposes the gamepad
  40225. */
  40226. dispose(): void;
  40227. }
  40228. }
  40229. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40230. import { Observable } from "babylonjs/Misc/observable";
  40231. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40232. /**
  40233. * Defines supported buttons for DualShock compatible gamepads
  40234. */
  40235. export enum DualShockButton {
  40236. /** Cross */
  40237. Cross = 0,
  40238. /** Circle */
  40239. Circle = 1,
  40240. /** Square */
  40241. Square = 2,
  40242. /** Triangle */
  40243. Triangle = 3,
  40244. /** Options */
  40245. Options = 4,
  40246. /** Share */
  40247. Share = 5,
  40248. /** L1 */
  40249. L1 = 6,
  40250. /** R1 */
  40251. R1 = 7,
  40252. /** Left stick */
  40253. LeftStick = 8,
  40254. /** Right stick */
  40255. RightStick = 9
  40256. }
  40257. /** Defines values for DualShock DPad */
  40258. export enum DualShockDpad {
  40259. /** Up */
  40260. Up = 0,
  40261. /** Down */
  40262. Down = 1,
  40263. /** Left */
  40264. Left = 2,
  40265. /** Right */
  40266. Right = 3
  40267. }
  40268. /**
  40269. * Defines a DualShock gamepad
  40270. */
  40271. export class DualShockPad extends Gamepad {
  40272. private _leftTrigger;
  40273. private _rightTrigger;
  40274. private _onlefttriggerchanged;
  40275. private _onrighttriggerchanged;
  40276. private _onbuttondown;
  40277. private _onbuttonup;
  40278. private _ondpaddown;
  40279. private _ondpadup;
  40280. /** Observable raised when a button is pressed */
  40281. onButtonDownObservable: Observable<DualShockButton>;
  40282. /** Observable raised when a button is released */
  40283. onButtonUpObservable: Observable<DualShockButton>;
  40284. /** Observable raised when a pad is pressed */
  40285. onPadDownObservable: Observable<DualShockDpad>;
  40286. /** Observable raised when a pad is released */
  40287. onPadUpObservable: Observable<DualShockDpad>;
  40288. private _buttonCross;
  40289. private _buttonCircle;
  40290. private _buttonSquare;
  40291. private _buttonTriangle;
  40292. private _buttonShare;
  40293. private _buttonOptions;
  40294. private _buttonL1;
  40295. private _buttonR1;
  40296. private _buttonLeftStick;
  40297. private _buttonRightStick;
  40298. private _dPadUp;
  40299. private _dPadDown;
  40300. private _dPadLeft;
  40301. private _dPadRight;
  40302. /**
  40303. * Creates a new DualShock gamepad object
  40304. * @param id defines the id of this gamepad
  40305. * @param index defines its index
  40306. * @param gamepad defines the internal HTML gamepad object
  40307. */
  40308. constructor(id: string, index: number, gamepad: any);
  40309. /**
  40310. * Defines the callback to call when left trigger is pressed
  40311. * @param callback defines the callback to use
  40312. */
  40313. onlefttriggerchanged(callback: (value: number) => void): void;
  40314. /**
  40315. * Defines the callback to call when right trigger is pressed
  40316. * @param callback defines the callback to use
  40317. */
  40318. onrighttriggerchanged(callback: (value: number) => void): void;
  40319. /**
  40320. * Gets the left trigger value
  40321. */
  40322. /**
  40323. * Sets the left trigger value
  40324. */
  40325. leftTrigger: number;
  40326. /**
  40327. * Gets the right trigger value
  40328. */
  40329. /**
  40330. * Sets the right trigger value
  40331. */
  40332. rightTrigger: number;
  40333. /**
  40334. * Defines the callback to call when a button is pressed
  40335. * @param callback defines the callback to use
  40336. */
  40337. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40338. /**
  40339. * Defines the callback to call when a button is released
  40340. * @param callback defines the callback to use
  40341. */
  40342. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40343. /**
  40344. * Defines the callback to call when a pad is pressed
  40345. * @param callback defines the callback to use
  40346. */
  40347. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40348. /**
  40349. * Defines the callback to call when a pad is released
  40350. * @param callback defines the callback to use
  40351. */
  40352. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40353. private _setButtonValue;
  40354. private _setDPadValue;
  40355. /**
  40356. * Gets the value of the `Cross` button
  40357. */
  40358. /**
  40359. * Sets the value of the `Cross` button
  40360. */
  40361. buttonCross: number;
  40362. /**
  40363. * Gets the value of the `Circle` button
  40364. */
  40365. /**
  40366. * Sets the value of the `Circle` button
  40367. */
  40368. buttonCircle: number;
  40369. /**
  40370. * Gets the value of the `Square` button
  40371. */
  40372. /**
  40373. * Sets the value of the `Square` button
  40374. */
  40375. buttonSquare: number;
  40376. /**
  40377. * Gets the value of the `Triangle` button
  40378. */
  40379. /**
  40380. * Sets the value of the `Triangle` button
  40381. */
  40382. buttonTriangle: number;
  40383. /**
  40384. * Gets the value of the `Options` button
  40385. */
  40386. /**
  40387. * Sets the value of the `Options` button
  40388. */
  40389. buttonOptions: number;
  40390. /**
  40391. * Gets the value of the `Share` button
  40392. */
  40393. /**
  40394. * Sets the value of the `Share` button
  40395. */
  40396. buttonShare: number;
  40397. /**
  40398. * Gets the value of the `L1` button
  40399. */
  40400. /**
  40401. * Sets the value of the `L1` button
  40402. */
  40403. buttonL1: number;
  40404. /**
  40405. * Gets the value of the `R1` button
  40406. */
  40407. /**
  40408. * Sets the value of the `R1` button
  40409. */
  40410. buttonR1: number;
  40411. /**
  40412. * Gets the value of the Left joystick
  40413. */
  40414. /**
  40415. * Sets the value of the Left joystick
  40416. */
  40417. buttonLeftStick: number;
  40418. /**
  40419. * Gets the value of the Right joystick
  40420. */
  40421. /**
  40422. * Sets the value of the Right joystick
  40423. */
  40424. buttonRightStick: number;
  40425. /**
  40426. * Gets the value of D-pad up
  40427. */
  40428. /**
  40429. * Sets the value of D-pad up
  40430. */
  40431. dPadUp: number;
  40432. /**
  40433. * Gets the value of D-pad down
  40434. */
  40435. /**
  40436. * Sets the value of D-pad down
  40437. */
  40438. dPadDown: number;
  40439. /**
  40440. * Gets the value of D-pad left
  40441. */
  40442. /**
  40443. * Sets the value of D-pad left
  40444. */
  40445. dPadLeft: number;
  40446. /**
  40447. * Gets the value of D-pad right
  40448. */
  40449. /**
  40450. * Sets the value of D-pad right
  40451. */
  40452. dPadRight: number;
  40453. /**
  40454. * Force the gamepad to synchronize with device values
  40455. */
  40456. update(): void;
  40457. /**
  40458. * Disposes the gamepad
  40459. */
  40460. dispose(): void;
  40461. }
  40462. }
  40463. declare module "babylonjs/Gamepads/gamepadManager" {
  40464. import { Observable } from "babylonjs/Misc/observable";
  40465. import { Nullable } from "babylonjs/types";
  40466. import { Scene } from "babylonjs/scene";
  40467. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40468. /**
  40469. * Manager for handling gamepads
  40470. */
  40471. export class GamepadManager {
  40472. private _scene?;
  40473. private _babylonGamepads;
  40474. private _oneGamepadConnected;
  40475. /** @hidden */
  40476. _isMonitoring: boolean;
  40477. private _gamepadEventSupported;
  40478. private _gamepadSupport;
  40479. /**
  40480. * observable to be triggered when the gamepad controller has been connected
  40481. */
  40482. onGamepadConnectedObservable: Observable<Gamepad>;
  40483. /**
  40484. * observable to be triggered when the gamepad controller has been disconnected
  40485. */
  40486. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40487. private _onGamepadConnectedEvent;
  40488. private _onGamepadDisconnectedEvent;
  40489. /**
  40490. * Initializes the gamepad manager
  40491. * @param _scene BabylonJS scene
  40492. */
  40493. constructor(_scene?: Scene | undefined);
  40494. /**
  40495. * The gamepads in the game pad manager
  40496. */
  40497. readonly gamepads: Gamepad[];
  40498. /**
  40499. * Get the gamepad controllers based on type
  40500. * @param type The type of gamepad controller
  40501. * @returns Nullable gamepad
  40502. */
  40503. getGamepadByType(type?: number): Nullable<Gamepad>;
  40504. /**
  40505. * Disposes the gamepad manager
  40506. */
  40507. dispose(): void;
  40508. private _addNewGamepad;
  40509. private _startMonitoringGamepads;
  40510. private _stopMonitoringGamepads;
  40511. /** @hidden */
  40512. _checkGamepadsStatus(): void;
  40513. private _updateGamepadObjects;
  40514. }
  40515. }
  40516. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40517. import { Nullable } from "babylonjs/types";
  40518. import { Scene } from "babylonjs/scene";
  40519. import { ISceneComponent } from "babylonjs/sceneComponent";
  40520. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40521. module "babylonjs/scene" {
  40522. interface Scene {
  40523. /** @hidden */
  40524. _gamepadManager: Nullable<GamepadManager>;
  40525. /**
  40526. * Gets the gamepad manager associated with the scene
  40527. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40528. */
  40529. gamepadManager: GamepadManager;
  40530. }
  40531. }
  40532. module "babylonjs/Cameras/freeCameraInputsManager" {
  40533. /**
  40534. * Interface representing a free camera inputs manager
  40535. */
  40536. interface FreeCameraInputsManager {
  40537. /**
  40538. * Adds gamepad input support to the FreeCameraInputsManager.
  40539. * @returns the FreeCameraInputsManager
  40540. */
  40541. addGamepad(): FreeCameraInputsManager;
  40542. }
  40543. }
  40544. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40545. /**
  40546. * Interface representing an arc rotate camera inputs manager
  40547. */
  40548. interface ArcRotateCameraInputsManager {
  40549. /**
  40550. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40551. * @returns the camera inputs manager
  40552. */
  40553. addGamepad(): ArcRotateCameraInputsManager;
  40554. }
  40555. }
  40556. /**
  40557. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40558. */
  40559. export class GamepadSystemSceneComponent implements ISceneComponent {
  40560. /**
  40561. * The component name helpfull to identify the component in the list of scene components.
  40562. */
  40563. readonly name: string;
  40564. /**
  40565. * The scene the component belongs to.
  40566. */
  40567. scene: Scene;
  40568. /**
  40569. * Creates a new instance of the component for the given scene
  40570. * @param scene Defines the scene to register the component in
  40571. */
  40572. constructor(scene: Scene);
  40573. /**
  40574. * Registers the component in a given scene
  40575. */
  40576. register(): void;
  40577. /**
  40578. * Rebuilds the elements related to this component in case of
  40579. * context lost for instance.
  40580. */
  40581. rebuild(): void;
  40582. /**
  40583. * Disposes the component and the associated ressources
  40584. */
  40585. dispose(): void;
  40586. private _beforeCameraUpdate;
  40587. }
  40588. }
  40589. declare module "babylonjs/Cameras/universalCamera" {
  40590. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40591. import { Scene } from "babylonjs/scene";
  40592. import { Vector3 } from "babylonjs/Maths/math.vector";
  40593. import "babylonjs/Gamepads/gamepadSceneComponent";
  40594. /**
  40595. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40596. * which still works and will still be found in many Playgrounds.
  40597. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40598. */
  40599. export class UniversalCamera extends TouchCamera {
  40600. /**
  40601. * Defines the gamepad rotation sensiblity.
  40602. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40603. */
  40604. gamepadAngularSensibility: number;
  40605. /**
  40606. * Defines the gamepad move sensiblity.
  40607. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40608. */
  40609. gamepadMoveSensibility: number;
  40610. /**
  40611. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40612. * which still works and will still be found in many Playgrounds.
  40613. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40614. * @param name Define the name of the camera in the scene
  40615. * @param position Define the start position of the camera in the scene
  40616. * @param scene Define the scene the camera belongs to
  40617. */
  40618. constructor(name: string, position: Vector3, scene: Scene);
  40619. /**
  40620. * Gets the current object class name.
  40621. * @return the class name
  40622. */
  40623. getClassName(): string;
  40624. }
  40625. }
  40626. declare module "babylonjs/Cameras/gamepadCamera" {
  40627. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40628. import { Scene } from "babylonjs/scene";
  40629. import { Vector3 } from "babylonjs/Maths/math.vector";
  40630. /**
  40631. * This represents a FPS type of camera. This is only here for back compat purpose.
  40632. * Please use the UniversalCamera instead as both are identical.
  40633. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40634. */
  40635. export class GamepadCamera extends UniversalCamera {
  40636. /**
  40637. * Instantiates a new Gamepad Camera
  40638. * This represents a FPS type of camera. This is only here for back compat purpose.
  40639. * Please use the UniversalCamera instead as both are identical.
  40640. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40641. * @param name Define the name of the camera in the scene
  40642. * @param position Define the start position of the camera in the scene
  40643. * @param scene Define the scene the camera belongs to
  40644. */
  40645. constructor(name: string, position: Vector3, scene: Scene);
  40646. /**
  40647. * Gets the current object class name.
  40648. * @return the class name
  40649. */
  40650. getClassName(): string;
  40651. }
  40652. }
  40653. declare module "babylonjs/Shaders/pass.fragment" {
  40654. /** @hidden */
  40655. export var passPixelShader: {
  40656. name: string;
  40657. shader: string;
  40658. };
  40659. }
  40660. declare module "babylonjs/Shaders/passCube.fragment" {
  40661. /** @hidden */
  40662. export var passCubePixelShader: {
  40663. name: string;
  40664. shader: string;
  40665. };
  40666. }
  40667. declare module "babylonjs/PostProcesses/passPostProcess" {
  40668. import { Nullable } from "babylonjs/types";
  40669. import { Camera } from "babylonjs/Cameras/camera";
  40670. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40671. import { Engine } from "babylonjs/Engines/engine";
  40672. import "babylonjs/Shaders/pass.fragment";
  40673. import "babylonjs/Shaders/passCube.fragment";
  40674. /**
  40675. * PassPostProcess which produces an output the same as it's input
  40676. */
  40677. export class PassPostProcess extends PostProcess {
  40678. /**
  40679. * Creates the PassPostProcess
  40680. * @param name The name of the effect.
  40681. * @param options The required width/height ratio to downsize to before computing the render pass.
  40682. * @param camera The camera to apply the render pass to.
  40683. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40684. * @param engine The engine which the post process will be applied. (default: current engine)
  40685. * @param reusable If the post process can be reused on the same frame. (default: false)
  40686. * @param textureType The type of texture to be used when performing the post processing.
  40687. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40688. */
  40689. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40690. }
  40691. /**
  40692. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40693. */
  40694. export class PassCubePostProcess extends PostProcess {
  40695. private _face;
  40696. /**
  40697. * Gets or sets the cube face to display.
  40698. * * 0 is +X
  40699. * * 1 is -X
  40700. * * 2 is +Y
  40701. * * 3 is -Y
  40702. * * 4 is +Z
  40703. * * 5 is -Z
  40704. */
  40705. face: number;
  40706. /**
  40707. * Creates the PassCubePostProcess
  40708. * @param name The name of the effect.
  40709. * @param options The required width/height ratio to downsize to before computing the render pass.
  40710. * @param camera The camera to apply the render pass to.
  40711. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40712. * @param engine The engine which the post process will be applied. (default: current engine)
  40713. * @param reusable If the post process can be reused on the same frame. (default: false)
  40714. * @param textureType The type of texture to be used when performing the post processing.
  40715. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40716. */
  40717. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40718. }
  40719. }
  40720. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40721. /** @hidden */
  40722. export var anaglyphPixelShader: {
  40723. name: string;
  40724. shader: string;
  40725. };
  40726. }
  40727. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40728. import { Engine } from "babylonjs/Engines/engine";
  40729. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40730. import { Camera } from "babylonjs/Cameras/camera";
  40731. import "babylonjs/Shaders/anaglyph.fragment";
  40732. /**
  40733. * Postprocess used to generate anaglyphic rendering
  40734. */
  40735. export class AnaglyphPostProcess extends PostProcess {
  40736. private _passedProcess;
  40737. /**
  40738. * Creates a new AnaglyphPostProcess
  40739. * @param name defines postprocess name
  40740. * @param options defines creation options or target ratio scale
  40741. * @param rigCameras defines cameras using this postprocess
  40742. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40743. * @param engine defines hosting engine
  40744. * @param reusable defines if the postprocess will be reused multiple times per frame
  40745. */
  40746. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40747. }
  40748. }
  40749. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40750. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40751. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40752. import { Scene } from "babylonjs/scene";
  40753. import { Vector3 } from "babylonjs/Maths/math.vector";
  40754. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40755. /**
  40756. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40757. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40758. */
  40759. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40760. /**
  40761. * Creates a new AnaglyphArcRotateCamera
  40762. * @param name defines camera name
  40763. * @param alpha defines alpha angle (in radians)
  40764. * @param beta defines beta angle (in radians)
  40765. * @param radius defines radius
  40766. * @param target defines camera target
  40767. * @param interaxialDistance defines distance between each color axis
  40768. * @param scene defines the hosting scene
  40769. */
  40770. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40771. /**
  40772. * Gets camera class name
  40773. * @returns AnaglyphArcRotateCamera
  40774. */
  40775. getClassName(): string;
  40776. }
  40777. }
  40778. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40779. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40780. import { Scene } from "babylonjs/scene";
  40781. import { Vector3 } from "babylonjs/Maths/math.vector";
  40782. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40783. /**
  40784. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40785. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40786. */
  40787. export class AnaglyphFreeCamera extends FreeCamera {
  40788. /**
  40789. * Creates a new AnaglyphFreeCamera
  40790. * @param name defines camera name
  40791. * @param position defines initial position
  40792. * @param interaxialDistance defines distance between each color axis
  40793. * @param scene defines the hosting scene
  40794. */
  40795. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40796. /**
  40797. * Gets camera class name
  40798. * @returns AnaglyphFreeCamera
  40799. */
  40800. getClassName(): string;
  40801. }
  40802. }
  40803. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40804. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40805. import { Scene } from "babylonjs/scene";
  40806. import { Vector3 } from "babylonjs/Maths/math.vector";
  40807. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40808. /**
  40809. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40810. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40811. */
  40812. export class AnaglyphGamepadCamera extends GamepadCamera {
  40813. /**
  40814. * Creates a new AnaglyphGamepadCamera
  40815. * @param name defines camera name
  40816. * @param position defines initial position
  40817. * @param interaxialDistance defines distance between each color axis
  40818. * @param scene defines the hosting scene
  40819. */
  40820. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40821. /**
  40822. * Gets camera class name
  40823. * @returns AnaglyphGamepadCamera
  40824. */
  40825. getClassName(): string;
  40826. }
  40827. }
  40828. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40829. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40830. import { Scene } from "babylonjs/scene";
  40831. import { Vector3 } from "babylonjs/Maths/math.vector";
  40832. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40833. /**
  40834. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40835. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40836. */
  40837. export class AnaglyphUniversalCamera extends UniversalCamera {
  40838. /**
  40839. * Creates a new AnaglyphUniversalCamera
  40840. * @param name defines camera name
  40841. * @param position defines initial position
  40842. * @param interaxialDistance defines distance between each color axis
  40843. * @param scene defines the hosting scene
  40844. */
  40845. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40846. /**
  40847. * Gets camera class name
  40848. * @returns AnaglyphUniversalCamera
  40849. */
  40850. getClassName(): string;
  40851. }
  40852. }
  40853. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40854. /** @hidden */
  40855. export var stereoscopicInterlacePixelShader: {
  40856. name: string;
  40857. shader: string;
  40858. };
  40859. }
  40860. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40861. import { Camera } from "babylonjs/Cameras/camera";
  40862. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40863. import { Engine } from "babylonjs/Engines/engine";
  40864. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40865. /**
  40866. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40867. */
  40868. export class StereoscopicInterlacePostProcess extends PostProcess {
  40869. private _stepSize;
  40870. private _passedProcess;
  40871. /**
  40872. * Initializes a StereoscopicInterlacePostProcess
  40873. * @param name The name of the effect.
  40874. * @param rigCameras The rig cameras to be appled to the post process
  40875. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40876. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40877. * @param engine The engine which the post process will be applied. (default: current engine)
  40878. * @param reusable If the post process can be reused on the same frame. (default: false)
  40879. */
  40880. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40881. }
  40882. }
  40883. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40884. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40885. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40886. import { Scene } from "babylonjs/scene";
  40887. import { Vector3 } from "babylonjs/Maths/math.vector";
  40888. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40889. /**
  40890. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40891. * @see http://doc.babylonjs.com/features/cameras
  40892. */
  40893. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40894. /**
  40895. * Creates a new StereoscopicArcRotateCamera
  40896. * @param name defines camera name
  40897. * @param alpha defines alpha angle (in radians)
  40898. * @param beta defines beta angle (in radians)
  40899. * @param radius defines radius
  40900. * @param target defines camera target
  40901. * @param interaxialDistance defines distance between each color axis
  40902. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40903. * @param scene defines the hosting scene
  40904. */
  40905. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40906. /**
  40907. * Gets camera class name
  40908. * @returns StereoscopicArcRotateCamera
  40909. */
  40910. getClassName(): string;
  40911. }
  40912. }
  40913. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40914. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40915. import { Scene } from "babylonjs/scene";
  40916. import { Vector3 } from "babylonjs/Maths/math.vector";
  40917. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40918. /**
  40919. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40920. * @see http://doc.babylonjs.com/features/cameras
  40921. */
  40922. export class StereoscopicFreeCamera extends FreeCamera {
  40923. /**
  40924. * Creates a new StereoscopicFreeCamera
  40925. * @param name defines camera name
  40926. * @param position defines initial position
  40927. * @param interaxialDistance defines distance between each color axis
  40928. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40929. * @param scene defines the hosting scene
  40930. */
  40931. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40932. /**
  40933. * Gets camera class name
  40934. * @returns StereoscopicFreeCamera
  40935. */
  40936. getClassName(): string;
  40937. }
  40938. }
  40939. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40940. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40941. import { Scene } from "babylonjs/scene";
  40942. import { Vector3 } from "babylonjs/Maths/math.vector";
  40943. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40944. /**
  40945. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40946. * @see http://doc.babylonjs.com/features/cameras
  40947. */
  40948. export class StereoscopicGamepadCamera extends GamepadCamera {
  40949. /**
  40950. * Creates a new StereoscopicGamepadCamera
  40951. * @param name defines camera name
  40952. * @param position defines initial position
  40953. * @param interaxialDistance defines distance between each color axis
  40954. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40955. * @param scene defines the hosting scene
  40956. */
  40957. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40958. /**
  40959. * Gets camera class name
  40960. * @returns StereoscopicGamepadCamera
  40961. */
  40962. getClassName(): string;
  40963. }
  40964. }
  40965. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40966. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40967. import { Scene } from "babylonjs/scene";
  40968. import { Vector3 } from "babylonjs/Maths/math.vector";
  40969. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40970. /**
  40971. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40972. * @see http://doc.babylonjs.com/features/cameras
  40973. */
  40974. export class StereoscopicUniversalCamera extends UniversalCamera {
  40975. /**
  40976. * Creates a new StereoscopicUniversalCamera
  40977. * @param name defines camera name
  40978. * @param position defines initial position
  40979. * @param interaxialDistance defines distance between each color axis
  40980. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40981. * @param scene defines the hosting scene
  40982. */
  40983. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40984. /**
  40985. * Gets camera class name
  40986. * @returns StereoscopicUniversalCamera
  40987. */
  40988. getClassName(): string;
  40989. }
  40990. }
  40991. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40992. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40993. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40994. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40995. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40996. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40997. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40998. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40999. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41000. }
  41001. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41002. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41003. import { Scene } from "babylonjs/scene";
  41004. import { Vector3 } from "babylonjs/Maths/math.vector";
  41005. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41006. /**
  41007. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41008. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41009. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41010. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41011. */
  41012. export class VirtualJoysticksCamera extends FreeCamera {
  41013. /**
  41014. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41015. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41016. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41017. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41018. * @param name Define the name of the camera in the scene
  41019. * @param position Define the start position of the camera in the scene
  41020. * @param scene Define the scene the camera belongs to
  41021. */
  41022. constructor(name: string, position: Vector3, scene: Scene);
  41023. /**
  41024. * Gets the current object class name.
  41025. * @return the class name
  41026. */
  41027. getClassName(): string;
  41028. }
  41029. }
  41030. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41031. import { Matrix } from "babylonjs/Maths/math.vector";
  41032. /**
  41033. * This represents all the required metrics to create a VR camera.
  41034. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41035. */
  41036. export class VRCameraMetrics {
  41037. /**
  41038. * Define the horizontal resolution off the screen.
  41039. */
  41040. hResolution: number;
  41041. /**
  41042. * Define the vertical resolution off the screen.
  41043. */
  41044. vResolution: number;
  41045. /**
  41046. * Define the horizontal screen size.
  41047. */
  41048. hScreenSize: number;
  41049. /**
  41050. * Define the vertical screen size.
  41051. */
  41052. vScreenSize: number;
  41053. /**
  41054. * Define the vertical screen center position.
  41055. */
  41056. vScreenCenter: number;
  41057. /**
  41058. * Define the distance of the eyes to the screen.
  41059. */
  41060. eyeToScreenDistance: number;
  41061. /**
  41062. * Define the distance between both lenses
  41063. */
  41064. lensSeparationDistance: number;
  41065. /**
  41066. * Define the distance between both viewer's eyes.
  41067. */
  41068. interpupillaryDistance: number;
  41069. /**
  41070. * Define the distortion factor of the VR postprocess.
  41071. * Please, touch with care.
  41072. */
  41073. distortionK: number[];
  41074. /**
  41075. * Define the chromatic aberration correction factors for the VR post process.
  41076. */
  41077. chromaAbCorrection: number[];
  41078. /**
  41079. * Define the scale factor of the post process.
  41080. * The smaller the better but the slower.
  41081. */
  41082. postProcessScaleFactor: number;
  41083. /**
  41084. * Define an offset for the lens center.
  41085. */
  41086. lensCenterOffset: number;
  41087. /**
  41088. * Define if the current vr camera should compensate the distortion of the lense or not.
  41089. */
  41090. compensateDistortion: boolean;
  41091. /**
  41092. * Defines if multiview should be enabled when rendering (Default: false)
  41093. */
  41094. multiviewEnabled: boolean;
  41095. /**
  41096. * Gets the rendering aspect ratio based on the provided resolutions.
  41097. */
  41098. readonly aspectRatio: number;
  41099. /**
  41100. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41101. */
  41102. readonly aspectRatioFov: number;
  41103. /**
  41104. * @hidden
  41105. */
  41106. readonly leftHMatrix: Matrix;
  41107. /**
  41108. * @hidden
  41109. */
  41110. readonly rightHMatrix: Matrix;
  41111. /**
  41112. * @hidden
  41113. */
  41114. readonly leftPreViewMatrix: Matrix;
  41115. /**
  41116. * @hidden
  41117. */
  41118. readonly rightPreViewMatrix: Matrix;
  41119. /**
  41120. * Get the default VRMetrics based on the most generic setup.
  41121. * @returns the default vr metrics
  41122. */
  41123. static GetDefault(): VRCameraMetrics;
  41124. }
  41125. }
  41126. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41127. /** @hidden */
  41128. export var vrDistortionCorrectionPixelShader: {
  41129. name: string;
  41130. shader: string;
  41131. };
  41132. }
  41133. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41134. import { Camera } from "babylonjs/Cameras/camera";
  41135. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41136. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41137. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41138. /**
  41139. * VRDistortionCorrectionPostProcess used for mobile VR
  41140. */
  41141. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41142. private _isRightEye;
  41143. private _distortionFactors;
  41144. private _postProcessScaleFactor;
  41145. private _lensCenterOffset;
  41146. private _scaleIn;
  41147. private _scaleFactor;
  41148. private _lensCenter;
  41149. /**
  41150. * Initializes the VRDistortionCorrectionPostProcess
  41151. * @param name The name of the effect.
  41152. * @param camera The camera to apply the render pass to.
  41153. * @param isRightEye If this is for the right eye distortion
  41154. * @param vrMetrics All the required metrics for the VR camera
  41155. */
  41156. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41157. }
  41158. }
  41159. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41160. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41161. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41162. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41163. import { Scene } from "babylonjs/scene";
  41164. import { Vector3 } from "babylonjs/Maths/math.vector";
  41165. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41166. import "babylonjs/Cameras/RigModes/vrRigMode";
  41167. /**
  41168. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41169. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41170. */
  41171. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41172. /**
  41173. * Creates a new VRDeviceOrientationArcRotateCamera
  41174. * @param name defines camera name
  41175. * @param alpha defines the camera rotation along the logitudinal axis
  41176. * @param beta defines the camera rotation along the latitudinal axis
  41177. * @param radius defines the camera distance from its target
  41178. * @param target defines the camera target
  41179. * @param scene defines the scene the camera belongs to
  41180. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41181. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41182. */
  41183. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41184. /**
  41185. * Gets camera class name
  41186. * @returns VRDeviceOrientationArcRotateCamera
  41187. */
  41188. getClassName(): string;
  41189. }
  41190. }
  41191. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41192. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41193. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41194. import { Scene } from "babylonjs/scene";
  41195. import { Vector3 } from "babylonjs/Maths/math.vector";
  41196. import "babylonjs/Cameras/RigModes/vrRigMode";
  41197. /**
  41198. * Camera used to simulate VR rendering (based on FreeCamera)
  41199. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41200. */
  41201. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41202. /**
  41203. * Creates a new VRDeviceOrientationFreeCamera
  41204. * @param name defines camera name
  41205. * @param position defines the start position of the camera
  41206. * @param scene defines the scene the camera belongs to
  41207. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41208. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41209. */
  41210. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41211. /**
  41212. * Gets camera class name
  41213. * @returns VRDeviceOrientationFreeCamera
  41214. */
  41215. getClassName(): string;
  41216. }
  41217. }
  41218. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41219. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41220. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41221. import { Scene } from "babylonjs/scene";
  41222. import { Vector3 } from "babylonjs/Maths/math.vector";
  41223. import "babylonjs/Gamepads/gamepadSceneComponent";
  41224. /**
  41225. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41226. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41227. */
  41228. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41229. /**
  41230. * Creates a new VRDeviceOrientationGamepadCamera
  41231. * @param name defines camera name
  41232. * @param position defines the start position of the camera
  41233. * @param scene defines the scene the camera belongs to
  41234. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41235. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41236. */
  41237. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41238. /**
  41239. * Gets camera class name
  41240. * @returns VRDeviceOrientationGamepadCamera
  41241. */
  41242. getClassName(): string;
  41243. }
  41244. }
  41245. declare module "babylonjs/Materials/pushMaterial" {
  41246. import { Nullable } from "babylonjs/types";
  41247. import { Scene } from "babylonjs/scene";
  41248. import { Matrix } from "babylonjs/Maths/math.vector";
  41249. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41250. import { Mesh } from "babylonjs/Meshes/mesh";
  41251. import { Material } from "babylonjs/Materials/material";
  41252. import { Effect } from "babylonjs/Materials/effect";
  41253. /**
  41254. * Base class of materials working in push mode in babylon JS
  41255. * @hidden
  41256. */
  41257. export class PushMaterial extends Material {
  41258. protected _activeEffect: Effect;
  41259. protected _normalMatrix: Matrix;
  41260. /**
  41261. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41262. * This means that the material can keep using a previous shader while a new one is being compiled.
  41263. * This is mostly used when shader parallel compilation is supported (true by default)
  41264. */
  41265. allowShaderHotSwapping: boolean;
  41266. constructor(name: string, scene: Scene);
  41267. getEffect(): Effect;
  41268. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41269. /**
  41270. * Binds the given world matrix to the active effect
  41271. *
  41272. * @param world the matrix to bind
  41273. */
  41274. bindOnlyWorldMatrix(world: Matrix): void;
  41275. /**
  41276. * Binds the given normal matrix to the active effect
  41277. *
  41278. * @param normalMatrix the matrix to bind
  41279. */
  41280. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41281. bind(world: Matrix, mesh?: Mesh): void;
  41282. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41283. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41284. }
  41285. }
  41286. declare module "babylonjs/Materials/materialFlags" {
  41287. /**
  41288. * This groups all the flags used to control the materials channel.
  41289. */
  41290. export class MaterialFlags {
  41291. private static _DiffuseTextureEnabled;
  41292. /**
  41293. * Are diffuse textures enabled in the application.
  41294. */
  41295. static DiffuseTextureEnabled: boolean;
  41296. private static _AmbientTextureEnabled;
  41297. /**
  41298. * Are ambient textures enabled in the application.
  41299. */
  41300. static AmbientTextureEnabled: boolean;
  41301. private static _OpacityTextureEnabled;
  41302. /**
  41303. * Are opacity textures enabled in the application.
  41304. */
  41305. static OpacityTextureEnabled: boolean;
  41306. private static _ReflectionTextureEnabled;
  41307. /**
  41308. * Are reflection textures enabled in the application.
  41309. */
  41310. static ReflectionTextureEnabled: boolean;
  41311. private static _EmissiveTextureEnabled;
  41312. /**
  41313. * Are emissive textures enabled in the application.
  41314. */
  41315. static EmissiveTextureEnabled: boolean;
  41316. private static _SpecularTextureEnabled;
  41317. /**
  41318. * Are specular textures enabled in the application.
  41319. */
  41320. static SpecularTextureEnabled: boolean;
  41321. private static _BumpTextureEnabled;
  41322. /**
  41323. * Are bump textures enabled in the application.
  41324. */
  41325. static BumpTextureEnabled: boolean;
  41326. private static _LightmapTextureEnabled;
  41327. /**
  41328. * Are lightmap textures enabled in the application.
  41329. */
  41330. static LightmapTextureEnabled: boolean;
  41331. private static _RefractionTextureEnabled;
  41332. /**
  41333. * Are refraction textures enabled in the application.
  41334. */
  41335. static RefractionTextureEnabled: boolean;
  41336. private static _ColorGradingTextureEnabled;
  41337. /**
  41338. * Are color grading textures enabled in the application.
  41339. */
  41340. static ColorGradingTextureEnabled: boolean;
  41341. private static _FresnelEnabled;
  41342. /**
  41343. * Are fresnels enabled in the application.
  41344. */
  41345. static FresnelEnabled: boolean;
  41346. private static _ClearCoatTextureEnabled;
  41347. /**
  41348. * Are clear coat textures enabled in the application.
  41349. */
  41350. static ClearCoatTextureEnabled: boolean;
  41351. private static _ClearCoatBumpTextureEnabled;
  41352. /**
  41353. * Are clear coat bump textures enabled in the application.
  41354. */
  41355. static ClearCoatBumpTextureEnabled: boolean;
  41356. private static _ClearCoatTintTextureEnabled;
  41357. /**
  41358. * Are clear coat tint textures enabled in the application.
  41359. */
  41360. static ClearCoatTintTextureEnabled: boolean;
  41361. private static _SheenTextureEnabled;
  41362. /**
  41363. * Are sheen textures enabled in the application.
  41364. */
  41365. static SheenTextureEnabled: boolean;
  41366. private static _AnisotropicTextureEnabled;
  41367. /**
  41368. * Are anisotropic textures enabled in the application.
  41369. */
  41370. static AnisotropicTextureEnabled: boolean;
  41371. private static _ThicknessTextureEnabled;
  41372. /**
  41373. * Are thickness textures enabled in the application.
  41374. */
  41375. static ThicknessTextureEnabled: boolean;
  41376. }
  41377. }
  41378. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41379. /** @hidden */
  41380. export var defaultFragmentDeclaration: {
  41381. name: string;
  41382. shader: string;
  41383. };
  41384. }
  41385. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41386. /** @hidden */
  41387. export var defaultUboDeclaration: {
  41388. name: string;
  41389. shader: string;
  41390. };
  41391. }
  41392. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41393. /** @hidden */
  41394. export var lightFragmentDeclaration: {
  41395. name: string;
  41396. shader: string;
  41397. };
  41398. }
  41399. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41400. /** @hidden */
  41401. export var lightUboDeclaration: {
  41402. name: string;
  41403. shader: string;
  41404. };
  41405. }
  41406. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41407. /** @hidden */
  41408. export var lightsFragmentFunctions: {
  41409. name: string;
  41410. shader: string;
  41411. };
  41412. }
  41413. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41414. /** @hidden */
  41415. export var shadowsFragmentFunctions: {
  41416. name: string;
  41417. shader: string;
  41418. };
  41419. }
  41420. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41421. /** @hidden */
  41422. export var fresnelFunction: {
  41423. name: string;
  41424. shader: string;
  41425. };
  41426. }
  41427. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41428. /** @hidden */
  41429. export var reflectionFunction: {
  41430. name: string;
  41431. shader: string;
  41432. };
  41433. }
  41434. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41435. /** @hidden */
  41436. export var bumpFragmentFunctions: {
  41437. name: string;
  41438. shader: string;
  41439. };
  41440. }
  41441. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41442. /** @hidden */
  41443. export var logDepthDeclaration: {
  41444. name: string;
  41445. shader: string;
  41446. };
  41447. }
  41448. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41449. /** @hidden */
  41450. export var bumpFragment: {
  41451. name: string;
  41452. shader: string;
  41453. };
  41454. }
  41455. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41456. /** @hidden */
  41457. export var depthPrePass: {
  41458. name: string;
  41459. shader: string;
  41460. };
  41461. }
  41462. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41463. /** @hidden */
  41464. export var lightFragment: {
  41465. name: string;
  41466. shader: string;
  41467. };
  41468. }
  41469. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41470. /** @hidden */
  41471. export var logDepthFragment: {
  41472. name: string;
  41473. shader: string;
  41474. };
  41475. }
  41476. declare module "babylonjs/Shaders/default.fragment" {
  41477. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41478. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41479. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41480. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41481. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41482. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41483. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41484. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41485. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41486. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41487. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41488. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41489. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41490. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41491. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41492. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41493. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41494. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41495. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41496. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41497. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41498. /** @hidden */
  41499. export var defaultPixelShader: {
  41500. name: string;
  41501. shader: string;
  41502. };
  41503. }
  41504. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41505. /** @hidden */
  41506. export var defaultVertexDeclaration: {
  41507. name: string;
  41508. shader: string;
  41509. };
  41510. }
  41511. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41512. /** @hidden */
  41513. export var bumpVertexDeclaration: {
  41514. name: string;
  41515. shader: string;
  41516. };
  41517. }
  41518. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41519. /** @hidden */
  41520. export var bumpVertex: {
  41521. name: string;
  41522. shader: string;
  41523. };
  41524. }
  41525. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41526. /** @hidden */
  41527. export var fogVertex: {
  41528. name: string;
  41529. shader: string;
  41530. };
  41531. }
  41532. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41533. /** @hidden */
  41534. export var shadowsVertex: {
  41535. name: string;
  41536. shader: string;
  41537. };
  41538. }
  41539. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41540. /** @hidden */
  41541. export var pointCloudVertex: {
  41542. name: string;
  41543. shader: string;
  41544. };
  41545. }
  41546. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41547. /** @hidden */
  41548. export var logDepthVertex: {
  41549. name: string;
  41550. shader: string;
  41551. };
  41552. }
  41553. declare module "babylonjs/Shaders/default.vertex" {
  41554. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41555. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41556. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41557. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41558. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41559. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41560. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41561. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41562. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41563. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41564. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41565. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41566. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41567. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41568. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41569. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41570. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41571. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41572. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41573. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41574. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41575. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41576. /** @hidden */
  41577. export var defaultVertexShader: {
  41578. name: string;
  41579. shader: string;
  41580. };
  41581. }
  41582. declare module "babylonjs/Materials/standardMaterial" {
  41583. import { SmartArray } from "babylonjs/Misc/smartArray";
  41584. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41585. import { Nullable } from "babylonjs/types";
  41586. import { Scene } from "babylonjs/scene";
  41587. import { Matrix } from "babylonjs/Maths/math.vector";
  41588. import { Color3 } from "babylonjs/Maths/math.color";
  41589. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41591. import { Mesh } from "babylonjs/Meshes/mesh";
  41592. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41593. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41594. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41595. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41596. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41597. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41598. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41599. import "babylonjs/Shaders/default.fragment";
  41600. import "babylonjs/Shaders/default.vertex";
  41601. /** @hidden */
  41602. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41603. MAINUV1: boolean;
  41604. MAINUV2: boolean;
  41605. DIFFUSE: boolean;
  41606. DIFFUSEDIRECTUV: number;
  41607. AMBIENT: boolean;
  41608. AMBIENTDIRECTUV: number;
  41609. OPACITY: boolean;
  41610. OPACITYDIRECTUV: number;
  41611. OPACITYRGB: boolean;
  41612. REFLECTION: boolean;
  41613. EMISSIVE: boolean;
  41614. EMISSIVEDIRECTUV: number;
  41615. SPECULAR: boolean;
  41616. SPECULARDIRECTUV: number;
  41617. BUMP: boolean;
  41618. BUMPDIRECTUV: number;
  41619. PARALLAX: boolean;
  41620. PARALLAXOCCLUSION: boolean;
  41621. SPECULAROVERALPHA: boolean;
  41622. CLIPPLANE: boolean;
  41623. CLIPPLANE2: boolean;
  41624. CLIPPLANE3: boolean;
  41625. CLIPPLANE4: boolean;
  41626. ALPHATEST: boolean;
  41627. DEPTHPREPASS: boolean;
  41628. ALPHAFROMDIFFUSE: boolean;
  41629. POINTSIZE: boolean;
  41630. FOG: boolean;
  41631. SPECULARTERM: boolean;
  41632. DIFFUSEFRESNEL: boolean;
  41633. OPACITYFRESNEL: boolean;
  41634. REFLECTIONFRESNEL: boolean;
  41635. REFRACTIONFRESNEL: boolean;
  41636. EMISSIVEFRESNEL: boolean;
  41637. FRESNEL: boolean;
  41638. NORMAL: boolean;
  41639. UV1: boolean;
  41640. UV2: boolean;
  41641. VERTEXCOLOR: boolean;
  41642. VERTEXALPHA: boolean;
  41643. NUM_BONE_INFLUENCERS: number;
  41644. BonesPerMesh: number;
  41645. BONETEXTURE: boolean;
  41646. INSTANCES: boolean;
  41647. GLOSSINESS: boolean;
  41648. ROUGHNESS: boolean;
  41649. EMISSIVEASILLUMINATION: boolean;
  41650. LINKEMISSIVEWITHDIFFUSE: boolean;
  41651. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41652. LIGHTMAP: boolean;
  41653. LIGHTMAPDIRECTUV: number;
  41654. OBJECTSPACE_NORMALMAP: boolean;
  41655. USELIGHTMAPASSHADOWMAP: boolean;
  41656. REFLECTIONMAP_3D: boolean;
  41657. REFLECTIONMAP_SPHERICAL: boolean;
  41658. REFLECTIONMAP_PLANAR: boolean;
  41659. REFLECTIONMAP_CUBIC: boolean;
  41660. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41661. REFLECTIONMAP_PROJECTION: boolean;
  41662. REFLECTIONMAP_SKYBOX: boolean;
  41663. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41664. REFLECTIONMAP_EXPLICIT: boolean;
  41665. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41666. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41667. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41668. INVERTCUBICMAP: boolean;
  41669. LOGARITHMICDEPTH: boolean;
  41670. REFRACTION: boolean;
  41671. REFRACTIONMAP_3D: boolean;
  41672. REFLECTIONOVERALPHA: boolean;
  41673. TWOSIDEDLIGHTING: boolean;
  41674. SHADOWFLOAT: boolean;
  41675. MORPHTARGETS: boolean;
  41676. MORPHTARGETS_NORMAL: boolean;
  41677. MORPHTARGETS_TANGENT: boolean;
  41678. MORPHTARGETS_UV: boolean;
  41679. NUM_MORPH_INFLUENCERS: number;
  41680. NONUNIFORMSCALING: boolean;
  41681. PREMULTIPLYALPHA: boolean;
  41682. IMAGEPROCESSING: boolean;
  41683. VIGNETTE: boolean;
  41684. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41685. VIGNETTEBLENDMODEOPAQUE: boolean;
  41686. TONEMAPPING: boolean;
  41687. TONEMAPPING_ACES: boolean;
  41688. CONTRAST: boolean;
  41689. COLORCURVES: boolean;
  41690. COLORGRADING: boolean;
  41691. COLORGRADING3D: boolean;
  41692. SAMPLER3DGREENDEPTH: boolean;
  41693. SAMPLER3DBGRMAP: boolean;
  41694. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41695. MULTIVIEW: boolean;
  41696. /**
  41697. * If the reflection texture on this material is in linear color space
  41698. * @hidden
  41699. */
  41700. IS_REFLECTION_LINEAR: boolean;
  41701. /**
  41702. * If the refraction texture on this material is in linear color space
  41703. * @hidden
  41704. */
  41705. IS_REFRACTION_LINEAR: boolean;
  41706. EXPOSURE: boolean;
  41707. constructor();
  41708. setReflectionMode(modeToEnable: string): void;
  41709. }
  41710. /**
  41711. * This is the default material used in Babylon. It is the best trade off between quality
  41712. * and performances.
  41713. * @see http://doc.babylonjs.com/babylon101/materials
  41714. */
  41715. export class StandardMaterial extends PushMaterial {
  41716. private _diffuseTexture;
  41717. /**
  41718. * The basic texture of the material as viewed under a light.
  41719. */
  41720. diffuseTexture: Nullable<BaseTexture>;
  41721. private _ambientTexture;
  41722. /**
  41723. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41724. */
  41725. ambientTexture: Nullable<BaseTexture>;
  41726. private _opacityTexture;
  41727. /**
  41728. * Define the transparency of the material from a texture.
  41729. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41730. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41731. */
  41732. opacityTexture: Nullable<BaseTexture>;
  41733. private _reflectionTexture;
  41734. /**
  41735. * Define the texture used to display the reflection.
  41736. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41737. */
  41738. reflectionTexture: Nullable<BaseTexture>;
  41739. private _emissiveTexture;
  41740. /**
  41741. * Define texture of the material as if self lit.
  41742. * This will be mixed in the final result even in the absence of light.
  41743. */
  41744. emissiveTexture: Nullable<BaseTexture>;
  41745. private _specularTexture;
  41746. /**
  41747. * Define how the color and intensity of the highlight given by the light in the material.
  41748. */
  41749. specularTexture: Nullable<BaseTexture>;
  41750. private _bumpTexture;
  41751. /**
  41752. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41753. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  41754. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41755. */
  41756. bumpTexture: Nullable<BaseTexture>;
  41757. private _lightmapTexture;
  41758. /**
  41759. * Complex lighting can be computationally expensive to compute at runtime.
  41760. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41761. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41762. */
  41763. lightmapTexture: Nullable<BaseTexture>;
  41764. private _refractionTexture;
  41765. /**
  41766. * Define the texture used to display the refraction.
  41767. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41768. */
  41769. refractionTexture: Nullable<BaseTexture>;
  41770. /**
  41771. * The color of the material lit by the environmental background lighting.
  41772. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41773. */
  41774. ambientColor: Color3;
  41775. /**
  41776. * The basic color of the material as viewed under a light.
  41777. */
  41778. diffuseColor: Color3;
  41779. /**
  41780. * Define how the color and intensity of the highlight given by the light in the material.
  41781. */
  41782. specularColor: Color3;
  41783. /**
  41784. * Define the color of the material as if self lit.
  41785. * This will be mixed in the final result even in the absence of light.
  41786. */
  41787. emissiveColor: Color3;
  41788. /**
  41789. * Defines how sharp are the highlights in the material.
  41790. * The bigger the value the sharper giving a more glossy feeling to the result.
  41791. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41792. */
  41793. specularPower: number;
  41794. private _useAlphaFromDiffuseTexture;
  41795. /**
  41796. * Does the transparency come from the diffuse texture alpha channel.
  41797. */
  41798. useAlphaFromDiffuseTexture: boolean;
  41799. private _useEmissiveAsIllumination;
  41800. /**
  41801. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41802. */
  41803. useEmissiveAsIllumination: boolean;
  41804. private _linkEmissiveWithDiffuse;
  41805. /**
  41806. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41807. * the emissive level when the final color is close to one.
  41808. */
  41809. linkEmissiveWithDiffuse: boolean;
  41810. private _useSpecularOverAlpha;
  41811. /**
  41812. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41813. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41814. */
  41815. useSpecularOverAlpha: boolean;
  41816. private _useReflectionOverAlpha;
  41817. /**
  41818. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41819. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41820. */
  41821. useReflectionOverAlpha: boolean;
  41822. private _disableLighting;
  41823. /**
  41824. * Does lights from the scene impacts this material.
  41825. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41826. */
  41827. disableLighting: boolean;
  41828. private _useObjectSpaceNormalMap;
  41829. /**
  41830. * Allows using an object space normal map (instead of tangent space).
  41831. */
  41832. useObjectSpaceNormalMap: boolean;
  41833. private _useParallax;
  41834. /**
  41835. * Is parallax enabled or not.
  41836. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41837. */
  41838. useParallax: boolean;
  41839. private _useParallaxOcclusion;
  41840. /**
  41841. * Is parallax occlusion enabled or not.
  41842. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41843. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41844. */
  41845. useParallaxOcclusion: boolean;
  41846. /**
  41847. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  41848. */
  41849. parallaxScaleBias: number;
  41850. private _roughness;
  41851. /**
  41852. * Helps to define how blurry the reflections should appears in the material.
  41853. */
  41854. roughness: number;
  41855. /**
  41856. * In case of refraction, define the value of the index of refraction.
  41857. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41858. */
  41859. indexOfRefraction: number;
  41860. /**
  41861. * Invert the refraction texture alongside the y axis.
  41862. * It can be useful with procedural textures or probe for instance.
  41863. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41864. */
  41865. invertRefractionY: boolean;
  41866. /**
  41867. * Defines the alpha limits in alpha test mode.
  41868. */
  41869. alphaCutOff: number;
  41870. private _useLightmapAsShadowmap;
  41871. /**
  41872. * In case of light mapping, define whether the map contains light or shadow informations.
  41873. */
  41874. useLightmapAsShadowmap: boolean;
  41875. private _diffuseFresnelParameters;
  41876. /**
  41877. * Define the diffuse fresnel parameters of the material.
  41878. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41879. */
  41880. diffuseFresnelParameters: FresnelParameters;
  41881. private _opacityFresnelParameters;
  41882. /**
  41883. * Define the opacity fresnel parameters of the material.
  41884. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41885. */
  41886. opacityFresnelParameters: FresnelParameters;
  41887. private _reflectionFresnelParameters;
  41888. /**
  41889. * Define the reflection fresnel parameters of the material.
  41890. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41891. */
  41892. reflectionFresnelParameters: FresnelParameters;
  41893. private _refractionFresnelParameters;
  41894. /**
  41895. * Define the refraction fresnel parameters of the material.
  41896. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41897. */
  41898. refractionFresnelParameters: FresnelParameters;
  41899. private _emissiveFresnelParameters;
  41900. /**
  41901. * Define the emissive fresnel parameters of the material.
  41902. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41903. */
  41904. emissiveFresnelParameters: FresnelParameters;
  41905. private _useReflectionFresnelFromSpecular;
  41906. /**
  41907. * If true automatically deducts the fresnels values from the material specularity.
  41908. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41909. */
  41910. useReflectionFresnelFromSpecular: boolean;
  41911. private _useGlossinessFromSpecularMapAlpha;
  41912. /**
  41913. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41914. */
  41915. useGlossinessFromSpecularMapAlpha: boolean;
  41916. private _maxSimultaneousLights;
  41917. /**
  41918. * Defines the maximum number of lights that can be used in the material
  41919. */
  41920. maxSimultaneousLights: number;
  41921. private _invertNormalMapX;
  41922. /**
  41923. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41924. */
  41925. invertNormalMapX: boolean;
  41926. private _invertNormalMapY;
  41927. /**
  41928. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41929. */
  41930. invertNormalMapY: boolean;
  41931. private _twoSidedLighting;
  41932. /**
  41933. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41934. */
  41935. twoSidedLighting: boolean;
  41936. /**
  41937. * Default configuration related to image processing available in the standard Material.
  41938. */
  41939. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41940. /**
  41941. * Gets the image processing configuration used either in this material.
  41942. */
  41943. /**
  41944. * Sets the Default image processing configuration used either in the this material.
  41945. *
  41946. * If sets to null, the scene one is in use.
  41947. */
  41948. imageProcessingConfiguration: ImageProcessingConfiguration;
  41949. /**
  41950. * Keep track of the image processing observer to allow dispose and replace.
  41951. */
  41952. private _imageProcessingObserver;
  41953. /**
  41954. * Attaches a new image processing configuration to the Standard Material.
  41955. * @param configuration
  41956. */
  41957. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41958. /**
  41959. * Gets wether the color curves effect is enabled.
  41960. */
  41961. /**
  41962. * Sets wether the color curves effect is enabled.
  41963. */
  41964. cameraColorCurvesEnabled: boolean;
  41965. /**
  41966. * Gets wether the color grading effect is enabled.
  41967. */
  41968. /**
  41969. * Gets wether the color grading effect is enabled.
  41970. */
  41971. cameraColorGradingEnabled: boolean;
  41972. /**
  41973. * Gets wether tonemapping is enabled or not.
  41974. */
  41975. /**
  41976. * Sets wether tonemapping is enabled or not
  41977. */
  41978. cameraToneMappingEnabled: boolean;
  41979. /**
  41980. * The camera exposure used on this material.
  41981. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41982. * This corresponds to a photographic exposure.
  41983. */
  41984. /**
  41985. * The camera exposure used on this material.
  41986. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41987. * This corresponds to a photographic exposure.
  41988. */
  41989. cameraExposure: number;
  41990. /**
  41991. * Gets The camera contrast used on this material.
  41992. */
  41993. /**
  41994. * Sets The camera contrast used on this material.
  41995. */
  41996. cameraContrast: number;
  41997. /**
  41998. * Gets the Color Grading 2D Lookup Texture.
  41999. */
  42000. /**
  42001. * Sets the Color Grading 2D Lookup Texture.
  42002. */
  42003. cameraColorGradingTexture: Nullable<BaseTexture>;
  42004. /**
  42005. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42006. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42007. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  42008. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42009. */
  42010. /**
  42011. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42012. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42013. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  42014. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42015. */
  42016. cameraColorCurves: Nullable<ColorCurves>;
  42017. /**
  42018. * Custom callback helping to override the default shader used in the material.
  42019. */
  42020. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42021. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42022. protected _worldViewProjectionMatrix: Matrix;
  42023. protected _globalAmbientColor: Color3;
  42024. protected _useLogarithmicDepth: boolean;
  42025. protected _rebuildInParallel: boolean;
  42026. /**
  42027. * Instantiates a new standard material.
  42028. * This is the default material used in Babylon. It is the best trade off between quality
  42029. * and performances.
  42030. * @see http://doc.babylonjs.com/babylon101/materials
  42031. * @param name Define the name of the material in the scene
  42032. * @param scene Define the scene the material belong to
  42033. */
  42034. constructor(name: string, scene: Scene);
  42035. /**
  42036. * Gets a boolean indicating that current material needs to register RTT
  42037. */
  42038. readonly hasRenderTargetTextures: boolean;
  42039. /**
  42040. * Gets the current class name of the material e.g. "StandardMaterial"
  42041. * Mainly use in serialization.
  42042. * @returns the class name
  42043. */
  42044. getClassName(): string;
  42045. /**
  42046. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42047. * You can try switching to logarithmic depth.
  42048. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42049. */
  42050. useLogarithmicDepth: boolean;
  42051. /**
  42052. * Specifies if the material will require alpha blending
  42053. * @returns a boolean specifying if alpha blending is needed
  42054. */
  42055. needAlphaBlending(): boolean;
  42056. /**
  42057. * Specifies if this material should be rendered in alpha test mode
  42058. * @returns a boolean specifying if an alpha test is needed.
  42059. */
  42060. needAlphaTesting(): boolean;
  42061. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42062. /**
  42063. * Get the texture used for alpha test purpose.
  42064. * @returns the diffuse texture in case of the standard material.
  42065. */
  42066. getAlphaTestTexture(): Nullable<BaseTexture>;
  42067. /**
  42068. * Get if the submesh is ready to be used and all its information available.
  42069. * Child classes can use it to update shaders
  42070. * @param mesh defines the mesh to check
  42071. * @param subMesh defines which submesh to check
  42072. * @param useInstances specifies that instances should be used
  42073. * @returns a boolean indicating that the submesh is ready or not
  42074. */
  42075. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42076. /**
  42077. * Builds the material UBO layouts.
  42078. * Used internally during the effect preparation.
  42079. */
  42080. buildUniformLayout(): void;
  42081. /**
  42082. * Unbinds the material from the mesh
  42083. */
  42084. unbind(): void;
  42085. /**
  42086. * Binds the submesh to this material by preparing the effect and shader to draw
  42087. * @param world defines the world transformation matrix
  42088. * @param mesh defines the mesh containing the submesh
  42089. * @param subMesh defines the submesh to bind the material to
  42090. */
  42091. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42092. /**
  42093. * Get the list of animatables in the material.
  42094. * @returns the list of animatables object used in the material
  42095. */
  42096. getAnimatables(): IAnimatable[];
  42097. /**
  42098. * Gets the active textures from the material
  42099. * @returns an array of textures
  42100. */
  42101. getActiveTextures(): BaseTexture[];
  42102. /**
  42103. * Specifies if the material uses a texture
  42104. * @param texture defines the texture to check against the material
  42105. * @returns a boolean specifying if the material uses the texture
  42106. */
  42107. hasTexture(texture: BaseTexture): boolean;
  42108. /**
  42109. * Disposes the material
  42110. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42111. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42112. */
  42113. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42114. /**
  42115. * Makes a duplicate of the material, and gives it a new name
  42116. * @param name defines the new name for the duplicated material
  42117. * @returns the cloned material
  42118. */
  42119. clone(name: string): StandardMaterial;
  42120. /**
  42121. * Serializes this material in a JSON representation
  42122. * @returns the serialized material object
  42123. */
  42124. serialize(): any;
  42125. /**
  42126. * Creates a standard material from parsed material data
  42127. * @param source defines the JSON representation of the material
  42128. * @param scene defines the hosting scene
  42129. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42130. * @returns a new standard material
  42131. */
  42132. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42133. /**
  42134. * Are diffuse textures enabled in the application.
  42135. */
  42136. static DiffuseTextureEnabled: boolean;
  42137. /**
  42138. * Are ambient textures enabled in the application.
  42139. */
  42140. static AmbientTextureEnabled: boolean;
  42141. /**
  42142. * Are opacity textures enabled in the application.
  42143. */
  42144. static OpacityTextureEnabled: boolean;
  42145. /**
  42146. * Are reflection textures enabled in the application.
  42147. */
  42148. static ReflectionTextureEnabled: boolean;
  42149. /**
  42150. * Are emissive textures enabled in the application.
  42151. */
  42152. static EmissiveTextureEnabled: boolean;
  42153. /**
  42154. * Are specular textures enabled in the application.
  42155. */
  42156. static SpecularTextureEnabled: boolean;
  42157. /**
  42158. * Are bump textures enabled in the application.
  42159. */
  42160. static BumpTextureEnabled: boolean;
  42161. /**
  42162. * Are lightmap textures enabled in the application.
  42163. */
  42164. static LightmapTextureEnabled: boolean;
  42165. /**
  42166. * Are refraction textures enabled in the application.
  42167. */
  42168. static RefractionTextureEnabled: boolean;
  42169. /**
  42170. * Are color grading textures enabled in the application.
  42171. */
  42172. static ColorGradingTextureEnabled: boolean;
  42173. /**
  42174. * Are fresnels enabled in the application.
  42175. */
  42176. static FresnelEnabled: boolean;
  42177. }
  42178. }
  42179. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42180. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42181. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42182. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42183. /** @hidden */
  42184. export var imageProcessingPixelShader: {
  42185. name: string;
  42186. shader: string;
  42187. };
  42188. }
  42189. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42190. import { Nullable } from "babylonjs/types";
  42191. import { Color4 } from "babylonjs/Maths/math.color";
  42192. import { Camera } from "babylonjs/Cameras/camera";
  42193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42194. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42195. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42196. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42197. import { Engine } from "babylonjs/Engines/engine";
  42198. import "babylonjs/Shaders/imageProcessing.fragment";
  42199. import "babylonjs/Shaders/postprocess.vertex";
  42200. /**
  42201. * ImageProcessingPostProcess
  42202. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42203. */
  42204. export class ImageProcessingPostProcess extends PostProcess {
  42205. /**
  42206. * Default configuration related to image processing available in the PBR Material.
  42207. */
  42208. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42209. /**
  42210. * Gets the image processing configuration used either in this material.
  42211. */
  42212. /**
  42213. * Sets the Default image processing configuration used either in the this material.
  42214. *
  42215. * If sets to null, the scene one is in use.
  42216. */
  42217. imageProcessingConfiguration: ImageProcessingConfiguration;
  42218. /**
  42219. * Keep track of the image processing observer to allow dispose and replace.
  42220. */
  42221. private _imageProcessingObserver;
  42222. /**
  42223. * Attaches a new image processing configuration to the PBR Material.
  42224. * @param configuration
  42225. */
  42226. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42227. /**
  42228. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42229. */
  42230. /**
  42231. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42232. */
  42233. colorCurves: Nullable<ColorCurves>;
  42234. /**
  42235. * Gets wether the color curves effect is enabled.
  42236. */
  42237. /**
  42238. * Sets wether the color curves effect is enabled.
  42239. */
  42240. colorCurvesEnabled: boolean;
  42241. /**
  42242. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42243. */
  42244. /**
  42245. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42246. */
  42247. colorGradingTexture: Nullable<BaseTexture>;
  42248. /**
  42249. * Gets wether the color grading effect is enabled.
  42250. */
  42251. /**
  42252. * Gets wether the color grading effect is enabled.
  42253. */
  42254. colorGradingEnabled: boolean;
  42255. /**
  42256. * Gets exposure used in the effect.
  42257. */
  42258. /**
  42259. * Sets exposure used in the effect.
  42260. */
  42261. exposure: number;
  42262. /**
  42263. * Gets wether tonemapping is enabled or not.
  42264. */
  42265. /**
  42266. * Sets wether tonemapping is enabled or not
  42267. */
  42268. toneMappingEnabled: boolean;
  42269. /**
  42270. * Gets the type of tone mapping effect.
  42271. */
  42272. /**
  42273. * Sets the type of tone mapping effect.
  42274. */
  42275. toneMappingType: number;
  42276. /**
  42277. * Gets contrast used in the effect.
  42278. */
  42279. /**
  42280. * Sets contrast used in the effect.
  42281. */
  42282. contrast: number;
  42283. /**
  42284. * Gets Vignette stretch size.
  42285. */
  42286. /**
  42287. * Sets Vignette stretch size.
  42288. */
  42289. vignetteStretch: number;
  42290. /**
  42291. * Gets Vignette centre X Offset.
  42292. */
  42293. /**
  42294. * Sets Vignette centre X Offset.
  42295. */
  42296. vignetteCentreX: number;
  42297. /**
  42298. * Gets Vignette centre Y Offset.
  42299. */
  42300. /**
  42301. * Sets Vignette centre Y Offset.
  42302. */
  42303. vignetteCentreY: number;
  42304. /**
  42305. * Gets Vignette weight or intensity of the vignette effect.
  42306. */
  42307. /**
  42308. * Sets Vignette weight or intensity of the vignette effect.
  42309. */
  42310. vignetteWeight: number;
  42311. /**
  42312. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42313. * if vignetteEnabled is set to true.
  42314. */
  42315. /**
  42316. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42317. * if vignetteEnabled is set to true.
  42318. */
  42319. vignetteColor: Color4;
  42320. /**
  42321. * Gets Camera field of view used by the Vignette effect.
  42322. */
  42323. /**
  42324. * Sets Camera field of view used by the Vignette effect.
  42325. */
  42326. vignetteCameraFov: number;
  42327. /**
  42328. * Gets the vignette blend mode allowing different kind of effect.
  42329. */
  42330. /**
  42331. * Sets the vignette blend mode allowing different kind of effect.
  42332. */
  42333. vignetteBlendMode: number;
  42334. /**
  42335. * Gets wether the vignette effect is enabled.
  42336. */
  42337. /**
  42338. * Sets wether the vignette effect is enabled.
  42339. */
  42340. vignetteEnabled: boolean;
  42341. private _fromLinearSpace;
  42342. /**
  42343. * Gets wether the input of the processing is in Gamma or Linear Space.
  42344. */
  42345. /**
  42346. * Sets wether the input of the processing is in Gamma or Linear Space.
  42347. */
  42348. fromLinearSpace: boolean;
  42349. /**
  42350. * Defines cache preventing GC.
  42351. */
  42352. private _defines;
  42353. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42354. /**
  42355. * "ImageProcessingPostProcess"
  42356. * @returns "ImageProcessingPostProcess"
  42357. */
  42358. getClassName(): string;
  42359. protected _updateParameters(): void;
  42360. dispose(camera?: Camera): void;
  42361. }
  42362. }
  42363. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42364. import { Scene } from "babylonjs/scene";
  42365. import { Color3 } from "babylonjs/Maths/math.color";
  42366. import { Mesh } from "babylonjs/Meshes/mesh";
  42367. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42368. import { Nullable } from "babylonjs/types";
  42369. /**
  42370. * Class containing static functions to help procedurally build meshes
  42371. */
  42372. export class GroundBuilder {
  42373. /**
  42374. * Creates a ground mesh
  42375. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42376. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42378. * @param name defines the name of the mesh
  42379. * @param options defines the options used to create the mesh
  42380. * @param scene defines the hosting scene
  42381. * @returns the ground mesh
  42382. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42383. */
  42384. static CreateGround(name: string, options: {
  42385. width?: number;
  42386. height?: number;
  42387. subdivisions?: number;
  42388. subdivisionsX?: number;
  42389. subdivisionsY?: number;
  42390. updatable?: boolean;
  42391. }, scene: any): Mesh;
  42392. /**
  42393. * Creates a tiled ground mesh
  42394. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42395. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42396. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  42397. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  42398. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42399. * @param name defines the name of the mesh
  42400. * @param options defines the options used to create the mesh
  42401. * @param scene defines the hosting scene
  42402. * @returns the tiled ground mesh
  42403. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42404. */
  42405. static CreateTiledGround(name: string, options: {
  42406. xmin: number;
  42407. zmin: number;
  42408. xmax: number;
  42409. zmax: number;
  42410. subdivisions?: {
  42411. w: number;
  42412. h: number;
  42413. };
  42414. precision?: {
  42415. w: number;
  42416. h: number;
  42417. };
  42418. updatable?: boolean;
  42419. }, scene?: Nullable<Scene>): Mesh;
  42420. /**
  42421. * Creates a ground mesh from a height map
  42422. * * The parameter `url` sets the URL of the height map image resource.
  42423. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42424. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42425. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42426. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42427. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  42428. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  42429. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42430. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42431. * @param name defines the name of the mesh
  42432. * @param url defines the url to the height map
  42433. * @param options defines the options used to create the mesh
  42434. * @param scene defines the hosting scene
  42435. * @returns the ground mesh
  42436. * @see https://doc.babylonjs.com/babylon101/height_map
  42437. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42438. */
  42439. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42440. width?: number;
  42441. height?: number;
  42442. subdivisions?: number;
  42443. minHeight?: number;
  42444. maxHeight?: number;
  42445. colorFilter?: Color3;
  42446. alphaFilter?: number;
  42447. updatable?: boolean;
  42448. onReady?: (mesh: GroundMesh) => void;
  42449. }, scene?: Nullable<Scene>): GroundMesh;
  42450. }
  42451. }
  42452. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42453. import { Vector4 } from "babylonjs/Maths/math.vector";
  42454. import { Mesh } from "babylonjs/Meshes/mesh";
  42455. /**
  42456. * Class containing static functions to help procedurally build meshes
  42457. */
  42458. export class TorusBuilder {
  42459. /**
  42460. * Creates a torus mesh
  42461. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42462. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42463. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42464. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42465. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42466. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42467. * @param name defines the name of the mesh
  42468. * @param options defines the options used to create the mesh
  42469. * @param scene defines the hosting scene
  42470. * @returns the torus mesh
  42471. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42472. */
  42473. static CreateTorus(name: string, options: {
  42474. diameter?: number;
  42475. thickness?: number;
  42476. tessellation?: number;
  42477. updatable?: boolean;
  42478. sideOrientation?: number;
  42479. frontUVs?: Vector4;
  42480. backUVs?: Vector4;
  42481. }, scene: any): Mesh;
  42482. }
  42483. }
  42484. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42485. import { Vector4 } from "babylonjs/Maths/math.vector";
  42486. import { Color4 } from "babylonjs/Maths/math.color";
  42487. import { Mesh } from "babylonjs/Meshes/mesh";
  42488. /**
  42489. * Class containing static functions to help procedurally build meshes
  42490. */
  42491. export class CylinderBuilder {
  42492. /**
  42493. * Creates a cylinder or a cone mesh
  42494. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42495. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42496. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  42497. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42498. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42499. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42500. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42501. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  42502. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42503. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  42504. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  42505. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42506. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  42507. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  42508. * * If `enclose` is false, a ring surface is one element.
  42509. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42510. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  42511. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42512. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42514. * @param name defines the name of the mesh
  42515. * @param options defines the options used to create the mesh
  42516. * @param scene defines the hosting scene
  42517. * @returns the cylinder mesh
  42518. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42519. */
  42520. static CreateCylinder(name: string, options: {
  42521. height?: number;
  42522. diameterTop?: number;
  42523. diameterBottom?: number;
  42524. diameter?: number;
  42525. tessellation?: number;
  42526. subdivisions?: number;
  42527. arc?: number;
  42528. faceColors?: Color4[];
  42529. faceUV?: Vector4[];
  42530. updatable?: boolean;
  42531. hasRings?: boolean;
  42532. enclose?: boolean;
  42533. cap?: number;
  42534. sideOrientation?: number;
  42535. frontUVs?: Vector4;
  42536. backUVs?: Vector4;
  42537. }, scene: any): Mesh;
  42538. }
  42539. }
  42540. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42541. import { Observable } from "babylonjs/Misc/observable";
  42542. import { Nullable } from "babylonjs/types";
  42543. import { Camera } from "babylonjs/Cameras/camera";
  42544. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42545. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42546. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42547. import { Scene } from "babylonjs/scene";
  42548. import { Vector3 } from "babylonjs/Maths/math.vector";
  42549. import { Color3 } from "babylonjs/Maths/math.color";
  42550. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42552. import { Mesh } from "babylonjs/Meshes/mesh";
  42553. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42554. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42555. import "babylonjs/Meshes/Builders/groundBuilder";
  42556. import "babylonjs/Meshes/Builders/torusBuilder";
  42557. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42558. import "babylonjs/Gamepads/gamepadSceneComponent";
  42559. import "babylonjs/Animations/animatable";
  42560. /**
  42561. * Options to modify the vr teleportation behavior.
  42562. */
  42563. export interface VRTeleportationOptions {
  42564. /**
  42565. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42566. */
  42567. floorMeshName?: string;
  42568. /**
  42569. * A list of meshes to be used as the teleportation floor. (default: empty)
  42570. */
  42571. floorMeshes?: Mesh[];
  42572. }
  42573. /**
  42574. * Options to modify the vr experience helper's behavior.
  42575. */
  42576. export interface VRExperienceHelperOptions extends WebVROptions {
  42577. /**
  42578. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42579. */
  42580. createDeviceOrientationCamera?: boolean;
  42581. /**
  42582. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42583. */
  42584. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42585. /**
  42586. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42587. */
  42588. laserToggle?: boolean;
  42589. /**
  42590. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42591. */
  42592. floorMeshes?: Mesh[];
  42593. /**
  42594. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42595. */
  42596. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42597. }
  42598. /**
  42599. * Event containing information after VR has been entered
  42600. */
  42601. export class OnAfterEnteringVRObservableEvent {
  42602. /**
  42603. * If entering vr was successful
  42604. */
  42605. success: boolean;
  42606. }
  42607. /**
  42608. * Helps to quickly add VR support to an existing scene.
  42609. * See http://doc.babylonjs.com/how_to/webvr_helper
  42610. */
  42611. export class VRExperienceHelper {
  42612. /** Options to modify the vr experience helper's behavior. */
  42613. webVROptions: VRExperienceHelperOptions;
  42614. private _scene;
  42615. private _position;
  42616. private _btnVR;
  42617. private _btnVRDisplayed;
  42618. private _webVRsupported;
  42619. private _webVRready;
  42620. private _webVRrequesting;
  42621. private _webVRpresenting;
  42622. private _hasEnteredVR;
  42623. private _fullscreenVRpresenting;
  42624. private _canvas;
  42625. private _webVRCamera;
  42626. private _vrDeviceOrientationCamera;
  42627. private _deviceOrientationCamera;
  42628. private _existingCamera;
  42629. private _onKeyDown;
  42630. private _onVrDisplayPresentChange;
  42631. private _onVRDisplayChanged;
  42632. private _onVRRequestPresentStart;
  42633. private _onVRRequestPresentComplete;
  42634. /**
  42635. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  42636. */
  42637. enableGazeEvenWhenNoPointerLock: boolean;
  42638. /**
  42639. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42640. */
  42641. exitVROnDoubleTap: boolean;
  42642. /**
  42643. * Observable raised right before entering VR.
  42644. */
  42645. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42646. /**
  42647. * Observable raised when entering VR has completed.
  42648. */
  42649. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42650. /**
  42651. * Observable raised when exiting VR.
  42652. */
  42653. onExitingVRObservable: Observable<VRExperienceHelper>;
  42654. /**
  42655. * Observable raised when controller mesh is loaded.
  42656. */
  42657. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42658. /** Return this.onEnteringVRObservable
  42659. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42660. */
  42661. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42662. /** Return this.onExitingVRObservable
  42663. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42664. */
  42665. readonly onExitingVR: Observable<VRExperienceHelper>;
  42666. /** Return this.onControllerMeshLoadedObservable
  42667. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42668. */
  42669. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42670. private _rayLength;
  42671. private _useCustomVRButton;
  42672. private _teleportationRequested;
  42673. private _teleportActive;
  42674. private _floorMeshName;
  42675. private _floorMeshesCollection;
  42676. private _rotationAllowed;
  42677. private _teleportBackwardsVector;
  42678. private _teleportationTarget;
  42679. private _isDefaultTeleportationTarget;
  42680. private _postProcessMove;
  42681. private _teleportationFillColor;
  42682. private _teleportationBorderColor;
  42683. private _rotationAngle;
  42684. private _haloCenter;
  42685. private _cameraGazer;
  42686. private _padSensibilityUp;
  42687. private _padSensibilityDown;
  42688. private _leftController;
  42689. private _rightController;
  42690. /**
  42691. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42692. */
  42693. onNewMeshSelected: Observable<AbstractMesh>;
  42694. /**
  42695. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42696. * This observable will provide the mesh and the controller used to select the mesh
  42697. */
  42698. onMeshSelectedWithController: Observable<{
  42699. mesh: AbstractMesh;
  42700. controller: WebVRController;
  42701. }>;
  42702. /**
  42703. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42704. */
  42705. onNewMeshPicked: Observable<PickingInfo>;
  42706. private _circleEase;
  42707. /**
  42708. * Observable raised before camera teleportation
  42709. */
  42710. onBeforeCameraTeleport: Observable<Vector3>;
  42711. /**
  42712. * Observable raised after camera teleportation
  42713. */
  42714. onAfterCameraTeleport: Observable<Vector3>;
  42715. /**
  42716. * Observable raised when current selected mesh gets unselected
  42717. */
  42718. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42719. private _raySelectionPredicate;
  42720. /**
  42721. * To be optionaly changed by user to define custom ray selection
  42722. */
  42723. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42724. /**
  42725. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42726. */
  42727. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42728. /**
  42729. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42730. */
  42731. teleportationEnabled: boolean;
  42732. private _defaultHeight;
  42733. private _teleportationInitialized;
  42734. private _interactionsEnabled;
  42735. private _interactionsRequested;
  42736. private _displayGaze;
  42737. private _displayLaserPointer;
  42738. /**
  42739. * The mesh used to display where the user is going to teleport.
  42740. */
  42741. /**
  42742. * Sets the mesh to be used to display where the user is going to teleport.
  42743. */
  42744. teleportationTarget: Mesh;
  42745. /**
  42746. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  42747. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42748. * See http://doc.babylonjs.com/resources/baking_transformations
  42749. */
  42750. gazeTrackerMesh: Mesh;
  42751. /**
  42752. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42753. */
  42754. updateGazeTrackerScale: boolean;
  42755. /**
  42756. * If the gaze trackers color should be updated when selecting meshes
  42757. */
  42758. updateGazeTrackerColor: boolean;
  42759. /**
  42760. * If the controller laser color should be updated when selecting meshes
  42761. */
  42762. updateControllerLaserColor: boolean;
  42763. /**
  42764. * The gaze tracking mesh corresponding to the left controller
  42765. */
  42766. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42767. /**
  42768. * The gaze tracking mesh corresponding to the right controller
  42769. */
  42770. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42771. /**
  42772. * If the ray of the gaze should be displayed.
  42773. */
  42774. /**
  42775. * Sets if the ray of the gaze should be displayed.
  42776. */
  42777. displayGaze: boolean;
  42778. /**
  42779. * If the ray of the LaserPointer should be displayed.
  42780. */
  42781. /**
  42782. * Sets if the ray of the LaserPointer should be displayed.
  42783. */
  42784. displayLaserPointer: boolean;
  42785. /**
  42786. * The deviceOrientationCamera used as the camera when not in VR.
  42787. */
  42788. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42789. /**
  42790. * Based on the current WebVR support, returns the current VR camera used.
  42791. */
  42792. readonly currentVRCamera: Nullable<Camera>;
  42793. /**
  42794. * The webVRCamera which is used when in VR.
  42795. */
  42796. readonly webVRCamera: WebVRFreeCamera;
  42797. /**
  42798. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42799. */
  42800. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42801. /**
  42802. * The html button that is used to trigger entering into VR.
  42803. */
  42804. readonly vrButton: Nullable<HTMLButtonElement>;
  42805. private readonly _teleportationRequestInitiated;
  42806. /**
  42807. * Defines wether or not Pointer lock should be requested when switching to
  42808. * full screen.
  42809. */
  42810. requestPointerLockOnFullScreen: boolean;
  42811. /**
  42812. * Instantiates a VRExperienceHelper.
  42813. * Helps to quickly add VR support to an existing scene.
  42814. * @param scene The scene the VRExperienceHelper belongs to.
  42815. * @param webVROptions Options to modify the vr experience helper's behavior.
  42816. */
  42817. constructor(scene: Scene,
  42818. /** Options to modify the vr experience helper's behavior. */
  42819. webVROptions?: VRExperienceHelperOptions);
  42820. private _onDefaultMeshLoaded;
  42821. private _onResize;
  42822. private _onFullscreenChange;
  42823. /**
  42824. * Gets a value indicating if we are currently in VR mode.
  42825. */
  42826. readonly isInVRMode: boolean;
  42827. private onVrDisplayPresentChange;
  42828. private onVRDisplayChanged;
  42829. private moveButtonToBottomRight;
  42830. private displayVRButton;
  42831. private updateButtonVisibility;
  42832. private _cachedAngularSensibility;
  42833. /**
  42834. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42835. * Otherwise, will use the fullscreen API.
  42836. */
  42837. enterVR(): void;
  42838. /**
  42839. * Attempt to exit VR, or fullscreen.
  42840. */
  42841. exitVR(): void;
  42842. /**
  42843. * The position of the vr experience helper.
  42844. */
  42845. /**
  42846. * Sets the position of the vr experience helper.
  42847. */
  42848. position: Vector3;
  42849. /**
  42850. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42851. */
  42852. enableInteractions(): void;
  42853. private readonly _noControllerIsActive;
  42854. private beforeRender;
  42855. private _isTeleportationFloor;
  42856. /**
  42857. * Adds a floor mesh to be used for teleportation.
  42858. * @param floorMesh the mesh to be used for teleportation.
  42859. */
  42860. addFloorMesh(floorMesh: Mesh): void;
  42861. /**
  42862. * Removes a floor mesh from being used for teleportation.
  42863. * @param floorMesh the mesh to be removed.
  42864. */
  42865. removeFloorMesh(floorMesh: Mesh): void;
  42866. /**
  42867. * Enables interactions and teleportation using the VR controllers and gaze.
  42868. * @param vrTeleportationOptions options to modify teleportation behavior.
  42869. */
  42870. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42871. private _onNewGamepadConnected;
  42872. private _tryEnableInteractionOnController;
  42873. private _onNewGamepadDisconnected;
  42874. private _enableInteractionOnController;
  42875. private _checkTeleportWithRay;
  42876. private _checkRotate;
  42877. private _checkTeleportBackwards;
  42878. private _enableTeleportationOnController;
  42879. private _createTeleportationCircles;
  42880. private _displayTeleportationTarget;
  42881. private _hideTeleportationTarget;
  42882. private _rotateCamera;
  42883. private _moveTeleportationSelectorTo;
  42884. private _workingVector;
  42885. private _workingQuaternion;
  42886. private _workingMatrix;
  42887. /**
  42888. * Teleports the users feet to the desired location
  42889. * @param location The location where the user's feet should be placed
  42890. */
  42891. teleportCamera(location: Vector3): void;
  42892. private _convertNormalToDirectionOfRay;
  42893. private _castRayAndSelectObject;
  42894. private _notifySelectedMeshUnselected;
  42895. /**
  42896. * Sets the color of the laser ray from the vr controllers.
  42897. * @param color new color for the ray.
  42898. */
  42899. changeLaserColor(color: Color3): void;
  42900. /**
  42901. * Sets the color of the ray from the vr headsets gaze.
  42902. * @param color new color for the ray.
  42903. */
  42904. changeGazeColor(color: Color3): void;
  42905. /**
  42906. * Exits VR and disposes of the vr experience helper
  42907. */
  42908. dispose(): void;
  42909. /**
  42910. * Gets the name of the VRExperienceHelper class
  42911. * @returns "VRExperienceHelper"
  42912. */
  42913. getClassName(): string;
  42914. }
  42915. }
  42916. declare module "babylonjs/Cameras/VR/index" {
  42917. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42918. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42919. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42920. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42921. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42922. export * from "babylonjs/Cameras/VR/webVRCamera";
  42923. }
  42924. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42925. import { Observable } from "babylonjs/Misc/observable";
  42926. import { Nullable } from "babylonjs/types";
  42927. import { IDisposable, Scene } from "babylonjs/scene";
  42928. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42929. /**
  42930. * Manages an XRSession to work with Babylon's engine
  42931. * @see https://doc.babylonjs.com/how_to/webxr
  42932. */
  42933. export class WebXRSessionManager implements IDisposable {
  42934. private scene;
  42935. /**
  42936. * Fires every time a new xrFrame arrives which can be used to update the camera
  42937. */
  42938. onXRFrameObservable: Observable<any>;
  42939. /**
  42940. * Fires when the xr session is ended either by the device or manually done
  42941. */
  42942. onXRSessionEnded: Observable<any>;
  42943. /**
  42944. * Underlying xr session
  42945. */
  42946. session: XRSession;
  42947. /**
  42948. * Type of reference space used when creating the session
  42949. */
  42950. referenceSpace: XRReferenceSpace;
  42951. /** @hidden */
  42952. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42953. /**
  42954. * Current XR frame
  42955. */
  42956. currentFrame: Nullable<XRFrame>;
  42957. private _xrNavigator;
  42958. private baseLayer;
  42959. private _sessionEnded;
  42960. /**
  42961. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42962. * @param scene The scene which the session should be created for
  42963. */
  42964. constructor(scene: Scene);
  42965. /**
  42966. * Initializes the manager
  42967. * After initialization enterXR can be called to start an XR session
  42968. * @returns Promise which resolves after it is initialized
  42969. */
  42970. initializeAsync(): Promise<void>;
  42971. /**
  42972. * Initializes an xr session
  42973. * @param xrSessionMode mode to initialize
  42974. * @returns a promise which will resolve once the session has been initialized
  42975. */
  42976. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42977. /**
  42978. * Sets the reference space on the xr session
  42979. * @param referenceSpace space to set
  42980. * @returns a promise that will resolve once the reference space has been set
  42981. */
  42982. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42983. /**
  42984. * Updates the render state of the session
  42985. * @param state state to set
  42986. * @returns a promise that resolves once the render state has been updated
  42987. */
  42988. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42989. /**
  42990. * Starts rendering to the xr layer
  42991. * @returns a promise that will resolve once rendering has started
  42992. */
  42993. startRenderingToXRAsync(): Promise<void>;
  42994. /**
  42995. * Stops the xrSession and restores the renderloop
  42996. * @returns Promise which resolves after it exits XR
  42997. */
  42998. exitXRAsync(): Promise<unknown>;
  42999. /**
  43000. * Checks if a session would be supported for the creation options specified
  43001. * @param sessionMode session mode to check if supported eg. immersive-vr
  43002. * @returns true if supported
  43003. */
  43004. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43005. /**
  43006. * @hidden
  43007. * Converts the render layer of xrSession to a render target
  43008. * @param session session to create render target for
  43009. * @param scene scene the new render target should be created for
  43010. */
  43011. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43012. /**
  43013. * Disposes of the session manager
  43014. */
  43015. dispose(): void;
  43016. }
  43017. }
  43018. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43019. import { Scene } from "babylonjs/scene";
  43020. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43021. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43022. /**
  43023. * WebXR Camera which holds the views for the xrSession
  43024. * @see https://doc.babylonjs.com/how_to/webxr
  43025. */
  43026. export class WebXRCamera extends FreeCamera {
  43027. private static _TmpMatrix;
  43028. /**
  43029. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43030. * @param name the name of the camera
  43031. * @param scene the scene to add the camera to
  43032. */
  43033. constructor(name: string, scene: Scene);
  43034. private _updateNumberOfRigCameras;
  43035. /** @hidden */
  43036. _updateForDualEyeDebugging(): void;
  43037. /**
  43038. * Updates the cameras position from the current pose information of the XR session
  43039. * @param xrSessionManager the session containing pose information
  43040. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43041. */
  43042. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43043. }
  43044. }
  43045. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43046. import { Nullable } from "babylonjs/types";
  43047. import { IDisposable } from "babylonjs/scene";
  43048. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43049. /**
  43050. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43051. */
  43052. export class WebXRManagedOutputCanvas implements IDisposable {
  43053. private helper;
  43054. private _canvas;
  43055. /**
  43056. * xrpresent context of the canvas which can be used to display/mirror xr content
  43057. */
  43058. canvasContext: WebGLRenderingContext;
  43059. /**
  43060. * xr layer for the canvas
  43061. */
  43062. xrLayer: Nullable<XRWebGLLayer>;
  43063. /**
  43064. * Initializes the xr layer for the session
  43065. * @param xrSession xr session
  43066. * @returns a promise that will resolve once the XR Layer has been created
  43067. */
  43068. initializeXRLayerAsync(xrSession: any): any;
  43069. /**
  43070. * Initializes the canvas to be added/removed upon entering/exiting xr
  43071. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  43072. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43073. */
  43074. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  43075. /**
  43076. * Disposes of the object
  43077. */
  43078. dispose(): void;
  43079. private _setManagedOutputCanvas;
  43080. private _addCanvas;
  43081. private _removeCanvas;
  43082. }
  43083. }
  43084. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43085. import { Observable } from "babylonjs/Misc/observable";
  43086. import { IDisposable, Scene } from "babylonjs/scene";
  43087. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43089. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43090. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43091. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43092. /**
  43093. * States of the webXR experience
  43094. */
  43095. export enum WebXRState {
  43096. /**
  43097. * Transitioning to being in XR mode
  43098. */
  43099. ENTERING_XR = 0,
  43100. /**
  43101. * Transitioning to non XR mode
  43102. */
  43103. EXITING_XR = 1,
  43104. /**
  43105. * In XR mode and presenting
  43106. */
  43107. IN_XR = 2,
  43108. /**
  43109. * Not entered XR mode
  43110. */
  43111. NOT_IN_XR = 3
  43112. }
  43113. /**
  43114. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43115. * @see https://doc.babylonjs.com/how_to/webxr
  43116. */
  43117. export class WebXRExperienceHelper implements IDisposable {
  43118. private scene;
  43119. /**
  43120. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  43121. */
  43122. container: AbstractMesh;
  43123. /**
  43124. * Camera used to render xr content
  43125. */
  43126. camera: WebXRCamera;
  43127. /**
  43128. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43129. */
  43130. state: WebXRState;
  43131. private _setState;
  43132. private static _TmpVector;
  43133. /**
  43134. * Fires when the state of the experience helper has changed
  43135. */
  43136. onStateChangedObservable: Observable<WebXRState>;
  43137. /** Session manager used to keep track of xr session */
  43138. sessionManager: WebXRSessionManager;
  43139. private _nonVRCamera;
  43140. private _originalSceneAutoClear;
  43141. private _supported;
  43142. /**
  43143. * Creates the experience helper
  43144. * @param scene the scene to attach the experience helper to
  43145. * @returns a promise for the experience helper
  43146. */
  43147. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43148. /**
  43149. * Creates a WebXRExperienceHelper
  43150. * @param scene The scene the helper should be created in
  43151. */
  43152. private constructor();
  43153. /**
  43154. * Exits XR mode and returns the scene to its original state
  43155. * @returns promise that resolves after xr mode has exited
  43156. */
  43157. exitXRAsync(): Promise<unknown>;
  43158. /**
  43159. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43160. * @param sessionCreationOptions options for the XR session
  43161. * @param referenceSpaceType frame of reference of the XR session
  43162. * @param outputCanvas the output canvas that will be used to enter XR mode
  43163. * @returns promise that resolves after xr mode has entered
  43164. */
  43165. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  43166. /**
  43167. * Updates the global position of the camera by moving the camera's container
  43168. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43169. * @param position The desired global position of the camera
  43170. */
  43171. setPositionOfCameraUsingContainer(position: Vector3): void;
  43172. /**
  43173. * Rotates the xr camera by rotating the camera's container around the camera's position
  43174. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43175. * @param rotation the desired quaternion rotation to apply to the camera
  43176. */
  43177. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43178. /**
  43179. * Disposes of the experience helper
  43180. */
  43181. dispose(): void;
  43182. }
  43183. }
  43184. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43185. import { Nullable } from "babylonjs/types";
  43186. import { Observable } from "babylonjs/Misc/observable";
  43187. import { IDisposable, Scene } from "babylonjs/scene";
  43188. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43189. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43190. /**
  43191. * Button which can be used to enter a different mode of XR
  43192. */
  43193. export class WebXREnterExitUIButton {
  43194. /** button element */
  43195. element: HTMLElement;
  43196. /** XR initialization options for the button */
  43197. sessionMode: XRSessionMode;
  43198. /** Reference space type */
  43199. referenceSpaceType: XRReferenceSpaceType;
  43200. /**
  43201. * Creates a WebXREnterExitUIButton
  43202. * @param element button element
  43203. * @param sessionMode XR initialization session mode
  43204. * @param referenceSpaceType the type of reference space to be used
  43205. */
  43206. constructor(
  43207. /** button element */
  43208. element: HTMLElement,
  43209. /** XR initialization options for the button */
  43210. sessionMode: XRSessionMode,
  43211. /** Reference space type */
  43212. referenceSpaceType: XRReferenceSpaceType);
  43213. /**
  43214. * Overwritable function which can be used to update the button's visuals when the state changes
  43215. * @param activeButton the current active button in the UI
  43216. */
  43217. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43218. }
  43219. /**
  43220. * Options to create the webXR UI
  43221. */
  43222. export class WebXREnterExitUIOptions {
  43223. /**
  43224. * Context to enter xr with
  43225. */
  43226. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  43227. /**
  43228. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43229. */
  43230. customButtons?: Array<WebXREnterExitUIButton>;
  43231. }
  43232. /**
  43233. * UI to allow the user to enter/exit XR mode
  43234. */
  43235. export class WebXREnterExitUI implements IDisposable {
  43236. private scene;
  43237. private _overlay;
  43238. private _buttons;
  43239. private _activeButton;
  43240. /**
  43241. * Fired every time the active button is changed.
  43242. *
  43243. * When xr is entered via a button that launches xr that button will be the callback parameter
  43244. *
  43245. * When exiting xr the callback parameter will be null)
  43246. */
  43247. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43248. /**
  43249. * Creates UI to allow the user to enter/exit XR mode
  43250. * @param scene the scene to add the ui to
  43251. * @param helper the xr experience helper to enter/exit xr with
  43252. * @param options options to configure the UI
  43253. * @returns the created ui
  43254. */
  43255. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43256. private constructor();
  43257. private _updateButtons;
  43258. /**
  43259. * Disposes of the object
  43260. */
  43261. dispose(): void;
  43262. }
  43263. }
  43264. declare module "babylonjs/Cameras/XR/webXRController" {
  43265. import { Nullable } from "babylonjs/types";
  43266. import { Observable } from "babylonjs/Misc/observable";
  43267. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43268. import { Ray } from "babylonjs/Culling/ray";
  43269. import { Scene } from "babylonjs/scene";
  43270. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43271. /**
  43272. * Represents an XR input
  43273. */
  43274. export class WebXRController {
  43275. private scene;
  43276. /** The underlying input source for the controller */
  43277. inputSource: XRInputSource;
  43278. private parentContainer;
  43279. /**
  43280. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  43281. */
  43282. grip?: AbstractMesh;
  43283. /**
  43284. * Pointer which can be used to select objects or attach a visible laser to
  43285. */
  43286. pointer: AbstractMesh;
  43287. private _gamepadMode;
  43288. /**
  43289. * If available, this is the gamepad object related to this controller.
  43290. * Using this object it is possible to get click events and trackpad changes of the
  43291. * webxr controller that is currently being used.
  43292. */
  43293. gamepadController?: WebVRController;
  43294. /**
  43295. * Event that fires when the controller is removed/disposed
  43296. */
  43297. onDisposeObservable: Observable<{}>;
  43298. private _tmpMatrix;
  43299. private _tmpQuaternion;
  43300. private _tmpVector;
  43301. /**
  43302. * Creates the controller
  43303. * @see https://doc.babylonjs.com/how_to/webxr
  43304. * @param scene the scene which the controller should be associated to
  43305. * @param inputSource the underlying input source for the controller
  43306. * @param parentContainer parent that the controller meshes should be children of
  43307. */
  43308. constructor(scene: Scene,
  43309. /** The underlying input source for the controller */
  43310. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43311. /**
  43312. * Updates the controller pose based on the given XRFrame
  43313. * @param xrFrame xr frame to update the pose with
  43314. * @param referenceSpace reference space to use
  43315. */
  43316. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43317. /**
  43318. * Gets a world space ray coming from the controller
  43319. * @param result the resulting ray
  43320. */
  43321. getWorldPointerRayToRef(result: Ray): void;
  43322. /**
  43323. * Get the scene associated with this controller
  43324. * @returns the scene object
  43325. */
  43326. getScene(): Scene;
  43327. /**
  43328. * Disposes of the object
  43329. */
  43330. dispose(): void;
  43331. }
  43332. }
  43333. declare module "babylonjs/Cameras/XR/webXRInput" {
  43334. import { Observable } from "babylonjs/Misc/observable";
  43335. import { IDisposable } from "babylonjs/scene";
  43336. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43337. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43338. /**
  43339. * XR input used to track XR inputs such as controllers/rays
  43340. */
  43341. export class WebXRInput implements IDisposable {
  43342. /**
  43343. * Base experience the input listens to
  43344. */
  43345. baseExperience: WebXRExperienceHelper;
  43346. /**
  43347. * XR controllers being tracked
  43348. */
  43349. controllers: Array<WebXRController>;
  43350. private _frameObserver;
  43351. private _stateObserver;
  43352. /**
  43353. * Event when a controller has been connected/added
  43354. */
  43355. onControllerAddedObservable: Observable<WebXRController>;
  43356. /**
  43357. * Event when a controller has been removed/disconnected
  43358. */
  43359. onControllerRemovedObservable: Observable<WebXRController>;
  43360. /**
  43361. * Initializes the WebXRInput
  43362. * @param baseExperience experience helper which the input should be created for
  43363. */
  43364. constructor(
  43365. /**
  43366. * Base experience the input listens to
  43367. */
  43368. baseExperience: WebXRExperienceHelper);
  43369. private _onInputSourcesChange;
  43370. private _addAndRemoveControllers;
  43371. /**
  43372. * Disposes of the object
  43373. */
  43374. dispose(): void;
  43375. }
  43376. }
  43377. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43378. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43379. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43380. /**
  43381. * Enables teleportation
  43382. */
  43383. export class WebXRControllerTeleportation {
  43384. private _teleportationFillColor;
  43385. private _teleportationBorderColor;
  43386. private _tmpRay;
  43387. private _tmpVector;
  43388. /**
  43389. * Creates a WebXRControllerTeleportation
  43390. * @param input input manager to add teleportation to
  43391. * @param floorMeshes floormeshes which can be teleported to
  43392. */
  43393. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43394. }
  43395. }
  43396. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43397. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43398. /**
  43399. * Handles pointer input automatically for the pointer of XR controllers
  43400. */
  43401. export class WebXRControllerPointerSelection {
  43402. private static _idCounter;
  43403. private _tmpRay;
  43404. /**
  43405. * Creates a WebXRControllerPointerSelection
  43406. * @param input input manager to setup pointer selection
  43407. */
  43408. constructor(input: WebXRInput);
  43409. private _convertNormalToDirectionOfRay;
  43410. private _updatePointerDistance;
  43411. }
  43412. }
  43413. declare module "babylonjs/Loading/sceneLoader" {
  43414. import { Observable } from "babylonjs/Misc/observable";
  43415. import { Nullable } from "babylonjs/types";
  43416. import { Scene } from "babylonjs/scene";
  43417. import { Engine } from "babylonjs/Engines/engine";
  43418. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43419. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43420. import { AssetContainer } from "babylonjs/assetContainer";
  43421. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43422. import { Skeleton } from "babylonjs/Bones/skeleton";
  43423. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43424. import { WebRequest } from "babylonjs/Misc/webRequest";
  43425. /**
  43426. * Class used to represent data loading progression
  43427. */
  43428. export class SceneLoaderProgressEvent {
  43429. /** defines if data length to load can be evaluated */
  43430. readonly lengthComputable: boolean;
  43431. /** defines the loaded data length */
  43432. readonly loaded: number;
  43433. /** defines the data length to load */
  43434. readonly total: number;
  43435. /**
  43436. * Create a new progress event
  43437. * @param lengthComputable defines if data length to load can be evaluated
  43438. * @param loaded defines the loaded data length
  43439. * @param total defines the data length to load
  43440. */
  43441. constructor(
  43442. /** defines if data length to load can be evaluated */
  43443. lengthComputable: boolean,
  43444. /** defines the loaded data length */
  43445. loaded: number,
  43446. /** defines the data length to load */
  43447. total: number);
  43448. /**
  43449. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43450. * @param event defines the source event
  43451. * @returns a new SceneLoaderProgressEvent
  43452. */
  43453. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43454. }
  43455. /**
  43456. * Interface used by SceneLoader plugins to define supported file extensions
  43457. */
  43458. export interface ISceneLoaderPluginExtensions {
  43459. /**
  43460. * Defines the list of supported extensions
  43461. */
  43462. [extension: string]: {
  43463. isBinary: boolean;
  43464. };
  43465. }
  43466. /**
  43467. * Interface used by SceneLoader plugin factory
  43468. */
  43469. export interface ISceneLoaderPluginFactory {
  43470. /**
  43471. * Defines the name of the factory
  43472. */
  43473. name: string;
  43474. /**
  43475. * Function called to create a new plugin
  43476. * @return the new plugin
  43477. */
  43478. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43479. /**
  43480. * The callback that returns true if the data can be directly loaded.
  43481. * @param data string containing the file data
  43482. * @returns if the data can be loaded directly
  43483. */
  43484. canDirectLoad?(data: string): boolean;
  43485. }
  43486. /**
  43487. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43488. */
  43489. export interface ISceneLoaderPluginBase {
  43490. /**
  43491. * The friendly name of this plugin.
  43492. */
  43493. name: string;
  43494. /**
  43495. * The file extensions supported by this plugin.
  43496. */
  43497. extensions: string | ISceneLoaderPluginExtensions;
  43498. /**
  43499. * The callback called when loading from a url.
  43500. * @param scene scene loading this url
  43501. * @param url url to load
  43502. * @param onSuccess callback called when the file successfully loads
  43503. * @param onProgress callback called while file is loading (if the server supports this mode)
  43504. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43505. * @param onError callback called when the file fails to load
  43506. * @returns a file request object
  43507. */
  43508. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43509. /**
  43510. * The callback called when loading from a file object.
  43511. * @param scene scene loading this file
  43512. * @param file defines the file to load
  43513. * @param onSuccess defines the callback to call when data is loaded
  43514. * @param onProgress defines the callback to call during loading process
  43515. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43516. * @param onError defines the callback to call when an error occurs
  43517. * @returns a file request object
  43518. */
  43519. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43520. /**
  43521. * The callback that returns true if the data can be directly loaded.
  43522. * @param data string containing the file data
  43523. * @returns if the data can be loaded directly
  43524. */
  43525. canDirectLoad?(data: string): boolean;
  43526. /**
  43527. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43528. * @param scene scene loading this data
  43529. * @param data string containing the data
  43530. * @returns data to pass to the plugin
  43531. */
  43532. directLoad?(scene: Scene, data: string): any;
  43533. /**
  43534. * The callback that allows custom handling of the root url based on the response url.
  43535. * @param rootUrl the original root url
  43536. * @param responseURL the response url if available
  43537. * @returns the new root url
  43538. */
  43539. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43540. }
  43541. /**
  43542. * Interface used to define a SceneLoader plugin
  43543. */
  43544. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43545. /**
  43546. * Import meshes into a scene.
  43547. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43548. * @param scene The scene to import into
  43549. * @param data The data to import
  43550. * @param rootUrl The root url for scene and resources
  43551. * @param meshes The meshes array to import into
  43552. * @param particleSystems The particle systems array to import into
  43553. * @param skeletons The skeletons array to import into
  43554. * @param onError The callback when import fails
  43555. * @returns True if successful or false otherwise
  43556. */
  43557. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43558. /**
  43559. * Load into a scene.
  43560. * @param scene The scene to load into
  43561. * @param data The data to import
  43562. * @param rootUrl The root url for scene and resources
  43563. * @param onError The callback when import fails
  43564. * @returns True if successful or false otherwise
  43565. */
  43566. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43567. /**
  43568. * Load into an asset container.
  43569. * @param scene The scene to load into
  43570. * @param data The data to import
  43571. * @param rootUrl The root url for scene and resources
  43572. * @param onError The callback when import fails
  43573. * @returns The loaded asset container
  43574. */
  43575. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43576. }
  43577. /**
  43578. * Interface used to define an async SceneLoader plugin
  43579. */
  43580. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43581. /**
  43582. * Import meshes into a scene.
  43583. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43584. * @param scene The scene to import into
  43585. * @param data The data to import
  43586. * @param rootUrl The root url for scene and resources
  43587. * @param onProgress The callback when the load progresses
  43588. * @param fileName Defines the name of the file to load
  43589. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43590. */
  43591. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43592. meshes: AbstractMesh[];
  43593. particleSystems: IParticleSystem[];
  43594. skeletons: Skeleton[];
  43595. animationGroups: AnimationGroup[];
  43596. }>;
  43597. /**
  43598. * Load into a scene.
  43599. * @param scene The scene to load into
  43600. * @param data The data to import
  43601. * @param rootUrl The root url for scene and resources
  43602. * @param onProgress The callback when the load progresses
  43603. * @param fileName Defines the name of the file to load
  43604. * @returns Nothing
  43605. */
  43606. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43607. /**
  43608. * Load into an asset container.
  43609. * @param scene The scene to load into
  43610. * @param data The data to import
  43611. * @param rootUrl The root url for scene and resources
  43612. * @param onProgress The callback when the load progresses
  43613. * @param fileName Defines the name of the file to load
  43614. * @returns The loaded asset container
  43615. */
  43616. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43617. }
  43618. /**
  43619. * Class used to load scene from various file formats using registered plugins
  43620. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43621. */
  43622. export class SceneLoader {
  43623. /**
  43624. * No logging while loading
  43625. */
  43626. static readonly NO_LOGGING: number;
  43627. /**
  43628. * Minimal logging while loading
  43629. */
  43630. static readonly MINIMAL_LOGGING: number;
  43631. /**
  43632. * Summary logging while loading
  43633. */
  43634. static readonly SUMMARY_LOGGING: number;
  43635. /**
  43636. * Detailled logging while loading
  43637. */
  43638. static readonly DETAILED_LOGGING: number;
  43639. /**
  43640. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43641. */
  43642. static ForceFullSceneLoadingForIncremental: boolean;
  43643. /**
  43644. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43645. */
  43646. static ShowLoadingScreen: boolean;
  43647. /**
  43648. * Defines the current logging level (while loading the scene)
  43649. * @ignorenaming
  43650. */
  43651. static loggingLevel: number;
  43652. /**
  43653. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43654. */
  43655. static CleanBoneMatrixWeights: boolean;
  43656. /**
  43657. * Event raised when a plugin is used to load a scene
  43658. */
  43659. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43660. private static _registeredPlugins;
  43661. private static _getDefaultPlugin;
  43662. private static _getPluginForExtension;
  43663. private static _getPluginForDirectLoad;
  43664. private static _getPluginForFilename;
  43665. private static _getDirectLoad;
  43666. private static _loadData;
  43667. private static _getFileInfo;
  43668. /**
  43669. * Gets a plugin that can load the given extension
  43670. * @param extension defines the extension to load
  43671. * @returns a plugin or null if none works
  43672. */
  43673. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43674. /**
  43675. * Gets a boolean indicating that the given extension can be loaded
  43676. * @param extension defines the extension to load
  43677. * @returns true if the extension is supported
  43678. */
  43679. static IsPluginForExtensionAvailable(extension: string): boolean;
  43680. /**
  43681. * Adds a new plugin to the list of registered plugins
  43682. * @param plugin defines the plugin to add
  43683. */
  43684. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43685. /**
  43686. * Import meshes into a scene
  43687. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43688. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43689. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43690. * @param scene the instance of BABYLON.Scene to append to
  43691. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43692. * @param onProgress a callback with a progress event for each file being loaded
  43693. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43694. * @param pluginExtension the extension used to determine the plugin
  43695. * @returns The loaded plugin
  43696. */
  43697. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43698. /**
  43699. * Import meshes into a scene
  43700. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43701. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43702. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43703. * @param scene the instance of BABYLON.Scene to append to
  43704. * @param onProgress a callback with a progress event for each file being loaded
  43705. * @param pluginExtension the extension used to determine the plugin
  43706. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43707. */
  43708. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43709. meshes: AbstractMesh[];
  43710. particleSystems: IParticleSystem[];
  43711. skeletons: Skeleton[];
  43712. animationGroups: AnimationGroup[];
  43713. }>;
  43714. /**
  43715. * Load a scene
  43716. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43717. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43718. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43719. * @param onSuccess a callback with the scene when import succeeds
  43720. * @param onProgress a callback with a progress event for each file being loaded
  43721. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43722. * @param pluginExtension the extension used to determine the plugin
  43723. * @returns The loaded plugin
  43724. */
  43725. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43726. /**
  43727. * Load a scene
  43728. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43729. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43730. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43731. * @param onProgress a callback with a progress event for each file being loaded
  43732. * @param pluginExtension the extension used to determine the plugin
  43733. * @returns The loaded scene
  43734. */
  43735. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43736. /**
  43737. * Append a scene
  43738. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43739. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43740. * @param scene is the instance of BABYLON.Scene to append to
  43741. * @param onSuccess a callback with the scene when import succeeds
  43742. * @param onProgress a callback with a progress event for each file being loaded
  43743. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43744. * @param pluginExtension the extension used to determine the plugin
  43745. * @returns The loaded plugin
  43746. */
  43747. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43748. /**
  43749. * Append a scene
  43750. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43751. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43752. * @param scene is the instance of BABYLON.Scene to append to
  43753. * @param onProgress a callback with a progress event for each file being loaded
  43754. * @param pluginExtension the extension used to determine the plugin
  43755. * @returns The given scene
  43756. */
  43757. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43758. /**
  43759. * Load a scene into an asset container
  43760. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43761. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43762. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43763. * @param onSuccess a callback with the scene when import succeeds
  43764. * @param onProgress a callback with a progress event for each file being loaded
  43765. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43766. * @param pluginExtension the extension used to determine the plugin
  43767. * @returns The loaded plugin
  43768. */
  43769. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43770. /**
  43771. * Load a scene into an asset container
  43772. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43773. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  43774. * @param scene is the instance of Scene to append to
  43775. * @param onProgress a callback with a progress event for each file being loaded
  43776. * @param pluginExtension the extension used to determine the plugin
  43777. * @returns The loaded asset container
  43778. */
  43779. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43780. }
  43781. }
  43782. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43783. import { Scene } from "babylonjs/scene";
  43784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43785. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43786. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43787. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43788. /**
  43789. * Generic Controller
  43790. */
  43791. export class GenericController extends WebVRController {
  43792. /**
  43793. * Base Url for the controller model.
  43794. */
  43795. static readonly MODEL_BASE_URL: string;
  43796. /**
  43797. * File name for the controller model.
  43798. */
  43799. static readonly MODEL_FILENAME: string;
  43800. /**
  43801. * Creates a new GenericController from a gamepad
  43802. * @param vrGamepad the gamepad that the controller should be created from
  43803. */
  43804. constructor(vrGamepad: any);
  43805. /**
  43806. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43807. * @param scene scene in which to add meshes
  43808. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43809. */
  43810. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43811. /**
  43812. * Called once for each button that changed state since the last frame
  43813. * @param buttonIdx Which button index changed
  43814. * @param state New state of the button
  43815. * @param changes Which properties on the state changed since last frame
  43816. */
  43817. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43818. }
  43819. }
  43820. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43821. import { Observable } from "babylonjs/Misc/observable";
  43822. import { Scene } from "babylonjs/scene";
  43823. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43824. import { Ray } from "babylonjs/Culling/ray";
  43825. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43826. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43827. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43828. /**
  43829. * Defines the WindowsMotionController object that the state of the windows motion controller
  43830. */
  43831. export class WindowsMotionController extends WebVRController {
  43832. /**
  43833. * The base url used to load the left and right controller models
  43834. */
  43835. static MODEL_BASE_URL: string;
  43836. /**
  43837. * The name of the left controller model file
  43838. */
  43839. static MODEL_LEFT_FILENAME: string;
  43840. /**
  43841. * The name of the right controller model file
  43842. */
  43843. static MODEL_RIGHT_FILENAME: string;
  43844. /**
  43845. * The controller name prefix for this controller type
  43846. */
  43847. static readonly GAMEPAD_ID_PREFIX: string;
  43848. /**
  43849. * The controller id pattern for this controller type
  43850. */
  43851. private static readonly GAMEPAD_ID_PATTERN;
  43852. private _loadedMeshInfo;
  43853. private readonly _mapping;
  43854. /**
  43855. * Fired when the trackpad on this controller is clicked
  43856. */
  43857. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43858. /**
  43859. * Fired when the trackpad on this controller is modified
  43860. */
  43861. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43862. /**
  43863. * The current x and y values of this controller's trackpad
  43864. */
  43865. trackpad: StickValues;
  43866. /**
  43867. * Creates a new WindowsMotionController from a gamepad
  43868. * @param vrGamepad the gamepad that the controller should be created from
  43869. */
  43870. constructor(vrGamepad: any);
  43871. /**
  43872. * Fired when the trigger on this controller is modified
  43873. */
  43874. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43875. /**
  43876. * Fired when the menu button on this controller is modified
  43877. */
  43878. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43879. /**
  43880. * Fired when the grip button on this controller is modified
  43881. */
  43882. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43883. /**
  43884. * Fired when the thumbstick button on this controller is modified
  43885. */
  43886. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43887. /**
  43888. * Fired when the touchpad button on this controller is modified
  43889. */
  43890. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43891. /**
  43892. * Fired when the touchpad values on this controller are modified
  43893. */
  43894. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43895. private _updateTrackpad;
  43896. /**
  43897. * Called once per frame by the engine.
  43898. */
  43899. update(): void;
  43900. /**
  43901. * Called once for each button that changed state since the last frame
  43902. * @param buttonIdx Which button index changed
  43903. * @param state New state of the button
  43904. * @param changes Which properties on the state changed since last frame
  43905. */
  43906. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43907. /**
  43908. * Moves the buttons on the controller mesh based on their current state
  43909. * @param buttonName the name of the button to move
  43910. * @param buttonValue the value of the button which determines the buttons new position
  43911. */
  43912. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43913. /**
  43914. * Moves the axis on the controller mesh based on its current state
  43915. * @param axis the index of the axis
  43916. * @param axisValue the value of the axis which determines the meshes new position
  43917. * @hidden
  43918. */
  43919. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43920. /**
  43921. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43922. * @param scene scene in which to add meshes
  43923. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43924. */
  43925. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43926. /**
  43927. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43928. * can be transformed by button presses and axes values, based on this._mapping.
  43929. *
  43930. * @param scene scene in which the meshes exist
  43931. * @param meshes list of meshes that make up the controller model to process
  43932. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43933. */
  43934. private processModel;
  43935. private createMeshInfo;
  43936. /**
  43937. * Gets the ray of the controller in the direction the controller is pointing
  43938. * @param length the length the resulting ray should be
  43939. * @returns a ray in the direction the controller is pointing
  43940. */
  43941. getForwardRay(length?: number): Ray;
  43942. /**
  43943. * Disposes of the controller
  43944. */
  43945. dispose(): void;
  43946. }
  43947. }
  43948. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43949. import { Observable } from "babylonjs/Misc/observable";
  43950. import { Scene } from "babylonjs/scene";
  43951. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43952. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43953. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43954. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43955. /**
  43956. * Oculus Touch Controller
  43957. */
  43958. export class OculusTouchController extends WebVRController {
  43959. /**
  43960. * Base Url for the controller model.
  43961. */
  43962. static MODEL_BASE_URL: string;
  43963. /**
  43964. * File name for the left controller model.
  43965. */
  43966. static MODEL_LEFT_FILENAME: string;
  43967. /**
  43968. * File name for the right controller model.
  43969. */
  43970. static MODEL_RIGHT_FILENAME: string;
  43971. /**
  43972. * Base Url for the Quest controller model.
  43973. */
  43974. static QUEST_MODEL_BASE_URL: string;
  43975. /**
  43976. * @hidden
  43977. * If the controllers are running on a device that needs the updated Quest controller models
  43978. */
  43979. static _IsQuest: boolean;
  43980. /**
  43981. * Fired when the secondary trigger on this controller is modified
  43982. */
  43983. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43984. /**
  43985. * Fired when the thumb rest on this controller is modified
  43986. */
  43987. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43988. /**
  43989. * Creates a new OculusTouchController from a gamepad
  43990. * @param vrGamepad the gamepad that the controller should be created from
  43991. */
  43992. constructor(vrGamepad: any);
  43993. /**
  43994. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43995. * @param scene scene in which to add meshes
  43996. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43997. */
  43998. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43999. /**
  44000. * Fired when the A button on this controller is modified
  44001. */
  44002. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44003. /**
  44004. * Fired when the B button on this controller is modified
  44005. */
  44006. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44007. /**
  44008. * Fired when the X button on this controller is modified
  44009. */
  44010. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44011. /**
  44012. * Fired when the Y button on this controller is modified
  44013. */
  44014. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44015. /**
  44016. * Called once for each button that changed state since the last frame
  44017. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44018. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44019. * 2) secondary trigger (same)
  44020. * 3) A (right) X (left), touch, pressed = value
  44021. * 4) B / Y
  44022. * 5) thumb rest
  44023. * @param buttonIdx Which button index changed
  44024. * @param state New state of the button
  44025. * @param changes Which properties on the state changed since last frame
  44026. */
  44027. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44028. }
  44029. }
  44030. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44031. import { Scene } from "babylonjs/scene";
  44032. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44033. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44034. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44035. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44036. import { Observable } from "babylonjs/Misc/observable";
  44037. /**
  44038. * Vive Controller
  44039. */
  44040. export class ViveController extends WebVRController {
  44041. /**
  44042. * Base Url for the controller model.
  44043. */
  44044. static MODEL_BASE_URL: string;
  44045. /**
  44046. * File name for the controller model.
  44047. */
  44048. static MODEL_FILENAME: string;
  44049. /**
  44050. * Creates a new ViveController from a gamepad
  44051. * @param vrGamepad the gamepad that the controller should be created from
  44052. */
  44053. constructor(vrGamepad: any);
  44054. /**
  44055. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44056. * @param scene scene in which to add meshes
  44057. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44058. */
  44059. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44060. /**
  44061. * Fired when the left button on this controller is modified
  44062. */
  44063. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44064. /**
  44065. * Fired when the right button on this controller is modified
  44066. */
  44067. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44068. /**
  44069. * Fired when the menu button on this controller is modified
  44070. */
  44071. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44072. /**
  44073. * Called once for each button that changed state since the last frame
  44074. * Vive mapping:
  44075. * 0: touchpad
  44076. * 1: trigger
  44077. * 2: left AND right buttons
  44078. * 3: menu button
  44079. * @param buttonIdx Which button index changed
  44080. * @param state New state of the button
  44081. * @param changes Which properties on the state changed since last frame
  44082. */
  44083. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44084. }
  44085. }
  44086. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44087. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44088. /**
  44089. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44090. */
  44091. export class WebXRControllerModelLoader {
  44092. /**
  44093. * Creates the WebXRControllerModelLoader
  44094. * @param input xr input that creates the controllers
  44095. */
  44096. constructor(input: WebXRInput);
  44097. }
  44098. }
  44099. declare module "babylonjs/Cameras/XR/index" {
  44100. export * from "babylonjs/Cameras/XR/webXRCamera";
  44101. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44102. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44103. export * from "babylonjs/Cameras/XR/webXRInput";
  44104. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44105. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44106. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44107. export * from "babylonjs/Cameras/XR/webXRController";
  44108. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44109. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44110. }
  44111. declare module "babylonjs/Cameras/RigModes/index" {
  44112. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44113. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44114. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44115. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44116. }
  44117. declare module "babylonjs/Cameras/index" {
  44118. export * from "babylonjs/Cameras/Inputs/index";
  44119. export * from "babylonjs/Cameras/cameraInputsManager";
  44120. export * from "babylonjs/Cameras/camera";
  44121. export * from "babylonjs/Cameras/targetCamera";
  44122. export * from "babylonjs/Cameras/freeCamera";
  44123. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44124. export * from "babylonjs/Cameras/touchCamera";
  44125. export * from "babylonjs/Cameras/arcRotateCamera";
  44126. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44127. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44128. export * from "babylonjs/Cameras/flyCamera";
  44129. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44130. export * from "babylonjs/Cameras/followCamera";
  44131. export * from "babylonjs/Cameras/followCameraInputsManager";
  44132. export * from "babylonjs/Cameras/gamepadCamera";
  44133. export * from "babylonjs/Cameras/Stereoscopic/index";
  44134. export * from "babylonjs/Cameras/universalCamera";
  44135. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44136. export * from "babylonjs/Cameras/VR/index";
  44137. export * from "babylonjs/Cameras/XR/index";
  44138. export * from "babylonjs/Cameras/RigModes/index";
  44139. }
  44140. declare module "babylonjs/Collisions/index" {
  44141. export * from "babylonjs/Collisions/collider";
  44142. export * from "babylonjs/Collisions/collisionCoordinator";
  44143. export * from "babylonjs/Collisions/pickingInfo";
  44144. export * from "babylonjs/Collisions/intersectionInfo";
  44145. export * from "babylonjs/Collisions/meshCollisionData";
  44146. }
  44147. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44148. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44149. import { Vector3 } from "babylonjs/Maths/math.vector";
  44150. import { Ray } from "babylonjs/Culling/ray";
  44151. import { Plane } from "babylonjs/Maths/math.plane";
  44152. /**
  44153. * Contains an array of blocks representing the octree
  44154. */
  44155. export interface IOctreeContainer<T> {
  44156. /**
  44157. * Blocks within the octree
  44158. */
  44159. blocks: Array<OctreeBlock<T>>;
  44160. }
  44161. /**
  44162. * Class used to store a cell in an octree
  44163. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44164. */
  44165. export class OctreeBlock<T> {
  44166. /**
  44167. * Gets the content of the current block
  44168. */
  44169. entries: T[];
  44170. /**
  44171. * Gets the list of block children
  44172. */
  44173. blocks: Array<OctreeBlock<T>>;
  44174. private _depth;
  44175. private _maxDepth;
  44176. private _capacity;
  44177. private _minPoint;
  44178. private _maxPoint;
  44179. private _boundingVectors;
  44180. private _creationFunc;
  44181. /**
  44182. * Creates a new block
  44183. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44184. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44185. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44186. * @param depth defines the current depth of this block in the octree
  44187. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44188. * @param creationFunc defines a callback to call when an element is added to the block
  44189. */
  44190. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44191. /**
  44192. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44193. */
  44194. readonly capacity: number;
  44195. /**
  44196. * Gets the minimum vector (in world space) of the block's bounding box
  44197. */
  44198. readonly minPoint: Vector3;
  44199. /**
  44200. * Gets the maximum vector (in world space) of the block's bounding box
  44201. */
  44202. readonly maxPoint: Vector3;
  44203. /**
  44204. * Add a new element to this block
  44205. * @param entry defines the element to add
  44206. */
  44207. addEntry(entry: T): void;
  44208. /**
  44209. * Remove an element from this block
  44210. * @param entry defines the element to remove
  44211. */
  44212. removeEntry(entry: T): void;
  44213. /**
  44214. * Add an array of elements to this block
  44215. * @param entries defines the array of elements to add
  44216. */
  44217. addEntries(entries: T[]): void;
  44218. /**
  44219. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44220. * @param frustumPlanes defines the frustum planes to test
  44221. * @param selection defines the array to store current content if selection is positive
  44222. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44223. */
  44224. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44225. /**
  44226. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44227. * @param sphereCenter defines the bounding sphere center
  44228. * @param sphereRadius defines the bounding sphere radius
  44229. * @param selection defines the array to store current content if selection is positive
  44230. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44231. */
  44232. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44233. /**
  44234. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44235. * @param ray defines the ray to test with
  44236. * @param selection defines the array to store current content if selection is positive
  44237. */
  44238. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44239. /**
  44240. * Subdivide the content into child blocks (this block will then be empty)
  44241. */
  44242. createInnerBlocks(): void;
  44243. /**
  44244. * @hidden
  44245. */
  44246. 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;
  44247. }
  44248. }
  44249. declare module "babylonjs/Culling/Octrees/octree" {
  44250. import { SmartArray } from "babylonjs/Misc/smartArray";
  44251. import { Vector3 } from "babylonjs/Maths/math.vector";
  44252. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44254. import { Ray } from "babylonjs/Culling/ray";
  44255. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44256. import { Plane } from "babylonjs/Maths/math.plane";
  44257. /**
  44258. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44259. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44260. */
  44261. export class Octree<T> {
  44262. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  44263. maxDepth: number;
  44264. /**
  44265. * Blocks within the octree containing objects
  44266. */
  44267. blocks: Array<OctreeBlock<T>>;
  44268. /**
  44269. * Content stored in the octree
  44270. */
  44271. dynamicContent: T[];
  44272. private _maxBlockCapacity;
  44273. private _selectionContent;
  44274. private _creationFunc;
  44275. /**
  44276. * Creates a octree
  44277. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44278. * @param creationFunc function to be used to instatiate the octree
  44279. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44280. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  44281. */
  44282. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44283. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  44284. maxDepth?: number);
  44285. /**
  44286. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44287. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  44288. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  44289. * @param entries meshes to be added to the octree blocks
  44290. */
  44291. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44292. /**
  44293. * Adds a mesh to the octree
  44294. * @param entry Mesh to add to the octree
  44295. */
  44296. addMesh(entry: T): void;
  44297. /**
  44298. * Remove an element from the octree
  44299. * @param entry defines the element to remove
  44300. */
  44301. removeMesh(entry: T): void;
  44302. /**
  44303. * Selects an array of meshes within the frustum
  44304. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44305. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44306. * @returns array of meshes within the frustum
  44307. */
  44308. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44309. /**
  44310. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44311. * @param sphereCenter defines the bounding sphere center
  44312. * @param sphereRadius defines the bounding sphere radius
  44313. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44314. * @returns an array of objects that intersect the sphere
  44315. */
  44316. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44317. /**
  44318. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44319. * @param ray defines the ray to test with
  44320. * @returns array of intersected objects
  44321. */
  44322. intersectsRay(ray: Ray): SmartArray<T>;
  44323. /**
  44324. * Adds a mesh into the octree block if it intersects the block
  44325. */
  44326. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44327. /**
  44328. * Adds a submesh into the octree block if it intersects the block
  44329. */
  44330. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44331. }
  44332. }
  44333. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44334. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44335. import { Scene } from "babylonjs/scene";
  44336. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44337. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44338. import { Ray } from "babylonjs/Culling/ray";
  44339. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44340. import { Collider } from "babylonjs/Collisions/collider";
  44341. module "babylonjs/scene" {
  44342. interface Scene {
  44343. /**
  44344. * @hidden
  44345. * Backing Filed
  44346. */
  44347. _selectionOctree: Octree<AbstractMesh>;
  44348. /**
  44349. * Gets the octree used to boost mesh selection (picking)
  44350. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44351. */
  44352. selectionOctree: Octree<AbstractMesh>;
  44353. /**
  44354. * Creates or updates the octree used to boost selection (picking)
  44355. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44356. * @param maxCapacity defines the maximum capacity per leaf
  44357. * @param maxDepth defines the maximum depth of the octree
  44358. * @returns an octree of AbstractMesh
  44359. */
  44360. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44361. }
  44362. }
  44363. module "babylonjs/Meshes/abstractMesh" {
  44364. interface AbstractMesh {
  44365. /**
  44366. * @hidden
  44367. * Backing Field
  44368. */
  44369. _submeshesOctree: Octree<SubMesh>;
  44370. /**
  44371. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44372. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44373. * @param maxCapacity defines the maximum size of each block (64 by default)
  44374. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44375. * @returns the new octree
  44376. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44377. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44378. */
  44379. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44380. }
  44381. }
  44382. /**
  44383. * Defines the octree scene component responsible to manage any octrees
  44384. * in a given scene.
  44385. */
  44386. export class OctreeSceneComponent {
  44387. /**
  44388. * The component name help to identify the component in the list of scene components.
  44389. */
  44390. readonly name: string;
  44391. /**
  44392. * The scene the component belongs to.
  44393. */
  44394. scene: Scene;
  44395. /**
  44396. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44397. */
  44398. readonly checksIsEnabled: boolean;
  44399. /**
  44400. * Creates a new instance of the component for the given scene
  44401. * @param scene Defines the scene to register the component in
  44402. */
  44403. constructor(scene: Scene);
  44404. /**
  44405. * Registers the component in a given scene
  44406. */
  44407. register(): void;
  44408. /**
  44409. * Return the list of active meshes
  44410. * @returns the list of active meshes
  44411. */
  44412. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44413. /**
  44414. * Return the list of active sub meshes
  44415. * @param mesh The mesh to get the candidates sub meshes from
  44416. * @returns the list of active sub meshes
  44417. */
  44418. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44419. private _tempRay;
  44420. /**
  44421. * Return the list of sub meshes intersecting with a given local ray
  44422. * @param mesh defines the mesh to find the submesh for
  44423. * @param localRay defines the ray in local space
  44424. * @returns the list of intersecting sub meshes
  44425. */
  44426. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44427. /**
  44428. * Return the list of sub meshes colliding with a collider
  44429. * @param mesh defines the mesh to find the submesh for
  44430. * @param collider defines the collider to evaluate the collision against
  44431. * @returns the list of colliding sub meshes
  44432. */
  44433. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44434. /**
  44435. * Rebuilds the elements related to this component in case of
  44436. * context lost for instance.
  44437. */
  44438. rebuild(): void;
  44439. /**
  44440. * Disposes the component and the associated ressources.
  44441. */
  44442. dispose(): void;
  44443. }
  44444. }
  44445. declare module "babylonjs/Culling/Octrees/index" {
  44446. export * from "babylonjs/Culling/Octrees/octree";
  44447. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44448. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44449. }
  44450. declare module "babylonjs/Culling/index" {
  44451. export * from "babylonjs/Culling/boundingBox";
  44452. export * from "babylonjs/Culling/boundingInfo";
  44453. export * from "babylonjs/Culling/boundingSphere";
  44454. export * from "babylonjs/Culling/Octrees/index";
  44455. export * from "babylonjs/Culling/ray";
  44456. }
  44457. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44458. import { IDisposable, Scene } from "babylonjs/scene";
  44459. import { Nullable } from "babylonjs/types";
  44460. import { Observable } from "babylonjs/Misc/observable";
  44461. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44462. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44463. import { Camera } from "babylonjs/Cameras/camera";
  44464. /**
  44465. * Renders a layer on top of an existing scene
  44466. */
  44467. export class UtilityLayerRenderer implements IDisposable {
  44468. /** the original scene that will be rendered on top of */
  44469. originalScene: Scene;
  44470. private _pointerCaptures;
  44471. private _lastPointerEvents;
  44472. private static _DefaultUtilityLayer;
  44473. private static _DefaultKeepDepthUtilityLayer;
  44474. private _sharedGizmoLight;
  44475. private _renderCamera;
  44476. /**
  44477. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44478. * @returns the camera that is used when rendering the utility layer
  44479. */
  44480. getRenderCamera(): Nullable<Camera>;
  44481. /**
  44482. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44483. * @param cam the camera that should be used when rendering the utility layer
  44484. */
  44485. setRenderCamera(cam: Nullable<Camera>): void;
  44486. /**
  44487. * @hidden
  44488. * Light which used by gizmos to get light shading
  44489. */
  44490. _getSharedGizmoLight(): HemisphericLight;
  44491. /**
  44492. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44493. */
  44494. pickUtilitySceneFirst: boolean;
  44495. /**
  44496. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  44497. */
  44498. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44499. /**
  44500. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  44501. */
  44502. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44503. /**
  44504. * The scene that is rendered on top of the original scene
  44505. */
  44506. utilityLayerScene: Scene;
  44507. /**
  44508. * If the utility layer should automatically be rendered on top of existing scene
  44509. */
  44510. shouldRender: boolean;
  44511. /**
  44512. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44513. */
  44514. onlyCheckPointerDownEvents: boolean;
  44515. /**
  44516. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44517. */
  44518. processAllEvents: boolean;
  44519. /**
  44520. * Observable raised when the pointer move from the utility layer scene to the main scene
  44521. */
  44522. onPointerOutObservable: Observable<number>;
  44523. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44524. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44525. private _afterRenderObserver;
  44526. private _sceneDisposeObserver;
  44527. private _originalPointerObserver;
  44528. /**
  44529. * Instantiates a UtilityLayerRenderer
  44530. * @param originalScene the original scene that will be rendered on top of
  44531. * @param handleEvents boolean indicating if the utility layer should handle events
  44532. */
  44533. constructor(
  44534. /** the original scene that will be rendered on top of */
  44535. originalScene: Scene, handleEvents?: boolean);
  44536. private _notifyObservers;
  44537. /**
  44538. * Renders the utility layers scene on top of the original scene
  44539. */
  44540. render(): void;
  44541. /**
  44542. * Disposes of the renderer
  44543. */
  44544. dispose(): void;
  44545. private _updateCamera;
  44546. }
  44547. }
  44548. declare module "babylonjs/Gizmos/gizmo" {
  44549. import { Nullable } from "babylonjs/types";
  44550. import { IDisposable } from "babylonjs/scene";
  44551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44552. import { Mesh } from "babylonjs/Meshes/mesh";
  44553. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44554. /**
  44555. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44556. */
  44557. export class Gizmo implements IDisposable {
  44558. /** The utility layer the gizmo will be added to */
  44559. gizmoLayer: UtilityLayerRenderer;
  44560. /**
  44561. * The root mesh of the gizmo
  44562. */
  44563. _rootMesh: Mesh;
  44564. private _attachedMesh;
  44565. /**
  44566. * Ratio for the scale of the gizmo (Default: 1)
  44567. */
  44568. scaleRatio: number;
  44569. /**
  44570. * If a custom mesh has been set (Default: false)
  44571. */
  44572. protected _customMeshSet: boolean;
  44573. /**
  44574. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44575. * * When set, interactions will be enabled
  44576. */
  44577. attachedMesh: Nullable<AbstractMesh>;
  44578. /**
  44579. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44580. * @param mesh The mesh to replace the default mesh of the gizmo
  44581. */
  44582. setCustomMesh(mesh: Mesh): void;
  44583. /**
  44584. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44585. */
  44586. updateGizmoRotationToMatchAttachedMesh: boolean;
  44587. /**
  44588. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44589. */
  44590. updateGizmoPositionToMatchAttachedMesh: boolean;
  44591. /**
  44592. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44593. */
  44594. updateScale: boolean;
  44595. protected _interactionsEnabled: boolean;
  44596. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44597. private _beforeRenderObserver;
  44598. private _tempVector;
  44599. /**
  44600. * Creates a gizmo
  44601. * @param gizmoLayer The utility layer the gizmo will be added to
  44602. */
  44603. constructor(
  44604. /** The utility layer the gizmo will be added to */
  44605. gizmoLayer?: UtilityLayerRenderer);
  44606. /**
  44607. * Updates the gizmo to match the attached mesh's position/rotation
  44608. */
  44609. protected _update(): void;
  44610. /**
  44611. * Disposes of the gizmo
  44612. */
  44613. dispose(): void;
  44614. }
  44615. }
  44616. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44617. import { Observable } from "babylonjs/Misc/observable";
  44618. import { Nullable } from "babylonjs/types";
  44619. import { Vector3 } from "babylonjs/Maths/math.vector";
  44620. import { Color3 } from "babylonjs/Maths/math.color";
  44621. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44622. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44623. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44624. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44625. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44626. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44627. import { Scene } from "babylonjs/scene";
  44628. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44629. /**
  44630. * Single plane drag gizmo
  44631. */
  44632. export class PlaneDragGizmo extends Gizmo {
  44633. /**
  44634. * Drag behavior responsible for the gizmos dragging interactions
  44635. */
  44636. dragBehavior: PointerDragBehavior;
  44637. private _pointerObserver;
  44638. /**
  44639. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44640. */
  44641. snapDistance: number;
  44642. /**
  44643. * Event that fires each time the gizmo snaps to a new location.
  44644. * * snapDistance is the the change in distance
  44645. */
  44646. onSnapObservable: Observable<{
  44647. snapDistance: number;
  44648. }>;
  44649. private _plane;
  44650. private _coloredMaterial;
  44651. private _hoverMaterial;
  44652. private _isEnabled;
  44653. private _parent;
  44654. /** @hidden */
  44655. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44656. /** @hidden */
  44657. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44658. /**
  44659. * Creates a PlaneDragGizmo
  44660. * @param gizmoLayer The utility layer the gizmo will be added to
  44661. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44662. * @param color The color of the gizmo
  44663. */
  44664. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44665. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44666. /**
  44667. * If the gizmo is enabled
  44668. */
  44669. isEnabled: boolean;
  44670. /**
  44671. * Disposes of the gizmo
  44672. */
  44673. dispose(): void;
  44674. }
  44675. }
  44676. declare module "babylonjs/Gizmos/positionGizmo" {
  44677. import { Observable } from "babylonjs/Misc/observable";
  44678. import { Nullable } from "babylonjs/types";
  44679. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44680. import { Mesh } from "babylonjs/Meshes/mesh";
  44681. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44682. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44683. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44684. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44685. /**
  44686. * Gizmo that enables dragging a mesh along 3 axis
  44687. */
  44688. export class PositionGizmo extends Gizmo {
  44689. /**
  44690. * Internal gizmo used for interactions on the x axis
  44691. */
  44692. xGizmo: AxisDragGizmo;
  44693. /**
  44694. * Internal gizmo used for interactions on the y axis
  44695. */
  44696. yGizmo: AxisDragGizmo;
  44697. /**
  44698. * Internal gizmo used for interactions on the z axis
  44699. */
  44700. zGizmo: AxisDragGizmo;
  44701. /**
  44702. * Internal gizmo used for interactions on the yz plane
  44703. */
  44704. xPlaneGizmo: PlaneDragGizmo;
  44705. /**
  44706. * Internal gizmo used for interactions on the xz plane
  44707. */
  44708. yPlaneGizmo: PlaneDragGizmo;
  44709. /**
  44710. * Internal gizmo used for interactions on the xy plane
  44711. */
  44712. zPlaneGizmo: PlaneDragGizmo;
  44713. /**
  44714. * private variables
  44715. */
  44716. private _meshAttached;
  44717. private _updateGizmoRotationToMatchAttachedMesh;
  44718. private _snapDistance;
  44719. private _scaleRatio;
  44720. /** Fires an event when any of it's sub gizmos are dragged */
  44721. onDragStartObservable: Observable<unknown>;
  44722. /** Fires an event when any of it's sub gizmos are released from dragging */
  44723. onDragEndObservable: Observable<unknown>;
  44724. /**
  44725. * If set to true, planar drag is enabled
  44726. */
  44727. private _planarGizmoEnabled;
  44728. attachedMesh: Nullable<AbstractMesh>;
  44729. /**
  44730. * Creates a PositionGizmo
  44731. * @param gizmoLayer The utility layer the gizmo will be added to
  44732. */
  44733. constructor(gizmoLayer?: UtilityLayerRenderer);
  44734. /**
  44735. * If the planar drag gizmo is enabled
  44736. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44737. */
  44738. planarGizmoEnabled: boolean;
  44739. updateGizmoRotationToMatchAttachedMesh: boolean;
  44740. /**
  44741. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44742. */
  44743. snapDistance: number;
  44744. /**
  44745. * Ratio for the scale of the gizmo (Default: 1)
  44746. */
  44747. scaleRatio: number;
  44748. /**
  44749. * Disposes of the gizmo
  44750. */
  44751. dispose(): void;
  44752. /**
  44753. * CustomMeshes are not supported by this gizmo
  44754. * @param mesh The mesh to replace the default mesh of the gizmo
  44755. */
  44756. setCustomMesh(mesh: Mesh): void;
  44757. }
  44758. }
  44759. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44760. import { Observable } from "babylonjs/Misc/observable";
  44761. import { Nullable } from "babylonjs/types";
  44762. import { Vector3 } from "babylonjs/Maths/math.vector";
  44763. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44764. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44765. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44766. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44767. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44768. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44769. import { Scene } from "babylonjs/scene";
  44770. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44771. import { Color3 } from "babylonjs/Maths/math.color";
  44772. /**
  44773. * Single axis drag gizmo
  44774. */
  44775. export class AxisDragGizmo extends Gizmo {
  44776. /**
  44777. * Drag behavior responsible for the gizmos dragging interactions
  44778. */
  44779. dragBehavior: PointerDragBehavior;
  44780. private _pointerObserver;
  44781. /**
  44782. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44783. */
  44784. snapDistance: number;
  44785. /**
  44786. * Event that fires each time the gizmo snaps to a new location.
  44787. * * snapDistance is the the change in distance
  44788. */
  44789. onSnapObservable: Observable<{
  44790. snapDistance: number;
  44791. }>;
  44792. private _isEnabled;
  44793. private _parent;
  44794. private _arrow;
  44795. private _coloredMaterial;
  44796. private _hoverMaterial;
  44797. /** @hidden */
  44798. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44799. /** @hidden */
  44800. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44801. /**
  44802. * Creates an AxisDragGizmo
  44803. * @param gizmoLayer The utility layer the gizmo will be added to
  44804. * @param dragAxis The axis which the gizmo will be able to drag on
  44805. * @param color The color of the gizmo
  44806. */
  44807. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44808. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44809. /**
  44810. * If the gizmo is enabled
  44811. */
  44812. isEnabled: boolean;
  44813. /**
  44814. * Disposes of the gizmo
  44815. */
  44816. dispose(): void;
  44817. }
  44818. }
  44819. declare module "babylonjs/Debug/axesViewer" {
  44820. import { Vector3 } from "babylonjs/Maths/math.vector";
  44821. import { Nullable } from "babylonjs/types";
  44822. import { Scene } from "babylonjs/scene";
  44823. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44824. /**
  44825. * The Axes viewer will show 3 axes in a specific point in space
  44826. */
  44827. export class AxesViewer {
  44828. private _xAxis;
  44829. private _yAxis;
  44830. private _zAxis;
  44831. private _scaleLinesFactor;
  44832. private _instanced;
  44833. /**
  44834. * Gets the hosting scene
  44835. */
  44836. scene: Scene;
  44837. /**
  44838. * Gets or sets a number used to scale line length
  44839. */
  44840. scaleLines: number;
  44841. /** Gets the node hierarchy used to render x-axis */
  44842. readonly xAxis: TransformNode;
  44843. /** Gets the node hierarchy used to render y-axis */
  44844. readonly yAxis: TransformNode;
  44845. /** Gets the node hierarchy used to render z-axis */
  44846. readonly zAxis: TransformNode;
  44847. /**
  44848. * Creates a new AxesViewer
  44849. * @param scene defines the hosting scene
  44850. * @param scaleLines defines a number used to scale line length (1 by default)
  44851. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44852. * @param xAxis defines the node hierarchy used to render the x-axis
  44853. * @param yAxis defines the node hierarchy used to render the y-axis
  44854. * @param zAxis defines the node hierarchy used to render the z-axis
  44855. */
  44856. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44857. /**
  44858. * Force the viewer to update
  44859. * @param position defines the position of the viewer
  44860. * @param xaxis defines the x axis of the viewer
  44861. * @param yaxis defines the y axis of the viewer
  44862. * @param zaxis defines the z axis of the viewer
  44863. */
  44864. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44865. /**
  44866. * Creates an instance of this axes viewer.
  44867. * @returns a new axes viewer with instanced meshes
  44868. */
  44869. createInstance(): AxesViewer;
  44870. /** Releases resources */
  44871. dispose(): void;
  44872. private static _SetRenderingGroupId;
  44873. }
  44874. }
  44875. declare module "babylonjs/Debug/boneAxesViewer" {
  44876. import { Nullable } from "babylonjs/types";
  44877. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44878. import { Vector3 } from "babylonjs/Maths/math.vector";
  44879. import { Mesh } from "babylonjs/Meshes/mesh";
  44880. import { Bone } from "babylonjs/Bones/bone";
  44881. import { Scene } from "babylonjs/scene";
  44882. /**
  44883. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44884. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44885. */
  44886. export class BoneAxesViewer extends AxesViewer {
  44887. /**
  44888. * Gets or sets the target mesh where to display the axes viewer
  44889. */
  44890. mesh: Nullable<Mesh>;
  44891. /**
  44892. * Gets or sets the target bone where to display the axes viewer
  44893. */
  44894. bone: Nullable<Bone>;
  44895. /** Gets current position */
  44896. pos: Vector3;
  44897. /** Gets direction of X axis */
  44898. xaxis: Vector3;
  44899. /** Gets direction of Y axis */
  44900. yaxis: Vector3;
  44901. /** Gets direction of Z axis */
  44902. zaxis: Vector3;
  44903. /**
  44904. * Creates a new BoneAxesViewer
  44905. * @param scene defines the hosting scene
  44906. * @param bone defines the target bone
  44907. * @param mesh defines the target mesh
  44908. * @param scaleLines defines a scaling factor for line length (1 by default)
  44909. */
  44910. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44911. /**
  44912. * Force the viewer to update
  44913. */
  44914. update(): void;
  44915. /** Releases resources */
  44916. dispose(): void;
  44917. }
  44918. }
  44919. declare module "babylonjs/Debug/debugLayer" {
  44920. import { Scene } from "babylonjs/scene";
  44921. /**
  44922. * Interface used to define scene explorer extensibility option
  44923. */
  44924. export interface IExplorerExtensibilityOption {
  44925. /**
  44926. * Define the option label
  44927. */
  44928. label: string;
  44929. /**
  44930. * Defines the action to execute on click
  44931. */
  44932. action: (entity: any) => void;
  44933. }
  44934. /**
  44935. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44936. */
  44937. export interface IExplorerExtensibilityGroup {
  44938. /**
  44939. * Defines a predicate to test if a given type mut be extended
  44940. */
  44941. predicate: (entity: any) => boolean;
  44942. /**
  44943. * Gets the list of options added to a type
  44944. */
  44945. entries: IExplorerExtensibilityOption[];
  44946. }
  44947. /**
  44948. * Interface used to define the options to use to create the Inspector
  44949. */
  44950. export interface IInspectorOptions {
  44951. /**
  44952. * Display in overlay mode (default: false)
  44953. */
  44954. overlay?: boolean;
  44955. /**
  44956. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44957. */
  44958. globalRoot?: HTMLElement;
  44959. /**
  44960. * Display the Scene explorer
  44961. */
  44962. showExplorer?: boolean;
  44963. /**
  44964. * Display the property inspector
  44965. */
  44966. showInspector?: boolean;
  44967. /**
  44968. * Display in embed mode (both panes on the right)
  44969. */
  44970. embedMode?: boolean;
  44971. /**
  44972. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44973. */
  44974. handleResize?: boolean;
  44975. /**
  44976. * Allow the panes to popup (default: true)
  44977. */
  44978. enablePopup?: boolean;
  44979. /**
  44980. * Allow the panes to be closed by users (default: true)
  44981. */
  44982. enableClose?: boolean;
  44983. /**
  44984. * Optional list of extensibility entries
  44985. */
  44986. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44987. /**
  44988. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44989. */
  44990. inspectorURL?: string;
  44991. }
  44992. module "babylonjs/scene" {
  44993. interface Scene {
  44994. /**
  44995. * @hidden
  44996. * Backing field
  44997. */
  44998. _debugLayer: DebugLayer;
  44999. /**
  45000. * Gets the debug layer (aka Inspector) associated with the scene
  45001. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45002. */
  45003. debugLayer: DebugLayer;
  45004. }
  45005. }
  45006. /**
  45007. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45008. * what is happening in your scene
  45009. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45010. */
  45011. export class DebugLayer {
  45012. /**
  45013. * Define the url to get the inspector script from.
  45014. * By default it uses the babylonjs CDN.
  45015. * @ignoreNaming
  45016. */
  45017. static InspectorURL: string;
  45018. private _scene;
  45019. private BJSINSPECTOR;
  45020. private _onPropertyChangedObservable?;
  45021. /**
  45022. * Observable triggered when a property is changed through the inspector.
  45023. */
  45024. readonly onPropertyChangedObservable: any;
  45025. /**
  45026. * Instantiates a new debug layer.
  45027. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45028. * what is happening in your scene
  45029. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45030. * @param scene Defines the scene to inspect
  45031. */
  45032. constructor(scene: Scene);
  45033. /** Creates the inspector window. */
  45034. private _createInspector;
  45035. /**
  45036. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45037. * @param entity defines the entity to select
  45038. * @param lineContainerTitle defines the specific block to highlight
  45039. */
  45040. select(entity: any, lineContainerTitle?: string): void;
  45041. /** Get the inspector from bundle or global */
  45042. private _getGlobalInspector;
  45043. /**
  45044. * Get if the inspector is visible or not.
  45045. * @returns true if visible otherwise, false
  45046. */
  45047. isVisible(): boolean;
  45048. /**
  45049. * Hide the inspector and close its window.
  45050. */
  45051. hide(): void;
  45052. /**
  45053. * Launch the debugLayer.
  45054. * @param config Define the configuration of the inspector
  45055. * @return a promise fulfilled when the debug layer is visible
  45056. */
  45057. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45058. }
  45059. }
  45060. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45061. import { Nullable } from "babylonjs/types";
  45062. import { Scene } from "babylonjs/scene";
  45063. import { Vector4 } from "babylonjs/Maths/math.vector";
  45064. import { Color4 } from "babylonjs/Maths/math.color";
  45065. import { Mesh } from "babylonjs/Meshes/mesh";
  45066. /**
  45067. * Class containing static functions to help procedurally build meshes
  45068. */
  45069. export class BoxBuilder {
  45070. /**
  45071. * Creates a box mesh
  45072. * * The parameter `size` sets the size (float) of each box side (default 1)
  45073. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45074. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  45075. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45076. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45077. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45078. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45079. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45080. * @param name defines the name of the mesh
  45081. * @param options defines the options used to create the mesh
  45082. * @param scene defines the hosting scene
  45083. * @returns the box mesh
  45084. */
  45085. static CreateBox(name: string, options: {
  45086. size?: number;
  45087. width?: number;
  45088. height?: number;
  45089. depth?: number;
  45090. faceUV?: Vector4[];
  45091. faceColors?: Color4[];
  45092. sideOrientation?: number;
  45093. frontUVs?: Vector4;
  45094. backUVs?: Vector4;
  45095. wrap?: boolean;
  45096. topBaseAt?: number;
  45097. bottomBaseAt?: number;
  45098. updatable?: boolean;
  45099. }, scene?: Nullable<Scene>): Mesh;
  45100. }
  45101. }
  45102. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45103. import { Vector4 } from "babylonjs/Maths/math.vector";
  45104. import { Mesh } from "babylonjs/Meshes/mesh";
  45105. import { Scene } from "babylonjs/scene";
  45106. import { Nullable } from "babylonjs/types";
  45107. /**
  45108. * Class containing static functions to help procedurally build meshes
  45109. */
  45110. export class SphereBuilder {
  45111. /**
  45112. * Creates a sphere mesh
  45113. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45114. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  45115. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45116. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  45117. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  45118. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45119. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45120. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45121. * @param name defines the name of the mesh
  45122. * @param options defines the options used to create the mesh
  45123. * @param scene defines the hosting scene
  45124. * @returns the sphere mesh
  45125. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45126. */
  45127. static CreateSphere(name: string, options: {
  45128. segments?: number;
  45129. diameter?: number;
  45130. diameterX?: number;
  45131. diameterY?: number;
  45132. diameterZ?: number;
  45133. arc?: number;
  45134. slice?: number;
  45135. sideOrientation?: number;
  45136. frontUVs?: Vector4;
  45137. backUVs?: Vector4;
  45138. updatable?: boolean;
  45139. }, scene?: Nullable<Scene>): Mesh;
  45140. }
  45141. }
  45142. declare module "babylonjs/Debug/physicsViewer" {
  45143. import { Nullable } from "babylonjs/types";
  45144. import { Scene } from "babylonjs/scene";
  45145. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45146. import { Mesh } from "babylonjs/Meshes/mesh";
  45147. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45148. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45149. /**
  45150. * Used to show the physics impostor around the specific mesh
  45151. */
  45152. export class PhysicsViewer {
  45153. /** @hidden */
  45154. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45155. /** @hidden */
  45156. protected _meshes: Array<Nullable<AbstractMesh>>;
  45157. /** @hidden */
  45158. protected _scene: Nullable<Scene>;
  45159. /** @hidden */
  45160. protected _numMeshes: number;
  45161. /** @hidden */
  45162. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45163. private _renderFunction;
  45164. private _utilityLayer;
  45165. private _debugBoxMesh;
  45166. private _debugSphereMesh;
  45167. private _debugCylinderMesh;
  45168. private _debugMaterial;
  45169. private _debugMeshMeshes;
  45170. /**
  45171. * Creates a new PhysicsViewer
  45172. * @param scene defines the hosting scene
  45173. */
  45174. constructor(scene: Scene);
  45175. /** @hidden */
  45176. protected _updateDebugMeshes(): void;
  45177. /**
  45178. * Renders a specified physic impostor
  45179. * @param impostor defines the impostor to render
  45180. * @param targetMesh defines the mesh represented by the impostor
  45181. * @returns the new debug mesh used to render the impostor
  45182. */
  45183. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45184. /**
  45185. * Hides a specified physic impostor
  45186. * @param impostor defines the impostor to hide
  45187. */
  45188. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45189. private _getDebugMaterial;
  45190. private _getDebugBoxMesh;
  45191. private _getDebugSphereMesh;
  45192. private _getDebugCylinderMesh;
  45193. private _getDebugMeshMesh;
  45194. private _getDebugMesh;
  45195. /** Releases all resources */
  45196. dispose(): void;
  45197. }
  45198. }
  45199. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45200. import { Vector3 } from "babylonjs/Maths/math.vector";
  45201. import { Color4 } from "babylonjs/Maths/math.color";
  45202. import { Nullable } from "babylonjs/types";
  45203. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45204. import { Scene } from "babylonjs/scene";
  45205. /**
  45206. * Class containing static functions to help procedurally build meshes
  45207. */
  45208. export class LinesBuilder {
  45209. /**
  45210. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45211. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  45212. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45213. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45214. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45215. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45216. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45217. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45218. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45219. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45220. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45221. * @param name defines the name of the new line system
  45222. * @param options defines the options used to create the line system
  45223. * @param scene defines the hosting scene
  45224. * @returns a new line system mesh
  45225. */
  45226. static CreateLineSystem(name: string, options: {
  45227. lines: Vector3[][];
  45228. updatable?: boolean;
  45229. instance?: Nullable<LinesMesh>;
  45230. colors?: Nullable<Color4[][]>;
  45231. useVertexAlpha?: boolean;
  45232. }, scene: Nullable<Scene>): LinesMesh;
  45233. /**
  45234. * Creates a line mesh
  45235. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45236. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45237. * * The parameter `points` is an array successive Vector3
  45238. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45239. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45240. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45241. * * When updating an instance, remember that only point positions can change, not the number of points
  45242. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45243. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45244. * @param name defines the name of the new line system
  45245. * @param options defines the options used to create the line system
  45246. * @param scene defines the hosting scene
  45247. * @returns a new line mesh
  45248. */
  45249. static CreateLines(name: string, options: {
  45250. points: Vector3[];
  45251. updatable?: boolean;
  45252. instance?: Nullable<LinesMesh>;
  45253. colors?: Color4[];
  45254. useVertexAlpha?: boolean;
  45255. }, scene?: Nullable<Scene>): LinesMesh;
  45256. /**
  45257. * Creates a dashed line mesh
  45258. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45259. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45260. * * The parameter `points` is an array successive Vector3
  45261. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45262. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45263. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45264. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45265. * * When updating an instance, remember that only point positions can change, not the number of points
  45266. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45267. * @param name defines the name of the mesh
  45268. * @param options defines the options used to create the mesh
  45269. * @param scene defines the hosting scene
  45270. * @returns the dashed line mesh
  45271. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45272. */
  45273. static CreateDashedLines(name: string, options: {
  45274. points: Vector3[];
  45275. dashSize?: number;
  45276. gapSize?: number;
  45277. dashNb?: number;
  45278. updatable?: boolean;
  45279. instance?: LinesMesh;
  45280. }, scene?: Nullable<Scene>): LinesMesh;
  45281. }
  45282. }
  45283. declare module "babylonjs/Debug/rayHelper" {
  45284. import { Nullable } from "babylonjs/types";
  45285. import { Ray } from "babylonjs/Culling/ray";
  45286. import { Vector3 } from "babylonjs/Maths/math.vector";
  45287. import { Color3 } from "babylonjs/Maths/math.color";
  45288. import { Scene } from "babylonjs/scene";
  45289. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45290. import "babylonjs/Meshes/Builders/linesBuilder";
  45291. /**
  45292. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45293. * in order to better appreciate the issue one might have.
  45294. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45295. */
  45296. export class RayHelper {
  45297. /**
  45298. * Defines the ray we are currently tryin to visualize.
  45299. */
  45300. ray: Nullable<Ray>;
  45301. private _renderPoints;
  45302. private _renderLine;
  45303. private _renderFunction;
  45304. private _scene;
  45305. private _updateToMeshFunction;
  45306. private _attachedToMesh;
  45307. private _meshSpaceDirection;
  45308. private _meshSpaceOrigin;
  45309. /**
  45310. * Helper function to create a colored helper in a scene in one line.
  45311. * @param ray Defines the ray we are currently tryin to visualize
  45312. * @param scene Defines the scene the ray is used in
  45313. * @param color Defines the color we want to see the ray in
  45314. * @returns The newly created ray helper.
  45315. */
  45316. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45317. /**
  45318. * Instantiate a new ray helper.
  45319. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45320. * in order to better appreciate the issue one might have.
  45321. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45322. * @param ray Defines the ray we are currently tryin to visualize
  45323. */
  45324. constructor(ray: Ray);
  45325. /**
  45326. * Shows the ray we are willing to debug.
  45327. * @param scene Defines the scene the ray needs to be rendered in
  45328. * @param color Defines the color the ray needs to be rendered in
  45329. */
  45330. show(scene: Scene, color?: Color3): void;
  45331. /**
  45332. * Hides the ray we are debugging.
  45333. */
  45334. hide(): void;
  45335. private _render;
  45336. /**
  45337. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45338. * @param mesh Defines the mesh we want the helper attached to
  45339. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45340. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45341. * @param length Defines the length of the ray
  45342. */
  45343. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45344. /**
  45345. * Detach the ray helper from the mesh it has previously been attached to.
  45346. */
  45347. detachFromMesh(): void;
  45348. private _updateToMesh;
  45349. /**
  45350. * Dispose the helper and release its associated resources.
  45351. */
  45352. dispose(): void;
  45353. }
  45354. }
  45355. declare module "babylonjs/Debug/skeletonViewer" {
  45356. import { Color3 } from "babylonjs/Maths/math.color";
  45357. import { Scene } from "babylonjs/scene";
  45358. import { Nullable } from "babylonjs/types";
  45359. import { Skeleton } from "babylonjs/Bones/skeleton";
  45360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45361. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45362. /**
  45363. * Class used to render a debug view of a given skeleton
  45364. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45365. */
  45366. export class SkeletonViewer {
  45367. /** defines the skeleton to render */
  45368. skeleton: Skeleton;
  45369. /** defines the mesh attached to the skeleton */
  45370. mesh: AbstractMesh;
  45371. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45372. autoUpdateBonesMatrices: boolean;
  45373. /** defines the rendering group id to use with the viewer */
  45374. renderingGroupId: number;
  45375. /** Gets or sets the color used to render the skeleton */
  45376. color: Color3;
  45377. private _scene;
  45378. private _debugLines;
  45379. private _debugMesh;
  45380. private _isEnabled;
  45381. private _renderFunction;
  45382. private _utilityLayer;
  45383. /**
  45384. * Returns the mesh used to render the bones
  45385. */
  45386. readonly debugMesh: Nullable<LinesMesh>;
  45387. /**
  45388. * Creates a new SkeletonViewer
  45389. * @param skeleton defines the skeleton to render
  45390. * @param mesh defines the mesh attached to the skeleton
  45391. * @param scene defines the hosting scene
  45392. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45393. * @param renderingGroupId defines the rendering group id to use with the viewer
  45394. */
  45395. constructor(
  45396. /** defines the skeleton to render */
  45397. skeleton: Skeleton,
  45398. /** defines the mesh attached to the skeleton */
  45399. mesh: AbstractMesh, scene: Scene,
  45400. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45401. autoUpdateBonesMatrices?: boolean,
  45402. /** defines the rendering group id to use with the viewer */
  45403. renderingGroupId?: number);
  45404. /** Gets or sets a boolean indicating if the viewer is enabled */
  45405. isEnabled: boolean;
  45406. private _getBonePosition;
  45407. private _getLinesForBonesWithLength;
  45408. private _getLinesForBonesNoLength;
  45409. /** Update the viewer to sync with current skeleton state */
  45410. update(): void;
  45411. /** Release associated resources */
  45412. dispose(): void;
  45413. }
  45414. }
  45415. declare module "babylonjs/Debug/index" {
  45416. export * from "babylonjs/Debug/axesViewer";
  45417. export * from "babylonjs/Debug/boneAxesViewer";
  45418. export * from "babylonjs/Debug/debugLayer";
  45419. export * from "babylonjs/Debug/physicsViewer";
  45420. export * from "babylonjs/Debug/rayHelper";
  45421. export * from "babylonjs/Debug/skeletonViewer";
  45422. }
  45423. declare module "babylonjs/Engines/nullEngine" {
  45424. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45425. import { Scene } from "babylonjs/scene";
  45426. import { Engine } from "babylonjs/Engines/engine";
  45427. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45428. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45429. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45430. import { Effect } from "babylonjs/Materials/effect";
  45431. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45432. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45433. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45434. /**
  45435. * Options to create the null engine
  45436. */
  45437. export class NullEngineOptions {
  45438. /**
  45439. * Render width (Default: 512)
  45440. */
  45441. renderWidth: number;
  45442. /**
  45443. * Render height (Default: 256)
  45444. */
  45445. renderHeight: number;
  45446. /**
  45447. * Texture size (Default: 512)
  45448. */
  45449. textureSize: number;
  45450. /**
  45451. * If delta time between frames should be constant
  45452. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45453. */
  45454. deterministicLockstep: boolean;
  45455. /**
  45456. * Maximum about of steps between frames (Default: 4)
  45457. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45458. */
  45459. lockstepMaxSteps: number;
  45460. }
  45461. /**
  45462. * The null engine class provides support for headless version of babylon.js.
  45463. * This can be used in server side scenario or for testing purposes
  45464. */
  45465. export class NullEngine extends Engine {
  45466. private _options;
  45467. /**
  45468. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45469. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45470. * @returns true if engine is in deterministic lock step mode
  45471. */
  45472. isDeterministicLockStep(): boolean;
  45473. /**
  45474. * Gets the max steps when engine is running in deterministic lock step
  45475. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45476. * @returns the max steps
  45477. */
  45478. getLockstepMaxSteps(): number;
  45479. /**
  45480. * Gets the current hardware scaling level.
  45481. * By default the hardware scaling level is computed from the window device ratio.
  45482. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  45483. * @returns a number indicating the current hardware scaling level
  45484. */
  45485. getHardwareScalingLevel(): number;
  45486. constructor(options?: NullEngineOptions);
  45487. /**
  45488. * Creates a vertex buffer
  45489. * @param vertices the data for the vertex buffer
  45490. * @returns the new WebGL static buffer
  45491. */
  45492. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45493. /**
  45494. * Creates a new index buffer
  45495. * @param indices defines the content of the index buffer
  45496. * @param updatable defines if the index buffer must be updatable
  45497. * @returns a new webGL buffer
  45498. */
  45499. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45500. /**
  45501. * Clear the current render buffer or the current render target (if any is set up)
  45502. * @param color defines the color to use
  45503. * @param backBuffer defines if the back buffer must be cleared
  45504. * @param depth defines if the depth buffer must be cleared
  45505. * @param stencil defines if the stencil buffer must be cleared
  45506. */
  45507. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45508. /**
  45509. * Gets the current render width
  45510. * @param useScreen defines if screen size must be used (or the current render target if any)
  45511. * @returns a number defining the current render width
  45512. */
  45513. getRenderWidth(useScreen?: boolean): number;
  45514. /**
  45515. * Gets the current render height
  45516. * @param useScreen defines if screen size must be used (or the current render target if any)
  45517. * @returns a number defining the current render height
  45518. */
  45519. getRenderHeight(useScreen?: boolean): number;
  45520. /**
  45521. * Set the WebGL's viewport
  45522. * @param viewport defines the viewport element to be used
  45523. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45524. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45525. */
  45526. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45527. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45528. /**
  45529. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45530. * @param pipelineContext defines the pipeline context to use
  45531. * @param uniformsNames defines the list of uniform names
  45532. * @returns an array of webGL uniform locations
  45533. */
  45534. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45535. /**
  45536. * Gets the lsit of active attributes for a given webGL program
  45537. * @param pipelineContext defines the pipeline context to use
  45538. * @param attributesNames defines the list of attribute names to get
  45539. * @returns an array of indices indicating the offset of each attribute
  45540. */
  45541. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45542. /**
  45543. * Binds an effect to the webGL context
  45544. * @param effect defines the effect to bind
  45545. */
  45546. bindSamplers(effect: Effect): void;
  45547. /**
  45548. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45549. * @param effect defines the effect to activate
  45550. */
  45551. enableEffect(effect: Effect): void;
  45552. /**
  45553. * Set various states to the webGL context
  45554. * @param culling defines backface culling state
  45555. * @param zOffset defines the value to apply to zOffset (0 by default)
  45556. * @param force defines if states must be applied even if cache is up to date
  45557. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45558. */
  45559. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45560. /**
  45561. * Set the value of an uniform to an array of int32
  45562. * @param uniform defines the webGL uniform location where to store the value
  45563. * @param array defines the array of int32 to store
  45564. */
  45565. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45566. /**
  45567. * Set the value of an uniform to an array of int32 (stored as vec2)
  45568. * @param uniform defines the webGL uniform location where to store the value
  45569. * @param array defines the array of int32 to store
  45570. */
  45571. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45572. /**
  45573. * Set the value of an uniform to an array of int32 (stored as vec3)
  45574. * @param uniform defines the webGL uniform location where to store the value
  45575. * @param array defines the array of int32 to store
  45576. */
  45577. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45578. /**
  45579. * Set the value of an uniform to an array of int32 (stored as vec4)
  45580. * @param uniform defines the webGL uniform location where to store the value
  45581. * @param array defines the array of int32 to store
  45582. */
  45583. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45584. /**
  45585. * Set the value of an uniform to an array of float32
  45586. * @param uniform defines the webGL uniform location where to store the value
  45587. * @param array defines the array of float32 to store
  45588. */
  45589. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45590. /**
  45591. * Set the value of an uniform to an array of float32 (stored as vec2)
  45592. * @param uniform defines the webGL uniform location where to store the value
  45593. * @param array defines the array of float32 to store
  45594. */
  45595. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45596. /**
  45597. * Set the value of an uniform to an array of float32 (stored as vec3)
  45598. * @param uniform defines the webGL uniform location where to store the value
  45599. * @param array defines the array of float32 to store
  45600. */
  45601. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45602. /**
  45603. * Set the value of an uniform to an array of float32 (stored as vec4)
  45604. * @param uniform defines the webGL uniform location where to store the value
  45605. * @param array defines the array of float32 to store
  45606. */
  45607. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45608. /**
  45609. * Set the value of an uniform to an array of number
  45610. * @param uniform defines the webGL uniform location where to store the value
  45611. * @param array defines the array of number to store
  45612. */
  45613. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45614. /**
  45615. * Set the value of an uniform to an array of number (stored as vec2)
  45616. * @param uniform defines the webGL uniform location where to store the value
  45617. * @param array defines the array of number to store
  45618. */
  45619. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45620. /**
  45621. * Set the value of an uniform to an array of number (stored as vec3)
  45622. * @param uniform defines the webGL uniform location where to store the value
  45623. * @param array defines the array of number to store
  45624. */
  45625. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45626. /**
  45627. * Set the value of an uniform to an array of number (stored as vec4)
  45628. * @param uniform defines the webGL uniform location where to store the value
  45629. * @param array defines the array of number to store
  45630. */
  45631. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45632. /**
  45633. * Set the value of an uniform to an array of float32 (stored as matrices)
  45634. * @param uniform defines the webGL uniform location where to store the value
  45635. * @param matrices defines the array of float32 to store
  45636. */
  45637. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45638. /**
  45639. * Set the value of an uniform to a matrix (3x3)
  45640. * @param uniform defines the webGL uniform location where to store the value
  45641. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45642. */
  45643. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45644. /**
  45645. * Set the value of an uniform to a matrix (2x2)
  45646. * @param uniform defines the webGL uniform location where to store the value
  45647. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45648. */
  45649. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45650. /**
  45651. * Set the value of an uniform to a number (float)
  45652. * @param uniform defines the webGL uniform location where to store the value
  45653. * @param value defines the float number to store
  45654. */
  45655. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45656. /**
  45657. * Set the value of an uniform to a vec2
  45658. * @param uniform defines the webGL uniform location where to store the value
  45659. * @param x defines the 1st component of the value
  45660. * @param y defines the 2nd component of the value
  45661. */
  45662. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45663. /**
  45664. * Set the value of an uniform to a vec3
  45665. * @param uniform defines the webGL uniform location where to store the value
  45666. * @param x defines the 1st component of the value
  45667. * @param y defines the 2nd component of the value
  45668. * @param z defines the 3rd component of the value
  45669. */
  45670. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45671. /**
  45672. * Set the value of an uniform to a boolean
  45673. * @param uniform defines the webGL uniform location where to store the value
  45674. * @param bool defines the boolean to store
  45675. */
  45676. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45677. /**
  45678. * Set the value of an uniform to a vec4
  45679. * @param uniform defines the webGL uniform location where to store the value
  45680. * @param x defines the 1st component of the value
  45681. * @param y defines the 2nd component of the value
  45682. * @param z defines the 3rd component of the value
  45683. * @param w defines the 4th component of the value
  45684. */
  45685. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45686. /**
  45687. * Sets the current alpha mode
  45688. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  45689. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45690. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45691. */
  45692. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45693. /**
  45694. * Bind webGl buffers directly to the webGL context
  45695. * @param vertexBuffers defines the vertex buffer to bind
  45696. * @param indexBuffer defines the index buffer to bind
  45697. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  45698. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  45699. * @param effect defines the effect associated with the vertex buffer
  45700. */
  45701. bindBuffers(vertexBuffers: {
  45702. [key: string]: VertexBuffer;
  45703. }, indexBuffer: DataBuffer, effect: Effect): void;
  45704. /**
  45705. * Force the entire cache to be cleared
  45706. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  45707. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  45708. */
  45709. wipeCaches(bruteForce?: boolean): void;
  45710. /**
  45711. * Send a draw order
  45712. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  45713. * @param indexStart defines the starting index
  45714. * @param indexCount defines the number of index to draw
  45715. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45716. */
  45717. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45718. /**
  45719. * Draw a list of indexed primitives
  45720. * @param fillMode defines the primitive to use
  45721. * @param indexStart defines the starting index
  45722. * @param indexCount defines the number of index to draw
  45723. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45724. */
  45725. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45726. /**
  45727. * Draw a list of unindexed primitives
  45728. * @param fillMode defines the primitive to use
  45729. * @param verticesStart defines the index of first vertex to draw
  45730. * @param verticesCount defines the count of vertices to draw
  45731. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45732. */
  45733. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45734. /** @hidden */
  45735. _createTexture(): WebGLTexture;
  45736. /** @hidden */
  45737. _releaseTexture(texture: InternalTexture): void;
  45738. /**
  45739. * Usually called from Texture.ts.
  45740. * Passed information to create a WebGLTexture
  45741. * @param urlArg defines a value which contains one of the following:
  45742. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45743. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45744. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45745. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45746. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  45747. * @param scene needed for loading to the correct scene
  45748. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  45749. * @param onLoad optional callback to be called upon successful completion
  45750. * @param onError optional callback to be called upon failure
  45751. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  45752. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45753. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45754. * @param forcedExtension defines the extension to use to pick the right loader
  45755. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  45756. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45757. */
  45758. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  45759. /**
  45760. * Creates a new render target texture
  45761. * @param size defines the size of the texture
  45762. * @param options defines the options used to create the texture
  45763. * @returns a new render target texture stored in an InternalTexture
  45764. */
  45765. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45766. /**
  45767. * Update the sampling mode of a given texture
  45768. * @param samplingMode defines the required sampling mode
  45769. * @param texture defines the texture to update
  45770. */
  45771. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45772. /**
  45773. * Binds the frame buffer to the specified texture.
  45774. * @param texture The texture to render to or null for the default canvas
  45775. * @param faceIndex The face of the texture to render to in case of cube texture
  45776. * @param requiredWidth The width of the target to render to
  45777. * @param requiredHeight The height of the target to render to
  45778. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  45779. * @param depthStencilTexture The depth stencil texture to use to render
  45780. * @param lodLevel defines le lod level to bind to the frame buffer
  45781. */
  45782. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45783. /**
  45784. * Unbind the current render target texture from the webGL context
  45785. * @param texture defines the render target texture to unbind
  45786. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45787. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45788. */
  45789. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45790. /**
  45791. * Creates a dynamic vertex buffer
  45792. * @param vertices the data for the dynamic vertex buffer
  45793. * @returns the new WebGL dynamic buffer
  45794. */
  45795. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45796. /**
  45797. * Update the content of a dynamic texture
  45798. * @param texture defines the texture to update
  45799. * @param canvas defines the canvas containing the source
  45800. * @param invertY defines if data must be stored with Y axis inverted
  45801. * @param premulAlpha defines if alpha is stored as premultiplied
  45802. * @param format defines the format of the data
  45803. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  45804. */
  45805. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45806. /**
  45807. * Gets a boolean indicating if all created effects are ready
  45808. * @returns true if all effects are ready
  45809. */
  45810. areAllEffectsReady(): boolean;
  45811. /**
  45812. * @hidden
  45813. * Get the current error code of the webGL context
  45814. * @returns the error code
  45815. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45816. */
  45817. getError(): number;
  45818. /** @hidden */
  45819. _getUnpackAlignement(): number;
  45820. /** @hidden */
  45821. _unpackFlipY(value: boolean): void;
  45822. /**
  45823. * Update a dynamic index buffer
  45824. * @param indexBuffer defines the target index buffer
  45825. * @param indices defines the data to update
  45826. * @param offset defines the offset in the target index buffer where update should start
  45827. */
  45828. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45829. /**
  45830. * Updates a dynamic vertex buffer.
  45831. * @param vertexBuffer the vertex buffer to update
  45832. * @param vertices the data used to update the vertex buffer
  45833. * @param byteOffset the byte offset of the data (optional)
  45834. * @param byteLength the byte length of the data (optional)
  45835. */
  45836. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45837. /** @hidden */
  45838. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45839. /** @hidden */
  45840. _bindTexture(channel: number, texture: InternalTexture): void;
  45841. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45842. /**
  45843. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  45844. */
  45845. releaseEffects(): void;
  45846. displayLoadingUI(): void;
  45847. hideLoadingUI(): void;
  45848. /** @hidden */
  45849. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45850. /** @hidden */
  45851. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45852. /** @hidden */
  45853. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45854. /** @hidden */
  45855. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45856. }
  45857. }
  45858. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45859. import { Nullable, int } from "babylonjs/types";
  45860. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45861. /** @hidden */
  45862. export class _OcclusionDataStorage {
  45863. /** @hidden */
  45864. occlusionInternalRetryCounter: number;
  45865. /** @hidden */
  45866. isOcclusionQueryInProgress: boolean;
  45867. /** @hidden */
  45868. isOccluded: boolean;
  45869. /** @hidden */
  45870. occlusionRetryCount: number;
  45871. /** @hidden */
  45872. occlusionType: number;
  45873. /** @hidden */
  45874. occlusionQueryAlgorithmType: number;
  45875. }
  45876. module "babylonjs/Engines/engine" {
  45877. interface Engine {
  45878. /**
  45879. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45880. * @return the new query
  45881. */
  45882. createQuery(): WebGLQuery;
  45883. /**
  45884. * Delete and release a webGL query
  45885. * @param query defines the query to delete
  45886. * @return the current engine
  45887. */
  45888. deleteQuery(query: WebGLQuery): Engine;
  45889. /**
  45890. * Check if a given query has resolved and got its value
  45891. * @param query defines the query to check
  45892. * @returns true if the query got its value
  45893. */
  45894. isQueryResultAvailable(query: WebGLQuery): boolean;
  45895. /**
  45896. * Gets the value of a given query
  45897. * @param query defines the query to check
  45898. * @returns the value of the query
  45899. */
  45900. getQueryResult(query: WebGLQuery): number;
  45901. /**
  45902. * Initiates an occlusion query
  45903. * @param algorithmType defines the algorithm to use
  45904. * @param query defines the query to use
  45905. * @returns the current engine
  45906. * @see http://doc.babylonjs.com/features/occlusionquery
  45907. */
  45908. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45909. /**
  45910. * Ends an occlusion query
  45911. * @see http://doc.babylonjs.com/features/occlusionquery
  45912. * @param algorithmType defines the algorithm to use
  45913. * @returns the current engine
  45914. */
  45915. endOcclusionQuery(algorithmType: number): Engine;
  45916. /**
  45917. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45918. * Please note that only one query can be issued at a time
  45919. * @returns a time token used to track the time span
  45920. */
  45921. startTimeQuery(): Nullable<_TimeToken>;
  45922. /**
  45923. * Ends a time query
  45924. * @param token defines the token used to measure the time span
  45925. * @returns the time spent (in ns)
  45926. */
  45927. endTimeQuery(token: _TimeToken): int;
  45928. /** @hidden */
  45929. _currentNonTimestampToken: Nullable<_TimeToken>;
  45930. /** @hidden */
  45931. _createTimeQuery(): WebGLQuery;
  45932. /** @hidden */
  45933. _deleteTimeQuery(query: WebGLQuery): void;
  45934. /** @hidden */
  45935. _getGlAlgorithmType(algorithmType: number): number;
  45936. /** @hidden */
  45937. _getTimeQueryResult(query: WebGLQuery): any;
  45938. /** @hidden */
  45939. _getTimeQueryAvailability(query: WebGLQuery): any;
  45940. }
  45941. }
  45942. module "babylonjs/Meshes/abstractMesh" {
  45943. interface AbstractMesh {
  45944. /**
  45945. * Backing filed
  45946. * @hidden
  45947. */
  45948. __occlusionDataStorage: _OcclusionDataStorage;
  45949. /**
  45950. * Access property
  45951. * @hidden
  45952. */
  45953. _occlusionDataStorage: _OcclusionDataStorage;
  45954. /**
  45955. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  45956. * The default value is -1 which means don't break the query and wait till the result
  45957. * @see http://doc.babylonjs.com/features/occlusionquery
  45958. */
  45959. occlusionRetryCount: number;
  45960. /**
  45961. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  45962. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45963. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45964. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  45965. * @see http://doc.babylonjs.com/features/occlusionquery
  45966. */
  45967. occlusionType: number;
  45968. /**
  45969. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45970. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45971. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  45972. * @see http://doc.babylonjs.com/features/occlusionquery
  45973. */
  45974. occlusionQueryAlgorithmType: number;
  45975. /**
  45976. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  45977. * @see http://doc.babylonjs.com/features/occlusionquery
  45978. */
  45979. isOccluded: boolean;
  45980. /**
  45981. * Flag to check the progress status of the query
  45982. * @see http://doc.babylonjs.com/features/occlusionquery
  45983. */
  45984. isOcclusionQueryInProgress: boolean;
  45985. }
  45986. }
  45987. }
  45988. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45989. import { Nullable } from "babylonjs/types";
  45990. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45991. /** @hidden */
  45992. export var _forceTransformFeedbackToBundle: boolean;
  45993. module "babylonjs/Engines/engine" {
  45994. interface Engine {
  45995. /**
  45996. * Creates a webGL transform feedback object
  45997. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45998. * @returns the webGL transform feedback object
  45999. */
  46000. createTransformFeedback(): WebGLTransformFeedback;
  46001. /**
  46002. * Delete a webGL transform feedback object
  46003. * @param value defines the webGL transform feedback object to delete
  46004. */
  46005. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46006. /**
  46007. * Bind a webGL transform feedback object to the webgl context
  46008. * @param value defines the webGL transform feedback object to bind
  46009. */
  46010. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46011. /**
  46012. * Begins a transform feedback operation
  46013. * @param usePoints defines if points or triangles must be used
  46014. */
  46015. beginTransformFeedback(usePoints: boolean): void;
  46016. /**
  46017. * Ends a transform feedback operation
  46018. */
  46019. endTransformFeedback(): void;
  46020. /**
  46021. * Specify the varyings to use with transform feedback
  46022. * @param program defines the associated webGL program
  46023. * @param value defines the list of strings representing the varying names
  46024. */
  46025. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46026. /**
  46027. * Bind a webGL buffer for a transform feedback operation
  46028. * @param value defines the webGL buffer to bind
  46029. */
  46030. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46031. }
  46032. }
  46033. }
  46034. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46035. import { Scene } from "babylonjs/scene";
  46036. import { Engine } from "babylonjs/Engines/engine";
  46037. import { Texture } from "babylonjs/Materials/Textures/texture";
  46038. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46039. import "babylonjs/Engines/Extensions/engine.multiRender";
  46040. /**
  46041. * Creation options of the multi render target texture.
  46042. */
  46043. export interface IMultiRenderTargetOptions {
  46044. /**
  46045. * Define if the texture needs to create mip maps after render.
  46046. */
  46047. generateMipMaps?: boolean;
  46048. /**
  46049. * Define the types of all the draw buffers we want to create
  46050. */
  46051. types?: number[];
  46052. /**
  46053. * Define the sampling modes of all the draw buffers we want to create
  46054. */
  46055. samplingModes?: number[];
  46056. /**
  46057. * Define if a depth buffer is required
  46058. */
  46059. generateDepthBuffer?: boolean;
  46060. /**
  46061. * Define if a stencil buffer is required
  46062. */
  46063. generateStencilBuffer?: boolean;
  46064. /**
  46065. * Define if a depth texture is required instead of a depth buffer
  46066. */
  46067. generateDepthTexture?: boolean;
  46068. /**
  46069. * Define the number of desired draw buffers
  46070. */
  46071. textureCount?: number;
  46072. /**
  46073. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46074. */
  46075. doNotChangeAspectRatio?: boolean;
  46076. /**
  46077. * Define the default type of the buffers we are creating
  46078. */
  46079. defaultType?: number;
  46080. }
  46081. /**
  46082. * A multi render target, like a render target provides the ability to render to a texture.
  46083. * Unlike the render target, it can render to several draw buffers in one draw.
  46084. * This is specially interesting in deferred rendering or for any effects requiring more than
  46085. * just one color from a single pass.
  46086. */
  46087. export class MultiRenderTarget extends RenderTargetTexture {
  46088. private _internalTextures;
  46089. private _textures;
  46090. private _multiRenderTargetOptions;
  46091. /**
  46092. * Get if draw buffers are currently supported by the used hardware and browser.
  46093. */
  46094. readonly isSupported: boolean;
  46095. /**
  46096. * Get the list of textures generated by the multi render target.
  46097. */
  46098. readonly textures: Texture[];
  46099. /**
  46100. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46101. */
  46102. readonly depthTexture: Texture;
  46103. /**
  46104. * Set the wrapping mode on U of all the textures we are rendering to.
  46105. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46106. */
  46107. wrapU: number;
  46108. /**
  46109. * Set the wrapping mode on V of all the textures we are rendering to.
  46110. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46111. */
  46112. wrapV: number;
  46113. /**
  46114. * Instantiate a new multi render target texture.
  46115. * A multi render target, like a render target provides the ability to render to a texture.
  46116. * Unlike the render target, it can render to several draw buffers in one draw.
  46117. * This is specially interesting in deferred rendering or for any effects requiring more than
  46118. * just one color from a single pass.
  46119. * @param name Define the name of the texture
  46120. * @param size Define the size of the buffers to render to
  46121. * @param count Define the number of target we are rendering into
  46122. * @param scene Define the scene the texture belongs to
  46123. * @param options Define the options used to create the multi render target
  46124. */
  46125. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46126. /** @hidden */
  46127. _rebuild(): void;
  46128. private _createInternalTextures;
  46129. private _createTextures;
  46130. /**
  46131. * Define the number of samples used if MSAA is enabled.
  46132. */
  46133. samples: number;
  46134. /**
  46135. * Resize all the textures in the multi render target.
  46136. * Be carrefull as it will recreate all the data in the new texture.
  46137. * @param size Define the new size
  46138. */
  46139. resize(size: any): void;
  46140. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46141. /**
  46142. * Dispose the render targets and their associated resources
  46143. */
  46144. dispose(): void;
  46145. /**
  46146. * Release all the underlying texture used as draw buffers.
  46147. */
  46148. releaseInternalTextures(): void;
  46149. }
  46150. }
  46151. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46152. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46153. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46154. import { Nullable } from "babylonjs/types";
  46155. module "babylonjs/Engines/thinEngine" {
  46156. interface ThinEngine {
  46157. /**
  46158. * Unbind a list of render target textures from the webGL context
  46159. * This is used only when drawBuffer extension or webGL2 are active
  46160. * @param textures defines the render target textures to unbind
  46161. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46162. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46163. */
  46164. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46165. /**
  46166. * Create a multi render target texture
  46167. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46168. * @param size defines the size of the texture
  46169. * @param options defines the creation options
  46170. * @returns the cube texture as an InternalTexture
  46171. */
  46172. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46173. /**
  46174. * Update the sample count for a given multiple render target texture
  46175. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46176. * @param textures defines the textures to update
  46177. * @param samples defines the sample count to set
  46178. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46179. */
  46180. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46181. }
  46182. }
  46183. }
  46184. declare module "babylonjs/Engines/Extensions/index" {
  46185. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46186. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46187. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46188. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46189. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46190. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46191. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46192. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46193. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46194. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46195. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46196. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46197. }
  46198. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46199. import { Nullable } from "babylonjs/types";
  46200. /**
  46201. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46202. */
  46203. export interface CubeMapInfo {
  46204. /**
  46205. * The pixel array for the front face.
  46206. * This is stored in format, left to right, up to down format.
  46207. */
  46208. front: Nullable<ArrayBufferView>;
  46209. /**
  46210. * The pixel array for the back face.
  46211. * This is stored in format, left to right, up to down format.
  46212. */
  46213. back: Nullable<ArrayBufferView>;
  46214. /**
  46215. * The pixel array for the left face.
  46216. * This is stored in format, left to right, up to down format.
  46217. */
  46218. left: Nullable<ArrayBufferView>;
  46219. /**
  46220. * The pixel array for the right face.
  46221. * This is stored in format, left to right, up to down format.
  46222. */
  46223. right: Nullable<ArrayBufferView>;
  46224. /**
  46225. * The pixel array for the up face.
  46226. * This is stored in format, left to right, up to down format.
  46227. */
  46228. up: Nullable<ArrayBufferView>;
  46229. /**
  46230. * The pixel array for the down face.
  46231. * This is stored in format, left to right, up to down format.
  46232. */
  46233. down: Nullable<ArrayBufferView>;
  46234. /**
  46235. * The size of the cubemap stored.
  46236. *
  46237. * Each faces will be size * size pixels.
  46238. */
  46239. size: number;
  46240. /**
  46241. * The format of the texture.
  46242. *
  46243. * RGBA, RGB.
  46244. */
  46245. format: number;
  46246. /**
  46247. * The type of the texture data.
  46248. *
  46249. * UNSIGNED_INT, FLOAT.
  46250. */
  46251. type: number;
  46252. /**
  46253. * Specifies whether the texture is in gamma space.
  46254. */
  46255. gammaSpace: boolean;
  46256. }
  46257. /**
  46258. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46259. */
  46260. export class PanoramaToCubeMapTools {
  46261. private static FACE_FRONT;
  46262. private static FACE_BACK;
  46263. private static FACE_RIGHT;
  46264. private static FACE_LEFT;
  46265. private static FACE_DOWN;
  46266. private static FACE_UP;
  46267. /**
  46268. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46269. *
  46270. * @param float32Array The source data.
  46271. * @param inputWidth The width of the input panorama.
  46272. * @param inputHeight The height of the input panorama.
  46273. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46274. * @return The cubemap data
  46275. */
  46276. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46277. private static CreateCubemapTexture;
  46278. private static CalcProjectionSpherical;
  46279. }
  46280. }
  46281. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46282. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46283. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46284. import { Nullable } from "babylonjs/types";
  46285. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46286. /**
  46287. * Helper class dealing with the extraction of spherical polynomial dataArray
  46288. * from a cube map.
  46289. */
  46290. export class CubeMapToSphericalPolynomialTools {
  46291. private static FileFaces;
  46292. /**
  46293. * Converts a texture to the according Spherical Polynomial data.
  46294. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46295. *
  46296. * @param texture The texture to extract the information from.
  46297. * @return The Spherical Polynomial data.
  46298. */
  46299. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46300. /**
  46301. * Converts a cubemap to the according Spherical Polynomial data.
  46302. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46303. *
  46304. * @param cubeInfo The Cube map to extract the information from.
  46305. * @return The Spherical Polynomial data.
  46306. */
  46307. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46308. }
  46309. }
  46310. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46311. import { Nullable } from "babylonjs/types";
  46312. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46313. module "babylonjs/Materials/Textures/baseTexture" {
  46314. interface BaseTexture {
  46315. /**
  46316. * Get the polynomial representation of the texture data.
  46317. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46318. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46319. */
  46320. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46321. }
  46322. }
  46323. }
  46324. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46325. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46326. /** @hidden */
  46327. export var rgbdEncodePixelShader: {
  46328. name: string;
  46329. shader: string;
  46330. };
  46331. }
  46332. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46333. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46334. /** @hidden */
  46335. export var rgbdDecodePixelShader: {
  46336. name: string;
  46337. shader: string;
  46338. };
  46339. }
  46340. declare module "babylonjs/Misc/environmentTextureTools" {
  46341. import { Nullable } from "babylonjs/types";
  46342. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46343. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46344. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46345. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46346. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46347. import "babylonjs/Shaders/rgbdEncode.fragment";
  46348. import "babylonjs/Shaders/rgbdDecode.fragment";
  46349. /**
  46350. * Raw texture data and descriptor sufficient for WebGL texture upload
  46351. */
  46352. export interface EnvironmentTextureInfo {
  46353. /**
  46354. * Version of the environment map
  46355. */
  46356. version: number;
  46357. /**
  46358. * Width of image
  46359. */
  46360. width: number;
  46361. /**
  46362. * Irradiance information stored in the file.
  46363. */
  46364. irradiance: any;
  46365. /**
  46366. * Specular information stored in the file.
  46367. */
  46368. specular: any;
  46369. }
  46370. /**
  46371. * Defines One Image in the file. It requires only the position in the file
  46372. * as well as the length.
  46373. */
  46374. interface BufferImageData {
  46375. /**
  46376. * Length of the image data.
  46377. */
  46378. length: number;
  46379. /**
  46380. * Position of the data from the null terminator delimiting the end of the JSON.
  46381. */
  46382. position: number;
  46383. }
  46384. /**
  46385. * Defines the specular data enclosed in the file.
  46386. * This corresponds to the version 1 of the data.
  46387. */
  46388. export interface EnvironmentTextureSpecularInfoV1 {
  46389. /**
  46390. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46391. */
  46392. specularDataPosition?: number;
  46393. /**
  46394. * This contains all the images data needed to reconstruct the cubemap.
  46395. */
  46396. mipmaps: Array<BufferImageData>;
  46397. /**
  46398. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46399. */
  46400. lodGenerationScale: number;
  46401. }
  46402. /**
  46403. * Sets of helpers addressing the serialization and deserialization of environment texture
  46404. * stored in a BabylonJS env file.
  46405. * Those files are usually stored as .env files.
  46406. */
  46407. export class EnvironmentTextureTools {
  46408. /**
  46409. * Magic number identifying the env file.
  46410. */
  46411. private static _MagicBytes;
  46412. /**
  46413. * Gets the environment info from an env file.
  46414. * @param data The array buffer containing the .env bytes.
  46415. * @returns the environment file info (the json header) if successfully parsed.
  46416. */
  46417. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46418. /**
  46419. * Creates an environment texture from a loaded cube texture.
  46420. * @param texture defines the cube texture to convert in env file
  46421. * @return a promise containing the environment data if succesfull.
  46422. */
  46423. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46424. /**
  46425. * Creates a JSON representation of the spherical data.
  46426. * @param texture defines the texture containing the polynomials
  46427. * @return the JSON representation of the spherical info
  46428. */
  46429. private static _CreateEnvTextureIrradiance;
  46430. /**
  46431. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46432. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46433. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46434. * @return the views described by info providing access to the underlying buffer
  46435. */
  46436. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46437. /**
  46438. * Uploads the texture info contained in the env file to the GPU.
  46439. * @param texture defines the internal texture to upload to
  46440. * @param arrayBuffer defines the buffer cotaining the data to load
  46441. * @param info defines the texture info retrieved through the GetEnvInfo method
  46442. * @returns a promise
  46443. */
  46444. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46445. private static _OnImageReadyAsync;
  46446. /**
  46447. * Uploads the levels of image data to the GPU.
  46448. * @param texture defines the internal texture to upload to
  46449. * @param imageData defines the array buffer views of image data [mipmap][face]
  46450. * @returns a promise
  46451. */
  46452. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46453. /**
  46454. * Uploads spherical polynomials information to the texture.
  46455. * @param texture defines the texture we are trying to upload the information to
  46456. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46457. */
  46458. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46459. /** @hidden */
  46460. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46461. }
  46462. }
  46463. declare module "babylonjs/Maths/math.vertexFormat" {
  46464. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46465. /**
  46466. * Contains position and normal vectors for a vertex
  46467. */
  46468. export class PositionNormalVertex {
  46469. /** the position of the vertex (defaut: 0,0,0) */
  46470. position: Vector3;
  46471. /** the normal of the vertex (defaut: 0,1,0) */
  46472. normal: Vector3;
  46473. /**
  46474. * Creates a PositionNormalVertex
  46475. * @param position the position of the vertex (defaut: 0,0,0)
  46476. * @param normal the normal of the vertex (defaut: 0,1,0)
  46477. */
  46478. constructor(
  46479. /** the position of the vertex (defaut: 0,0,0) */
  46480. position?: Vector3,
  46481. /** the normal of the vertex (defaut: 0,1,0) */
  46482. normal?: Vector3);
  46483. /**
  46484. * Clones the PositionNormalVertex
  46485. * @returns the cloned PositionNormalVertex
  46486. */
  46487. clone(): PositionNormalVertex;
  46488. }
  46489. /**
  46490. * Contains position, normal and uv vectors for a vertex
  46491. */
  46492. export class PositionNormalTextureVertex {
  46493. /** the position of the vertex (defaut: 0,0,0) */
  46494. position: Vector3;
  46495. /** the normal of the vertex (defaut: 0,1,0) */
  46496. normal: Vector3;
  46497. /** the uv of the vertex (default: 0,0) */
  46498. uv: Vector2;
  46499. /**
  46500. * Creates a PositionNormalTextureVertex
  46501. * @param position the position of the vertex (defaut: 0,0,0)
  46502. * @param normal the normal of the vertex (defaut: 0,1,0)
  46503. * @param uv the uv of the vertex (default: 0,0)
  46504. */
  46505. constructor(
  46506. /** the position of the vertex (defaut: 0,0,0) */
  46507. position?: Vector3,
  46508. /** the normal of the vertex (defaut: 0,1,0) */
  46509. normal?: Vector3,
  46510. /** the uv of the vertex (default: 0,0) */
  46511. uv?: Vector2);
  46512. /**
  46513. * Clones the PositionNormalTextureVertex
  46514. * @returns the cloned PositionNormalTextureVertex
  46515. */
  46516. clone(): PositionNormalTextureVertex;
  46517. }
  46518. }
  46519. declare module "babylonjs/Maths/math" {
  46520. export * from "babylonjs/Maths/math.axis";
  46521. export * from "babylonjs/Maths/math.color";
  46522. export * from "babylonjs/Maths/math.constants";
  46523. export * from "babylonjs/Maths/math.frustum";
  46524. export * from "babylonjs/Maths/math.path";
  46525. export * from "babylonjs/Maths/math.plane";
  46526. export * from "babylonjs/Maths/math.size";
  46527. export * from "babylonjs/Maths/math.vector";
  46528. export * from "babylonjs/Maths/math.vertexFormat";
  46529. export * from "babylonjs/Maths/math.viewport";
  46530. }
  46531. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46532. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46533. /** @hidden */
  46534. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46535. private _genericAttributeLocation;
  46536. private _varyingLocationCount;
  46537. private _varyingLocationMap;
  46538. private _replacements;
  46539. private _textureCount;
  46540. private _uniforms;
  46541. lineProcessor(line: string): string;
  46542. attributeProcessor(attribute: string): string;
  46543. varyingProcessor(varying: string, isFragment: boolean): string;
  46544. uniformProcessor(uniform: string): string;
  46545. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46546. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46547. }
  46548. }
  46549. declare module "babylonjs/Engines/nativeEngine" {
  46550. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46551. import { Engine } from "babylonjs/Engines/engine";
  46552. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46553. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46554. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46555. import { Effect } from "babylonjs/Materials/effect";
  46556. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46557. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46558. import { Scene } from "babylonjs/scene";
  46559. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46560. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46561. /**
  46562. * Container for accessors for natively-stored mesh data buffers.
  46563. */
  46564. class NativeDataBuffer extends DataBuffer {
  46565. /**
  46566. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46567. */
  46568. nativeIndexBuffer?: any;
  46569. /**
  46570. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46571. */
  46572. nativeVertexBuffer?: any;
  46573. }
  46574. /** @hidden */
  46575. export class NativeEngine extends Engine {
  46576. private readonly _native;
  46577. getHardwareScalingLevel(): number;
  46578. constructor();
  46579. /**
  46580. * Can be used to override the current requestAnimationFrame requester.
  46581. * @hidden
  46582. */
  46583. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  46584. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46585. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46586. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46587. recordVertexArrayObject(vertexBuffers: {
  46588. [key: string]: VertexBuffer;
  46589. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46590. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46591. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46592. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46593. /**
  46594. * Draw a list of indexed primitives
  46595. * @param fillMode defines the primitive to use
  46596. * @param indexStart defines the starting index
  46597. * @param indexCount defines the number of index to draw
  46598. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46599. */
  46600. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46601. /**
  46602. * Draw a list of unindexed primitives
  46603. * @param fillMode defines the primitive to use
  46604. * @param verticesStart defines the index of first vertex to draw
  46605. * @param verticesCount defines the count of vertices to draw
  46606. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46607. */
  46608. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46609. createPipelineContext(): IPipelineContext;
  46610. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46611. /** @hidden */
  46612. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46613. /** @hidden */
  46614. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46615. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46616. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46617. protected _setProgram(program: WebGLProgram): void;
  46618. _releaseEffect(effect: Effect): void;
  46619. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  46620. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  46621. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  46622. bindSamplers(effect: Effect): void;
  46623. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  46624. getRenderWidth(useScreen?: boolean): number;
  46625. getRenderHeight(useScreen?: boolean): number;
  46626. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  46627. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46628. /**
  46629. * Set the z offset to apply to current rendering
  46630. * @param value defines the offset to apply
  46631. */
  46632. setZOffset(value: number): void;
  46633. /**
  46634. * Gets the current value of the zOffset
  46635. * @returns the current zOffset state
  46636. */
  46637. getZOffset(): number;
  46638. /**
  46639. * Enable or disable depth buffering
  46640. * @param enable defines the state to set
  46641. */
  46642. setDepthBuffer(enable: boolean): void;
  46643. /**
  46644. * Gets a boolean indicating if depth writing is enabled
  46645. * @returns the current depth writing state
  46646. */
  46647. getDepthWrite(): boolean;
  46648. /**
  46649. * Enable or disable depth writing
  46650. * @param enable defines the state to set
  46651. */
  46652. setDepthWrite(enable: boolean): void;
  46653. /**
  46654. * Enable or disable color writing
  46655. * @param enable defines the state to set
  46656. */
  46657. setColorWrite(enable: boolean): void;
  46658. /**
  46659. * Gets a boolean indicating if color writing is enabled
  46660. * @returns the current color writing state
  46661. */
  46662. getColorWrite(): boolean;
  46663. /**
  46664. * Sets alpha constants used by some alpha blending modes
  46665. * @param r defines the red component
  46666. * @param g defines the green component
  46667. * @param b defines the blue component
  46668. * @param a defines the alpha component
  46669. */
  46670. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  46671. /**
  46672. * Sets the current alpha mode
  46673. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  46674. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46675. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46676. */
  46677. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46678. /**
  46679. * Gets the current alpha mode
  46680. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46681. * @returns the current alpha mode
  46682. */
  46683. getAlphaMode(): number;
  46684. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46685. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46686. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46687. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46688. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46689. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46690. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46691. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46692. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46693. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46694. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46695. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46696. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46697. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46698. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46699. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46700. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46701. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46702. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46703. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46704. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  46705. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  46706. wipeCaches(bruteForce?: boolean): void;
  46707. _createTexture(): WebGLTexture;
  46708. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  46709. /**
  46710. * Usually called from BABYLON.Texture.ts.
  46711. * Passed information to create a WebGLTexture
  46712. * @param urlArg defines a value which contains one of the following:
  46713. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46714. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46715. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46716. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46717. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  46718. * @param scene needed for loading to the correct scene
  46719. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  46720. * @param onLoad optional callback to be called upon successful completion
  46721. * @param onError optional callback to be called upon failure
  46722. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  46723. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46724. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46725. * @param forcedExtension defines the extension to use to pick the right loader
  46726. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46727. */
  46728. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  46729. /**
  46730. * Creates a cube texture
  46731. * @param rootUrl defines the url where the files to load is located
  46732. * @param scene defines the current scene
  46733. * @param files defines the list of files to load (1 per face)
  46734. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  46735. * @param onLoad defines an optional callback raised when the texture is loaded
  46736. * @param onError defines an optional callback raised if there is an issue to load the texture
  46737. * @param format defines the format of the data
  46738. * @param forcedExtension defines the extension to use to pick the right loader
  46739. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  46740. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  46741. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  46742. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  46743. * @returns the cube texture as an InternalTexture
  46744. */
  46745. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  46746. private _getSamplingFilter;
  46747. private static _GetNativeTextureFormat;
  46748. createRenderTargetTexture(size: number | {
  46749. width: number;
  46750. height: number;
  46751. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46752. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46753. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46754. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46755. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  46756. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  46757. /**
  46758. * Updates a dynamic vertex buffer.
  46759. * @param vertexBuffer the vertex buffer to update
  46760. * @param data the data used to update the vertex buffer
  46761. * @param byteOffset the byte offset of the data (optional)
  46762. * @param byteLength the byte length of the data (optional)
  46763. */
  46764. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  46765. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  46766. private _updateAnisotropicLevel;
  46767. private _getAddressMode;
  46768. /** @hidden */
  46769. _bindTexture(channel: number, texture: InternalTexture): void;
  46770. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  46771. releaseEffects(): void;
  46772. /** @hidden */
  46773. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46774. /** @hidden */
  46775. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46776. /** @hidden */
  46777. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46778. /** @hidden */
  46779. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46780. }
  46781. }
  46782. declare module "babylonjs/Engines/index" {
  46783. export * from "babylonjs/Engines/constants";
  46784. export * from "babylonjs/Engines/engineCapabilities";
  46785. export * from "babylonjs/Engines/instancingAttributeInfo";
  46786. export * from "babylonjs/Engines/thinEngine";
  46787. export * from "babylonjs/Engines/engine";
  46788. export * from "babylonjs/Engines/engineStore";
  46789. export * from "babylonjs/Engines/nullEngine";
  46790. export * from "babylonjs/Engines/Extensions/index";
  46791. export * from "babylonjs/Engines/IPipelineContext";
  46792. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46793. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46794. export * from "babylonjs/Engines/nativeEngine";
  46795. }
  46796. declare module "babylonjs/Events/clipboardEvents" {
  46797. /**
  46798. * Gather the list of clipboard event types as constants.
  46799. */
  46800. export class ClipboardEventTypes {
  46801. /**
  46802. * The clipboard event is fired when a copy command is active (pressed).
  46803. */
  46804. static readonly COPY: number;
  46805. /**
  46806. * The clipboard event is fired when a cut command is active (pressed).
  46807. */
  46808. static readonly CUT: number;
  46809. /**
  46810. * The clipboard event is fired when a paste command is active (pressed).
  46811. */
  46812. static readonly PASTE: number;
  46813. }
  46814. /**
  46815. * This class is used to store clipboard related info for the onClipboardObservable event.
  46816. */
  46817. export class ClipboardInfo {
  46818. /**
  46819. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46820. */
  46821. type: number;
  46822. /**
  46823. * Defines the related dom event
  46824. */
  46825. event: ClipboardEvent;
  46826. /**
  46827. *Creates an instance of ClipboardInfo.
  46828. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46829. * @param event Defines the related dom event
  46830. */
  46831. constructor(
  46832. /**
  46833. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46834. */
  46835. type: number,
  46836. /**
  46837. * Defines the related dom event
  46838. */
  46839. event: ClipboardEvent);
  46840. /**
  46841. * Get the clipboard event's type from the keycode.
  46842. * @param keyCode Defines the keyCode for the current keyboard event.
  46843. * @return {number}
  46844. */
  46845. static GetTypeFromCharacter(keyCode: number): number;
  46846. }
  46847. }
  46848. declare module "babylonjs/Events/index" {
  46849. export * from "babylonjs/Events/keyboardEvents";
  46850. export * from "babylonjs/Events/pointerEvents";
  46851. export * from "babylonjs/Events/clipboardEvents";
  46852. }
  46853. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46854. import { Scene } from "babylonjs/scene";
  46855. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46856. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46857. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46858. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46859. /**
  46860. * Google Daydream controller
  46861. */
  46862. export class DaydreamController extends WebVRController {
  46863. /**
  46864. * Base Url for the controller model.
  46865. */
  46866. static MODEL_BASE_URL: string;
  46867. /**
  46868. * File name for the controller model.
  46869. */
  46870. static MODEL_FILENAME: string;
  46871. /**
  46872. * Gamepad Id prefix used to identify Daydream Controller.
  46873. */
  46874. static readonly GAMEPAD_ID_PREFIX: string;
  46875. /**
  46876. * Creates a new DaydreamController from a gamepad
  46877. * @param vrGamepad the gamepad that the controller should be created from
  46878. */
  46879. constructor(vrGamepad: any);
  46880. /**
  46881. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46882. * @param scene scene in which to add meshes
  46883. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46884. */
  46885. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46886. /**
  46887. * Called once for each button that changed state since the last frame
  46888. * @param buttonIdx Which button index changed
  46889. * @param state New state of the button
  46890. * @param changes Which properties on the state changed since last frame
  46891. */
  46892. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46893. }
  46894. }
  46895. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46896. import { Scene } from "babylonjs/scene";
  46897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46898. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46899. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46900. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46901. /**
  46902. * Gear VR Controller
  46903. */
  46904. export class GearVRController extends WebVRController {
  46905. /**
  46906. * Base Url for the controller model.
  46907. */
  46908. static MODEL_BASE_URL: string;
  46909. /**
  46910. * File name for the controller model.
  46911. */
  46912. static MODEL_FILENAME: string;
  46913. /**
  46914. * Gamepad Id prefix used to identify this controller.
  46915. */
  46916. static readonly GAMEPAD_ID_PREFIX: string;
  46917. private readonly _buttonIndexToObservableNameMap;
  46918. /**
  46919. * Creates a new GearVRController from a gamepad
  46920. * @param vrGamepad the gamepad that the controller should be created from
  46921. */
  46922. constructor(vrGamepad: any);
  46923. /**
  46924. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46925. * @param scene scene in which to add meshes
  46926. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46927. */
  46928. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46929. /**
  46930. * Called once for each button that changed state since the last frame
  46931. * @param buttonIdx Which button index changed
  46932. * @param state New state of the button
  46933. * @param changes Which properties on the state changed since last frame
  46934. */
  46935. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46936. }
  46937. }
  46938. declare module "babylonjs/Gamepads/Controllers/index" {
  46939. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46940. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46941. export * from "babylonjs/Gamepads/Controllers/genericController";
  46942. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46943. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46944. export * from "babylonjs/Gamepads/Controllers/viveController";
  46945. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46946. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46947. }
  46948. declare module "babylonjs/Gamepads/index" {
  46949. export * from "babylonjs/Gamepads/Controllers/index";
  46950. export * from "babylonjs/Gamepads/gamepad";
  46951. export * from "babylonjs/Gamepads/gamepadManager";
  46952. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46953. export * from "babylonjs/Gamepads/xboxGamepad";
  46954. export * from "babylonjs/Gamepads/dualShockGamepad";
  46955. }
  46956. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46957. import { Scene } from "babylonjs/scene";
  46958. import { Vector4 } from "babylonjs/Maths/math.vector";
  46959. import { Color4 } from "babylonjs/Maths/math.color";
  46960. import { Mesh } from "babylonjs/Meshes/mesh";
  46961. import { Nullable } from "babylonjs/types";
  46962. /**
  46963. * Class containing static functions to help procedurally build meshes
  46964. */
  46965. export class PolyhedronBuilder {
  46966. /**
  46967. * Creates a polyhedron mesh
  46968. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  46969. * * The parameter `size` (positive float, default 1) sets the polygon size
  46970. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46971. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  46972. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  46973. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  46974. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  46975. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  46976. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46977. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  46978. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46979. * @param name defines the name of the mesh
  46980. * @param options defines the options used to create the mesh
  46981. * @param scene defines the hosting scene
  46982. * @returns the polyhedron mesh
  46983. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46984. */
  46985. static CreatePolyhedron(name: string, options: {
  46986. type?: number;
  46987. size?: number;
  46988. sizeX?: number;
  46989. sizeY?: number;
  46990. sizeZ?: number;
  46991. custom?: any;
  46992. faceUV?: Vector4[];
  46993. faceColors?: Color4[];
  46994. flat?: boolean;
  46995. updatable?: boolean;
  46996. sideOrientation?: number;
  46997. frontUVs?: Vector4;
  46998. backUVs?: Vector4;
  46999. }, scene?: Nullable<Scene>): Mesh;
  47000. }
  47001. }
  47002. declare module "babylonjs/Gizmos/scaleGizmo" {
  47003. import { Observable } from "babylonjs/Misc/observable";
  47004. import { Nullable } from "babylonjs/types";
  47005. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47006. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47007. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47008. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47009. /**
  47010. * Gizmo that enables scaling a mesh along 3 axis
  47011. */
  47012. export class ScaleGizmo extends Gizmo {
  47013. /**
  47014. * Internal gizmo used for interactions on the x axis
  47015. */
  47016. xGizmo: AxisScaleGizmo;
  47017. /**
  47018. * Internal gizmo used for interactions on the y axis
  47019. */
  47020. yGizmo: AxisScaleGizmo;
  47021. /**
  47022. * Internal gizmo used for interactions on the z axis
  47023. */
  47024. zGizmo: AxisScaleGizmo;
  47025. /**
  47026. * Internal gizmo used to scale all axis equally
  47027. */
  47028. uniformScaleGizmo: AxisScaleGizmo;
  47029. private _meshAttached;
  47030. private _updateGizmoRotationToMatchAttachedMesh;
  47031. private _snapDistance;
  47032. private _scaleRatio;
  47033. private _uniformScalingMesh;
  47034. private _octahedron;
  47035. /** Fires an event when any of it's sub gizmos are dragged */
  47036. onDragStartObservable: Observable<unknown>;
  47037. /** Fires an event when any of it's sub gizmos are released from dragging */
  47038. onDragEndObservable: Observable<unknown>;
  47039. attachedMesh: Nullable<AbstractMesh>;
  47040. /**
  47041. * Creates a ScaleGizmo
  47042. * @param gizmoLayer The utility layer the gizmo will be added to
  47043. */
  47044. constructor(gizmoLayer?: UtilityLayerRenderer);
  47045. updateGizmoRotationToMatchAttachedMesh: boolean;
  47046. /**
  47047. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47048. */
  47049. snapDistance: number;
  47050. /**
  47051. * Ratio for the scale of the gizmo (Default: 1)
  47052. */
  47053. scaleRatio: number;
  47054. /**
  47055. * Disposes of the gizmo
  47056. */
  47057. dispose(): void;
  47058. }
  47059. }
  47060. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47061. import { Observable } from "babylonjs/Misc/observable";
  47062. import { Nullable } from "babylonjs/types";
  47063. import { Vector3 } from "babylonjs/Maths/math.vector";
  47064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47065. import { Mesh } from "babylonjs/Meshes/mesh";
  47066. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47067. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47068. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47069. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47070. import { Color3 } from "babylonjs/Maths/math.color";
  47071. /**
  47072. * Single axis scale gizmo
  47073. */
  47074. export class AxisScaleGizmo extends Gizmo {
  47075. /**
  47076. * Drag behavior responsible for the gizmos dragging interactions
  47077. */
  47078. dragBehavior: PointerDragBehavior;
  47079. private _pointerObserver;
  47080. /**
  47081. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47082. */
  47083. snapDistance: number;
  47084. /**
  47085. * Event that fires each time the gizmo snaps to a new location.
  47086. * * snapDistance is the the change in distance
  47087. */
  47088. onSnapObservable: Observable<{
  47089. snapDistance: number;
  47090. }>;
  47091. /**
  47092. * If the scaling operation should be done on all axis (default: false)
  47093. */
  47094. uniformScaling: boolean;
  47095. private _isEnabled;
  47096. private _parent;
  47097. private _arrow;
  47098. private _coloredMaterial;
  47099. private _hoverMaterial;
  47100. /**
  47101. * Creates an AxisScaleGizmo
  47102. * @param gizmoLayer The utility layer the gizmo will be added to
  47103. * @param dragAxis The axis which the gizmo will be able to scale on
  47104. * @param color The color of the gizmo
  47105. */
  47106. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47107. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47108. /**
  47109. * If the gizmo is enabled
  47110. */
  47111. isEnabled: boolean;
  47112. /**
  47113. * Disposes of the gizmo
  47114. */
  47115. dispose(): void;
  47116. /**
  47117. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47118. * @param mesh The mesh to replace the default mesh of the gizmo
  47119. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47120. */
  47121. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47122. }
  47123. }
  47124. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47125. import { Observable } from "babylonjs/Misc/observable";
  47126. import { Nullable } from "babylonjs/types";
  47127. import { Vector3 } from "babylonjs/Maths/math.vector";
  47128. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47129. import { Mesh } from "babylonjs/Meshes/mesh";
  47130. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47131. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47132. import { Color3 } from "babylonjs/Maths/math.color";
  47133. import "babylonjs/Meshes/Builders/boxBuilder";
  47134. /**
  47135. * Bounding box gizmo
  47136. */
  47137. export class BoundingBoxGizmo extends Gizmo {
  47138. private _lineBoundingBox;
  47139. private _rotateSpheresParent;
  47140. private _scaleBoxesParent;
  47141. private _boundingDimensions;
  47142. private _renderObserver;
  47143. private _pointerObserver;
  47144. private _scaleDragSpeed;
  47145. private _tmpQuaternion;
  47146. private _tmpVector;
  47147. private _tmpRotationMatrix;
  47148. /**
  47149. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  47150. */
  47151. ignoreChildren: boolean;
  47152. /**
  47153. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  47154. */
  47155. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47156. /**
  47157. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47158. */
  47159. rotationSphereSize: number;
  47160. /**
  47161. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47162. */
  47163. scaleBoxSize: number;
  47164. /**
  47165. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  47166. */
  47167. fixedDragMeshScreenSize: boolean;
  47168. /**
  47169. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47170. */
  47171. fixedDragMeshScreenSizeDistanceFactor: number;
  47172. /**
  47173. * Fired when a rotation sphere or scale box is dragged
  47174. */
  47175. onDragStartObservable: Observable<{}>;
  47176. /**
  47177. * Fired when a scale box is dragged
  47178. */
  47179. onScaleBoxDragObservable: Observable<{}>;
  47180. /**
  47181. * Fired when a scale box drag is ended
  47182. */
  47183. onScaleBoxDragEndObservable: Observable<{}>;
  47184. /**
  47185. * Fired when a rotation sphere is dragged
  47186. */
  47187. onRotationSphereDragObservable: Observable<{}>;
  47188. /**
  47189. * Fired when a rotation sphere drag is ended
  47190. */
  47191. onRotationSphereDragEndObservable: Observable<{}>;
  47192. /**
  47193. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  47194. */
  47195. scalePivot: Nullable<Vector3>;
  47196. /**
  47197. * Mesh used as a pivot to rotate the attached mesh
  47198. */
  47199. private _anchorMesh;
  47200. private _existingMeshScale;
  47201. private _dragMesh;
  47202. private pointerDragBehavior;
  47203. private coloredMaterial;
  47204. private hoverColoredMaterial;
  47205. /**
  47206. * Sets the color of the bounding box gizmo
  47207. * @param color the color to set
  47208. */
  47209. setColor(color: Color3): void;
  47210. /**
  47211. * Creates an BoundingBoxGizmo
  47212. * @param gizmoLayer The utility layer the gizmo will be added to
  47213. * @param color The color of the gizmo
  47214. */
  47215. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47216. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47217. private _selectNode;
  47218. /**
  47219. * Updates the bounding box information for the Gizmo
  47220. */
  47221. updateBoundingBox(): void;
  47222. private _updateRotationSpheres;
  47223. private _updateScaleBoxes;
  47224. /**
  47225. * Enables rotation on the specified axis and disables rotation on the others
  47226. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47227. */
  47228. setEnabledRotationAxis(axis: string): void;
  47229. /**
  47230. * Enables/disables scaling
  47231. * @param enable if scaling should be enabled
  47232. */
  47233. setEnabledScaling(enable: boolean): void;
  47234. private _updateDummy;
  47235. /**
  47236. * Enables a pointer drag behavior on the bounding box of the gizmo
  47237. */
  47238. enableDragBehavior(): void;
  47239. /**
  47240. * Disposes of the gizmo
  47241. */
  47242. dispose(): void;
  47243. /**
  47244. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  47245. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47246. * @returns the bounding box mesh with the passed in mesh as a child
  47247. */
  47248. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47249. /**
  47250. * CustomMeshes are not supported by this gizmo
  47251. * @param mesh The mesh to replace the default mesh of the gizmo
  47252. */
  47253. setCustomMesh(mesh: Mesh): void;
  47254. }
  47255. }
  47256. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47257. import { Observable } from "babylonjs/Misc/observable";
  47258. import { Nullable } from "babylonjs/types";
  47259. import { Vector3 } from "babylonjs/Maths/math.vector";
  47260. import { Color3 } from "babylonjs/Maths/math.color";
  47261. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47262. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47263. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47264. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47265. import "babylonjs/Meshes/Builders/linesBuilder";
  47266. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47267. /**
  47268. * Single plane rotation gizmo
  47269. */
  47270. export class PlaneRotationGizmo extends Gizmo {
  47271. /**
  47272. * Drag behavior responsible for the gizmos dragging interactions
  47273. */
  47274. dragBehavior: PointerDragBehavior;
  47275. private _pointerObserver;
  47276. /**
  47277. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47278. */
  47279. snapDistance: number;
  47280. /**
  47281. * Event that fires each time the gizmo snaps to a new location.
  47282. * * snapDistance is the the change in distance
  47283. */
  47284. onSnapObservable: Observable<{
  47285. snapDistance: number;
  47286. }>;
  47287. private _isEnabled;
  47288. private _parent;
  47289. /**
  47290. * Creates a PlaneRotationGizmo
  47291. * @param gizmoLayer The utility layer the gizmo will be added to
  47292. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47293. * @param color The color of the gizmo
  47294. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47295. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47296. */
  47297. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47298. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47299. /**
  47300. * If the gizmo is enabled
  47301. */
  47302. isEnabled: boolean;
  47303. /**
  47304. * Disposes of the gizmo
  47305. */
  47306. dispose(): void;
  47307. }
  47308. }
  47309. declare module "babylonjs/Gizmos/rotationGizmo" {
  47310. import { Observable } from "babylonjs/Misc/observable";
  47311. import { Nullable } from "babylonjs/types";
  47312. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47313. import { Mesh } from "babylonjs/Meshes/mesh";
  47314. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47315. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47316. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47317. /**
  47318. * Gizmo that enables rotating a mesh along 3 axis
  47319. */
  47320. export class RotationGizmo extends Gizmo {
  47321. /**
  47322. * Internal gizmo used for interactions on the x axis
  47323. */
  47324. xGizmo: PlaneRotationGizmo;
  47325. /**
  47326. * Internal gizmo used for interactions on the y axis
  47327. */
  47328. yGizmo: PlaneRotationGizmo;
  47329. /**
  47330. * Internal gizmo used for interactions on the z axis
  47331. */
  47332. zGizmo: PlaneRotationGizmo;
  47333. /** Fires an event when any of it's sub gizmos are dragged */
  47334. onDragStartObservable: Observable<unknown>;
  47335. /** Fires an event when any of it's sub gizmos are released from dragging */
  47336. onDragEndObservable: Observable<unknown>;
  47337. private _meshAttached;
  47338. attachedMesh: Nullable<AbstractMesh>;
  47339. /**
  47340. * Creates a RotationGizmo
  47341. * @param gizmoLayer The utility layer the gizmo will be added to
  47342. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47343. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47344. */
  47345. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47346. updateGizmoRotationToMatchAttachedMesh: boolean;
  47347. /**
  47348. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47349. */
  47350. snapDistance: number;
  47351. /**
  47352. * Ratio for the scale of the gizmo (Default: 1)
  47353. */
  47354. scaleRatio: number;
  47355. /**
  47356. * Disposes of the gizmo
  47357. */
  47358. dispose(): void;
  47359. /**
  47360. * CustomMeshes are not supported by this gizmo
  47361. * @param mesh The mesh to replace the default mesh of the gizmo
  47362. */
  47363. setCustomMesh(mesh: Mesh): void;
  47364. }
  47365. }
  47366. declare module "babylonjs/Gizmos/gizmoManager" {
  47367. import { Observable } from "babylonjs/Misc/observable";
  47368. import { Nullable } from "babylonjs/types";
  47369. import { Scene, IDisposable } from "babylonjs/scene";
  47370. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47371. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47372. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47373. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47374. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47375. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47376. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47377. /**
  47378. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47379. */
  47380. export class GizmoManager implements IDisposable {
  47381. private scene;
  47382. /**
  47383. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47384. */
  47385. gizmos: {
  47386. positionGizmo: Nullable<PositionGizmo>;
  47387. rotationGizmo: Nullable<RotationGizmo>;
  47388. scaleGizmo: Nullable<ScaleGizmo>;
  47389. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47390. };
  47391. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47392. clearGizmoOnEmptyPointerEvent: boolean;
  47393. /** Fires an event when the manager is attached to a mesh */
  47394. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47395. private _gizmosEnabled;
  47396. private _pointerObserver;
  47397. private _attachedMesh;
  47398. private _boundingBoxColor;
  47399. private _defaultUtilityLayer;
  47400. private _defaultKeepDepthUtilityLayer;
  47401. /**
  47402. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47403. */
  47404. boundingBoxDragBehavior: SixDofDragBehavior;
  47405. /**
  47406. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47407. */
  47408. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47409. /**
  47410. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47411. */
  47412. usePointerToAttachGizmos: boolean;
  47413. /**
  47414. * Utility layer that the bounding box gizmo belongs to
  47415. */
  47416. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47417. /**
  47418. * Utility layer that all gizmos besides bounding box belong to
  47419. */
  47420. readonly utilityLayer: UtilityLayerRenderer;
  47421. /**
  47422. * Instatiates a gizmo manager
  47423. * @param scene the scene to overlay the gizmos on top of
  47424. */
  47425. constructor(scene: Scene);
  47426. /**
  47427. * Attaches a set of gizmos to the specified mesh
  47428. * @param mesh The mesh the gizmo's should be attached to
  47429. */
  47430. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47431. /**
  47432. * If the position gizmo is enabled
  47433. */
  47434. positionGizmoEnabled: boolean;
  47435. /**
  47436. * If the rotation gizmo is enabled
  47437. */
  47438. rotationGizmoEnabled: boolean;
  47439. /**
  47440. * If the scale gizmo is enabled
  47441. */
  47442. scaleGizmoEnabled: boolean;
  47443. /**
  47444. * If the boundingBox gizmo is enabled
  47445. */
  47446. boundingBoxGizmoEnabled: boolean;
  47447. /**
  47448. * Disposes of the gizmo manager
  47449. */
  47450. dispose(): void;
  47451. }
  47452. }
  47453. declare module "babylonjs/Lights/directionalLight" {
  47454. import { Camera } from "babylonjs/Cameras/camera";
  47455. import { Scene } from "babylonjs/scene";
  47456. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47457. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47458. import { Light } from "babylonjs/Lights/light";
  47459. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47460. import { Effect } from "babylonjs/Materials/effect";
  47461. /**
  47462. * A directional light is defined by a direction (what a surprise!).
  47463. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47464. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  47465. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47466. */
  47467. export class DirectionalLight extends ShadowLight {
  47468. private _shadowFrustumSize;
  47469. /**
  47470. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47471. */
  47472. /**
  47473. * Specifies a fix frustum size for the shadow generation.
  47474. */
  47475. shadowFrustumSize: number;
  47476. private _shadowOrthoScale;
  47477. /**
  47478. * Gets the shadow projection scale against the optimal computed one.
  47479. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47480. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47481. */
  47482. /**
  47483. * Sets the shadow projection scale against the optimal computed one.
  47484. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47485. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47486. */
  47487. shadowOrthoScale: number;
  47488. /**
  47489. * Automatically compute the projection matrix to best fit (including all the casters)
  47490. * on each frame.
  47491. */
  47492. autoUpdateExtends: boolean;
  47493. private _orthoLeft;
  47494. private _orthoRight;
  47495. private _orthoTop;
  47496. private _orthoBottom;
  47497. /**
  47498. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47499. * The directional light is emitted from everywhere in the given direction.
  47500. * It can cast shadows.
  47501. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47502. * @param name The friendly name of the light
  47503. * @param direction The direction of the light
  47504. * @param scene The scene the light belongs to
  47505. */
  47506. constructor(name: string, direction: Vector3, scene: Scene);
  47507. /**
  47508. * Returns the string "DirectionalLight".
  47509. * @return The class name
  47510. */
  47511. getClassName(): string;
  47512. /**
  47513. * Returns the integer 1.
  47514. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47515. */
  47516. getTypeID(): number;
  47517. /**
  47518. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47519. * Returns the DirectionalLight Shadow projection matrix.
  47520. */
  47521. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47522. /**
  47523. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47524. * Returns the DirectionalLight Shadow projection matrix.
  47525. */
  47526. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47527. /**
  47528. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47529. * Returns the DirectionalLight Shadow projection matrix.
  47530. */
  47531. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47532. protected _buildUniformLayout(): void;
  47533. /**
  47534. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47535. * @param effect The effect to update
  47536. * @param lightIndex The index of the light in the effect to update
  47537. * @returns The directional light
  47538. */
  47539. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47540. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47541. /**
  47542. * Gets the minZ used for shadow according to both the scene and the light.
  47543. *
  47544. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47545. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47546. * @param activeCamera The camera we are returning the min for
  47547. * @returns the depth min z
  47548. */
  47549. getDepthMinZ(activeCamera: Camera): number;
  47550. /**
  47551. * Gets the maxZ used for shadow according to both the scene and the light.
  47552. *
  47553. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47554. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47555. * @param activeCamera The camera we are returning the max for
  47556. * @returns the depth max z
  47557. */
  47558. getDepthMaxZ(activeCamera: Camera): number;
  47559. /**
  47560. * Prepares the list of defines specific to the light type.
  47561. * @param defines the list of defines
  47562. * @param lightIndex defines the index of the light for the effect
  47563. */
  47564. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47565. }
  47566. }
  47567. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47568. import { Mesh } from "babylonjs/Meshes/mesh";
  47569. /**
  47570. * Class containing static functions to help procedurally build meshes
  47571. */
  47572. export class HemisphereBuilder {
  47573. /**
  47574. * Creates a hemisphere mesh
  47575. * @param name defines the name of the mesh
  47576. * @param options defines the options used to create the mesh
  47577. * @param scene defines the hosting scene
  47578. * @returns the hemisphere mesh
  47579. */
  47580. static CreateHemisphere(name: string, options: {
  47581. segments?: number;
  47582. diameter?: number;
  47583. sideOrientation?: number;
  47584. }, scene: any): Mesh;
  47585. }
  47586. }
  47587. declare module "babylonjs/Lights/spotLight" {
  47588. import { Nullable } from "babylonjs/types";
  47589. import { Scene } from "babylonjs/scene";
  47590. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47591. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47592. import { Effect } from "babylonjs/Materials/effect";
  47593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47594. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47595. /**
  47596. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47597. * These values define a cone of light starting from the position, emitting toward the direction.
  47598. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47599. * and the exponent defines the speed of the decay of the light with distance (reach).
  47600. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47601. */
  47602. export class SpotLight extends ShadowLight {
  47603. private _angle;
  47604. private _innerAngle;
  47605. private _cosHalfAngle;
  47606. private _lightAngleScale;
  47607. private _lightAngleOffset;
  47608. /**
  47609. * Gets the cone angle of the spot light in Radians.
  47610. */
  47611. /**
  47612. * Sets the cone angle of the spot light in Radians.
  47613. */
  47614. angle: number;
  47615. /**
  47616. * Only used in gltf falloff mode, this defines the angle where
  47617. * the directional falloff will start before cutting at angle which could be seen
  47618. * as outer angle.
  47619. */
  47620. /**
  47621. * Only used in gltf falloff mode, this defines the angle where
  47622. * the directional falloff will start before cutting at angle which could be seen
  47623. * as outer angle.
  47624. */
  47625. innerAngle: number;
  47626. private _shadowAngleScale;
  47627. /**
  47628. * Allows scaling the angle of the light for shadow generation only.
  47629. */
  47630. /**
  47631. * Allows scaling the angle of the light for shadow generation only.
  47632. */
  47633. shadowAngleScale: number;
  47634. /**
  47635. * The light decay speed with the distance from the emission spot.
  47636. */
  47637. exponent: number;
  47638. private _projectionTextureMatrix;
  47639. /**
  47640. * Allows reading the projecton texture
  47641. */
  47642. readonly projectionTextureMatrix: Matrix;
  47643. protected _projectionTextureLightNear: number;
  47644. /**
  47645. * Gets the near clip of the Spotlight for texture projection.
  47646. */
  47647. /**
  47648. * Sets the near clip of the Spotlight for texture projection.
  47649. */
  47650. projectionTextureLightNear: number;
  47651. protected _projectionTextureLightFar: number;
  47652. /**
  47653. * Gets the far clip of the Spotlight for texture projection.
  47654. */
  47655. /**
  47656. * Sets the far clip of the Spotlight for texture projection.
  47657. */
  47658. projectionTextureLightFar: number;
  47659. protected _projectionTextureUpDirection: Vector3;
  47660. /**
  47661. * Gets the Up vector of the Spotlight for texture projection.
  47662. */
  47663. /**
  47664. * Sets the Up vector of the Spotlight for texture projection.
  47665. */
  47666. projectionTextureUpDirection: Vector3;
  47667. private _projectionTexture;
  47668. /**
  47669. * Gets the projection texture of the light.
  47670. */
  47671. /**
  47672. * Sets the projection texture of the light.
  47673. */
  47674. projectionTexture: Nullable<BaseTexture>;
  47675. private _projectionTextureViewLightDirty;
  47676. private _projectionTextureProjectionLightDirty;
  47677. private _projectionTextureDirty;
  47678. private _projectionTextureViewTargetVector;
  47679. private _projectionTextureViewLightMatrix;
  47680. private _projectionTextureProjectionLightMatrix;
  47681. private _projectionTextureScalingMatrix;
  47682. /**
  47683. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  47684. * It can cast shadows.
  47685. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47686. * @param name The light friendly name
  47687. * @param position The position of the spot light in the scene
  47688. * @param direction The direction of the light in the scene
  47689. * @param angle The cone angle of the light in Radians
  47690. * @param exponent The light decay speed with the distance from the emission spot
  47691. * @param scene The scene the lights belongs to
  47692. */
  47693. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  47694. /**
  47695. * Returns the string "SpotLight".
  47696. * @returns the class name
  47697. */
  47698. getClassName(): string;
  47699. /**
  47700. * Returns the integer 2.
  47701. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47702. */
  47703. getTypeID(): number;
  47704. /**
  47705. * Overrides the direction setter to recompute the projection texture view light Matrix.
  47706. */
  47707. protected _setDirection(value: Vector3): void;
  47708. /**
  47709. * Overrides the position setter to recompute the projection texture view light Matrix.
  47710. */
  47711. protected _setPosition(value: Vector3): void;
  47712. /**
  47713. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  47714. * Returns the SpotLight.
  47715. */
  47716. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47717. protected _computeProjectionTextureViewLightMatrix(): void;
  47718. protected _computeProjectionTextureProjectionLightMatrix(): void;
  47719. /**
  47720. * Main function for light texture projection matrix computing.
  47721. */
  47722. protected _computeProjectionTextureMatrix(): void;
  47723. protected _buildUniformLayout(): void;
  47724. private _computeAngleValues;
  47725. /**
  47726. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  47727. * @param effect The effect to update
  47728. * @param lightIndex The index of the light in the effect to update
  47729. * @returns The spot light
  47730. */
  47731. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  47732. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  47733. /**
  47734. * Disposes the light and the associated resources.
  47735. */
  47736. dispose(): void;
  47737. /**
  47738. * Prepares the list of defines specific to the light type.
  47739. * @param defines the list of defines
  47740. * @param lightIndex defines the index of the light for the effect
  47741. */
  47742. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47743. }
  47744. }
  47745. declare module "babylonjs/Gizmos/lightGizmo" {
  47746. import { Nullable } from "babylonjs/types";
  47747. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47748. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47749. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47750. import { Light } from "babylonjs/Lights/light";
  47751. /**
  47752. * Gizmo that enables viewing a light
  47753. */
  47754. export class LightGizmo extends Gizmo {
  47755. private _lightMesh;
  47756. private _material;
  47757. private cachedPosition;
  47758. private cachedForward;
  47759. /**
  47760. * Creates a LightGizmo
  47761. * @param gizmoLayer The utility layer the gizmo will be added to
  47762. */
  47763. constructor(gizmoLayer?: UtilityLayerRenderer);
  47764. private _light;
  47765. /**
  47766. * The light that the gizmo is attached to
  47767. */
  47768. light: Nullable<Light>;
  47769. /**
  47770. * Gets the material used to render the light gizmo
  47771. */
  47772. readonly material: StandardMaterial;
  47773. /**
  47774. * @hidden
  47775. * Updates the gizmo to match the attached mesh's position/rotation
  47776. */
  47777. protected _update(): void;
  47778. private static _Scale;
  47779. /**
  47780. * Creates the lines for a light mesh
  47781. */
  47782. private static _createLightLines;
  47783. /**
  47784. * Disposes of the light gizmo
  47785. */
  47786. dispose(): void;
  47787. private static _CreateHemisphericLightMesh;
  47788. private static _CreatePointLightMesh;
  47789. private static _CreateSpotLightMesh;
  47790. private static _CreateDirectionalLightMesh;
  47791. }
  47792. }
  47793. declare module "babylonjs/Gizmos/index" {
  47794. export * from "babylonjs/Gizmos/axisDragGizmo";
  47795. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47796. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47797. export * from "babylonjs/Gizmos/gizmo";
  47798. export * from "babylonjs/Gizmos/gizmoManager";
  47799. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47800. export * from "babylonjs/Gizmos/positionGizmo";
  47801. export * from "babylonjs/Gizmos/rotationGizmo";
  47802. export * from "babylonjs/Gizmos/scaleGizmo";
  47803. export * from "babylonjs/Gizmos/lightGizmo";
  47804. export * from "babylonjs/Gizmos/planeDragGizmo";
  47805. }
  47806. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47807. /** @hidden */
  47808. export var backgroundFragmentDeclaration: {
  47809. name: string;
  47810. shader: string;
  47811. };
  47812. }
  47813. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47814. /** @hidden */
  47815. export var backgroundUboDeclaration: {
  47816. name: string;
  47817. shader: string;
  47818. };
  47819. }
  47820. declare module "babylonjs/Shaders/background.fragment" {
  47821. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47822. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47823. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47824. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47825. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47826. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47827. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47828. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47829. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47830. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47831. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47832. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47833. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47834. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47835. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47836. /** @hidden */
  47837. export var backgroundPixelShader: {
  47838. name: string;
  47839. shader: string;
  47840. };
  47841. }
  47842. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47843. /** @hidden */
  47844. export var backgroundVertexDeclaration: {
  47845. name: string;
  47846. shader: string;
  47847. };
  47848. }
  47849. declare module "babylonjs/Shaders/background.vertex" {
  47850. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47851. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47852. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47853. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47854. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47855. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47856. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47857. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47858. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47859. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47860. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47861. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47862. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47863. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47864. /** @hidden */
  47865. export var backgroundVertexShader: {
  47866. name: string;
  47867. shader: string;
  47868. };
  47869. }
  47870. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47871. import { Nullable, int, float } from "babylonjs/types";
  47872. import { Scene } from "babylonjs/scene";
  47873. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47874. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47875. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47876. import { Mesh } from "babylonjs/Meshes/mesh";
  47877. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47878. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47879. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47880. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47881. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47882. import { Color3 } from "babylonjs/Maths/math.color";
  47883. import "babylonjs/Shaders/background.fragment";
  47884. import "babylonjs/Shaders/background.vertex";
  47885. /**
  47886. * Background material used to create an efficient environement around your scene.
  47887. */
  47888. export class BackgroundMaterial extends PushMaterial {
  47889. /**
  47890. * Standard reflectance value at parallel view angle.
  47891. */
  47892. static StandardReflectance0: number;
  47893. /**
  47894. * Standard reflectance value at grazing angle.
  47895. */
  47896. static StandardReflectance90: number;
  47897. protected _primaryColor: Color3;
  47898. /**
  47899. * Key light Color (multiply against the environement texture)
  47900. */
  47901. primaryColor: Color3;
  47902. protected __perceptualColor: Nullable<Color3>;
  47903. /**
  47904. * Experimental Internal Use Only.
  47905. *
  47906. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47907. * This acts as a helper to set the primary color to a more "human friendly" value.
  47908. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47909. * output color as close as possible from the chosen value.
  47910. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47911. * part of lighting setup.)
  47912. */
  47913. _perceptualColor: Nullable<Color3>;
  47914. protected _primaryColorShadowLevel: float;
  47915. /**
  47916. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47917. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47918. */
  47919. primaryColorShadowLevel: float;
  47920. protected _primaryColorHighlightLevel: float;
  47921. /**
  47922. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47923. * The primary color is used at the level chosen to define what the white area would look.
  47924. */
  47925. primaryColorHighlightLevel: float;
  47926. protected _reflectionTexture: Nullable<BaseTexture>;
  47927. /**
  47928. * Reflection Texture used in the material.
  47929. * Should be author in a specific way for the best result (refer to the documentation).
  47930. */
  47931. reflectionTexture: Nullable<BaseTexture>;
  47932. protected _reflectionBlur: float;
  47933. /**
  47934. * Reflection Texture level of blur.
  47935. *
  47936. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47937. * texture twice.
  47938. */
  47939. reflectionBlur: float;
  47940. protected _diffuseTexture: Nullable<BaseTexture>;
  47941. /**
  47942. * Diffuse Texture used in the material.
  47943. * Should be author in a specific way for the best result (refer to the documentation).
  47944. */
  47945. diffuseTexture: Nullable<BaseTexture>;
  47946. protected _shadowLights: Nullable<IShadowLight[]>;
  47947. /**
  47948. * Specify the list of lights casting shadow on the material.
  47949. * All scene shadow lights will be included if null.
  47950. */
  47951. shadowLights: Nullable<IShadowLight[]>;
  47952. protected _shadowLevel: float;
  47953. /**
  47954. * Helps adjusting the shadow to a softer level if required.
  47955. * 0 means black shadows and 1 means no shadows.
  47956. */
  47957. shadowLevel: float;
  47958. protected _sceneCenter: Vector3;
  47959. /**
  47960. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47961. * It is usually zero but might be interesting to modify according to your setup.
  47962. */
  47963. sceneCenter: Vector3;
  47964. protected _opacityFresnel: boolean;
  47965. /**
  47966. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47967. * This helps ensuring a nice transition when the camera goes under the ground.
  47968. */
  47969. opacityFresnel: boolean;
  47970. protected _reflectionFresnel: boolean;
  47971. /**
  47972. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47973. * This helps adding a mirror texture on the ground.
  47974. */
  47975. reflectionFresnel: boolean;
  47976. protected _reflectionFalloffDistance: number;
  47977. /**
  47978. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47979. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47980. */
  47981. reflectionFalloffDistance: number;
  47982. protected _reflectionAmount: number;
  47983. /**
  47984. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47985. */
  47986. reflectionAmount: number;
  47987. protected _reflectionReflectance0: number;
  47988. /**
  47989. * This specifies the weight of the reflection at grazing angle.
  47990. */
  47991. reflectionReflectance0: number;
  47992. protected _reflectionReflectance90: number;
  47993. /**
  47994. * This specifies the weight of the reflection at a perpendicular point of view.
  47995. */
  47996. reflectionReflectance90: number;
  47997. /**
  47998. * Sets the reflection reflectance fresnel values according to the default standard
  47999. * empirically know to work well :-)
  48000. */
  48001. reflectionStandardFresnelWeight: number;
  48002. protected _useRGBColor: boolean;
  48003. /**
  48004. * Helps to directly use the maps channels instead of their level.
  48005. */
  48006. useRGBColor: boolean;
  48007. protected _enableNoise: boolean;
  48008. /**
  48009. * This helps reducing the banding effect that could occur on the background.
  48010. */
  48011. enableNoise: boolean;
  48012. /**
  48013. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48014. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48015. * Recommended to be keep at 1.0 except for special cases.
  48016. */
  48017. fovMultiplier: number;
  48018. private _fovMultiplier;
  48019. /**
  48020. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48021. */
  48022. useEquirectangularFOV: boolean;
  48023. private _maxSimultaneousLights;
  48024. /**
  48025. * Number of Simultaneous lights allowed on the material.
  48026. */
  48027. maxSimultaneousLights: int;
  48028. /**
  48029. * Default configuration related to image processing available in the Background Material.
  48030. */
  48031. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48032. /**
  48033. * Keep track of the image processing observer to allow dispose and replace.
  48034. */
  48035. private _imageProcessingObserver;
  48036. /**
  48037. * Attaches a new image processing configuration to the PBR Material.
  48038. * @param configuration (if null the scene configuration will be use)
  48039. */
  48040. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48041. /**
  48042. * Gets the image processing configuration used either in this material.
  48043. */
  48044. /**
  48045. * Sets the Default image processing configuration used either in the this material.
  48046. *
  48047. * If sets to null, the scene one is in use.
  48048. */
  48049. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48050. /**
  48051. * Gets wether the color curves effect is enabled.
  48052. */
  48053. /**
  48054. * Sets wether the color curves effect is enabled.
  48055. */
  48056. cameraColorCurvesEnabled: boolean;
  48057. /**
  48058. * Gets wether the color grading effect is enabled.
  48059. */
  48060. /**
  48061. * Gets wether the color grading effect is enabled.
  48062. */
  48063. cameraColorGradingEnabled: boolean;
  48064. /**
  48065. * Gets wether tonemapping is enabled or not.
  48066. */
  48067. /**
  48068. * Sets wether tonemapping is enabled or not
  48069. */
  48070. cameraToneMappingEnabled: boolean;
  48071. /**
  48072. * The camera exposure used on this material.
  48073. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48074. * This corresponds to a photographic exposure.
  48075. */
  48076. /**
  48077. * The camera exposure used on this material.
  48078. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48079. * This corresponds to a photographic exposure.
  48080. */
  48081. cameraExposure: float;
  48082. /**
  48083. * Gets The camera contrast used on this material.
  48084. */
  48085. /**
  48086. * Sets The camera contrast used on this material.
  48087. */
  48088. cameraContrast: float;
  48089. /**
  48090. * Gets the Color Grading 2D Lookup Texture.
  48091. */
  48092. /**
  48093. * Sets the Color Grading 2D Lookup Texture.
  48094. */
  48095. cameraColorGradingTexture: Nullable<BaseTexture>;
  48096. /**
  48097. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48098. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48099. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48100. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48101. */
  48102. /**
  48103. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48104. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48105. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48106. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48107. */
  48108. cameraColorCurves: Nullable<ColorCurves>;
  48109. /**
  48110. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48111. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48112. */
  48113. switchToBGR: boolean;
  48114. private _renderTargets;
  48115. private _reflectionControls;
  48116. private _white;
  48117. private _primaryShadowColor;
  48118. private _primaryHighlightColor;
  48119. /**
  48120. * Instantiates a Background Material in the given scene
  48121. * @param name The friendly name of the material
  48122. * @param scene The scene to add the material to
  48123. */
  48124. constructor(name: string, scene: Scene);
  48125. /**
  48126. * Gets a boolean indicating that current material needs to register RTT
  48127. */
  48128. readonly hasRenderTargetTextures: boolean;
  48129. /**
  48130. * The entire material has been created in order to prevent overdraw.
  48131. * @returns false
  48132. */
  48133. needAlphaTesting(): boolean;
  48134. /**
  48135. * The entire material has been created in order to prevent overdraw.
  48136. * @returns true if blending is enable
  48137. */
  48138. needAlphaBlending(): boolean;
  48139. /**
  48140. * Checks wether the material is ready to be rendered for a given mesh.
  48141. * @param mesh The mesh to render
  48142. * @param subMesh The submesh to check against
  48143. * @param useInstances Specify wether or not the material is used with instances
  48144. * @returns true if all the dependencies are ready (Textures, Effects...)
  48145. */
  48146. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48147. /**
  48148. * Compute the primary color according to the chosen perceptual color.
  48149. */
  48150. private _computePrimaryColorFromPerceptualColor;
  48151. /**
  48152. * Compute the highlights and shadow colors according to their chosen levels.
  48153. */
  48154. private _computePrimaryColors;
  48155. /**
  48156. * Build the uniform buffer used in the material.
  48157. */
  48158. buildUniformLayout(): void;
  48159. /**
  48160. * Unbind the material.
  48161. */
  48162. unbind(): void;
  48163. /**
  48164. * Bind only the world matrix to the material.
  48165. * @param world The world matrix to bind.
  48166. */
  48167. bindOnlyWorldMatrix(world: Matrix): void;
  48168. /**
  48169. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48170. * @param world The world matrix to bind.
  48171. * @param subMesh The submesh to bind for.
  48172. */
  48173. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48174. /**
  48175. * Checks to see if a texture is used in the material.
  48176. * @param texture - Base texture to use.
  48177. * @returns - Boolean specifying if a texture is used in the material.
  48178. */
  48179. hasTexture(texture: BaseTexture): boolean;
  48180. /**
  48181. * Dispose the material.
  48182. * @param forceDisposeEffect Force disposal of the associated effect.
  48183. * @param forceDisposeTextures Force disposal of the associated textures.
  48184. */
  48185. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48186. /**
  48187. * Clones the material.
  48188. * @param name The cloned name.
  48189. * @returns The cloned material.
  48190. */
  48191. clone(name: string): BackgroundMaterial;
  48192. /**
  48193. * Serializes the current material to its JSON representation.
  48194. * @returns The JSON representation.
  48195. */
  48196. serialize(): any;
  48197. /**
  48198. * Gets the class name of the material
  48199. * @returns "BackgroundMaterial"
  48200. */
  48201. getClassName(): string;
  48202. /**
  48203. * Parse a JSON input to create back a background material.
  48204. * @param source The JSON data to parse
  48205. * @param scene The scene to create the parsed material in
  48206. * @param rootUrl The root url of the assets the material depends upon
  48207. * @returns the instantiated BackgroundMaterial.
  48208. */
  48209. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48210. }
  48211. }
  48212. declare module "babylonjs/Helpers/environmentHelper" {
  48213. import { Observable } from "babylonjs/Misc/observable";
  48214. import { Nullable } from "babylonjs/types";
  48215. import { Scene } from "babylonjs/scene";
  48216. import { Vector3 } from "babylonjs/Maths/math.vector";
  48217. import { Color3 } from "babylonjs/Maths/math.color";
  48218. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48219. import { Mesh } from "babylonjs/Meshes/mesh";
  48220. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48221. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48222. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48223. import "babylonjs/Meshes/Builders/planeBuilder";
  48224. import "babylonjs/Meshes/Builders/boxBuilder";
  48225. /**
  48226. * Represents the different options available during the creation of
  48227. * a Environment helper.
  48228. *
  48229. * This can control the default ground, skybox and image processing setup of your scene.
  48230. */
  48231. export interface IEnvironmentHelperOptions {
  48232. /**
  48233. * Specifies wether or not to create a ground.
  48234. * True by default.
  48235. */
  48236. createGround: boolean;
  48237. /**
  48238. * Specifies the ground size.
  48239. * 15 by default.
  48240. */
  48241. groundSize: number;
  48242. /**
  48243. * The texture used on the ground for the main color.
  48244. * Comes from the BabylonJS CDN by default.
  48245. *
  48246. * Remarks: Can be either a texture or a url.
  48247. */
  48248. groundTexture: string | BaseTexture;
  48249. /**
  48250. * The color mixed in the ground texture by default.
  48251. * BabylonJS clearColor by default.
  48252. */
  48253. groundColor: Color3;
  48254. /**
  48255. * Specifies the ground opacity.
  48256. * 1 by default.
  48257. */
  48258. groundOpacity: number;
  48259. /**
  48260. * Enables the ground to receive shadows.
  48261. * True by default.
  48262. */
  48263. enableGroundShadow: boolean;
  48264. /**
  48265. * Helps preventing the shadow to be fully black on the ground.
  48266. * 0.5 by default.
  48267. */
  48268. groundShadowLevel: number;
  48269. /**
  48270. * Creates a mirror texture attach to the ground.
  48271. * false by default.
  48272. */
  48273. enableGroundMirror: boolean;
  48274. /**
  48275. * Specifies the ground mirror size ratio.
  48276. * 0.3 by default as the default kernel is 64.
  48277. */
  48278. groundMirrorSizeRatio: number;
  48279. /**
  48280. * Specifies the ground mirror blur kernel size.
  48281. * 64 by default.
  48282. */
  48283. groundMirrorBlurKernel: number;
  48284. /**
  48285. * Specifies the ground mirror visibility amount.
  48286. * 1 by default
  48287. */
  48288. groundMirrorAmount: number;
  48289. /**
  48290. * Specifies the ground mirror reflectance weight.
  48291. * This uses the standard weight of the background material to setup the fresnel effect
  48292. * of the mirror.
  48293. * 1 by default.
  48294. */
  48295. groundMirrorFresnelWeight: number;
  48296. /**
  48297. * Specifies the ground mirror Falloff distance.
  48298. * This can helps reducing the size of the reflection.
  48299. * 0 by Default.
  48300. */
  48301. groundMirrorFallOffDistance: number;
  48302. /**
  48303. * Specifies the ground mirror texture type.
  48304. * Unsigned Int by Default.
  48305. */
  48306. groundMirrorTextureType: number;
  48307. /**
  48308. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48309. * the shown objects.
  48310. */
  48311. groundYBias: number;
  48312. /**
  48313. * Specifies wether or not to create a skybox.
  48314. * True by default.
  48315. */
  48316. createSkybox: boolean;
  48317. /**
  48318. * Specifies the skybox size.
  48319. * 20 by default.
  48320. */
  48321. skyboxSize: number;
  48322. /**
  48323. * The texture used on the skybox for the main color.
  48324. * Comes from the BabylonJS CDN by default.
  48325. *
  48326. * Remarks: Can be either a texture or a url.
  48327. */
  48328. skyboxTexture: string | BaseTexture;
  48329. /**
  48330. * The color mixed in the skybox texture by default.
  48331. * BabylonJS clearColor by default.
  48332. */
  48333. skyboxColor: Color3;
  48334. /**
  48335. * The background rotation around the Y axis of the scene.
  48336. * This helps aligning the key lights of your scene with the background.
  48337. * 0 by default.
  48338. */
  48339. backgroundYRotation: number;
  48340. /**
  48341. * Compute automatically the size of the elements to best fit with the scene.
  48342. */
  48343. sizeAuto: boolean;
  48344. /**
  48345. * Default position of the rootMesh if autoSize is not true.
  48346. */
  48347. rootPosition: Vector3;
  48348. /**
  48349. * Sets up the image processing in the scene.
  48350. * true by default.
  48351. */
  48352. setupImageProcessing: boolean;
  48353. /**
  48354. * The texture used as your environment texture in the scene.
  48355. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48356. *
  48357. * Remarks: Can be either a texture or a url.
  48358. */
  48359. environmentTexture: string | BaseTexture;
  48360. /**
  48361. * The value of the exposure to apply to the scene.
  48362. * 0.6 by default if setupImageProcessing is true.
  48363. */
  48364. cameraExposure: number;
  48365. /**
  48366. * The value of the contrast to apply to the scene.
  48367. * 1.6 by default if setupImageProcessing is true.
  48368. */
  48369. cameraContrast: number;
  48370. /**
  48371. * Specifies wether or not tonemapping should be enabled in the scene.
  48372. * true by default if setupImageProcessing is true.
  48373. */
  48374. toneMappingEnabled: boolean;
  48375. }
  48376. /**
  48377. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48378. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48379. * It also helps with the default setup of your imageProcessing configuration.
  48380. */
  48381. export class EnvironmentHelper {
  48382. /**
  48383. * Default ground texture URL.
  48384. */
  48385. private static _groundTextureCDNUrl;
  48386. /**
  48387. * Default skybox texture URL.
  48388. */
  48389. private static _skyboxTextureCDNUrl;
  48390. /**
  48391. * Default environment texture URL.
  48392. */
  48393. private static _environmentTextureCDNUrl;
  48394. /**
  48395. * Creates the default options for the helper.
  48396. */
  48397. private static _getDefaultOptions;
  48398. private _rootMesh;
  48399. /**
  48400. * Gets the root mesh created by the helper.
  48401. */
  48402. readonly rootMesh: Mesh;
  48403. private _skybox;
  48404. /**
  48405. * Gets the skybox created by the helper.
  48406. */
  48407. readonly skybox: Nullable<Mesh>;
  48408. private _skyboxTexture;
  48409. /**
  48410. * Gets the skybox texture created by the helper.
  48411. */
  48412. readonly skyboxTexture: Nullable<BaseTexture>;
  48413. private _skyboxMaterial;
  48414. /**
  48415. * Gets the skybox material created by the helper.
  48416. */
  48417. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48418. private _ground;
  48419. /**
  48420. * Gets the ground mesh created by the helper.
  48421. */
  48422. readonly ground: Nullable<Mesh>;
  48423. private _groundTexture;
  48424. /**
  48425. * Gets the ground texture created by the helper.
  48426. */
  48427. readonly groundTexture: Nullable<BaseTexture>;
  48428. private _groundMirror;
  48429. /**
  48430. * Gets the ground mirror created by the helper.
  48431. */
  48432. readonly groundMirror: Nullable<MirrorTexture>;
  48433. /**
  48434. * Gets the ground mirror render list to helps pushing the meshes
  48435. * you wish in the ground reflection.
  48436. */
  48437. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48438. private _groundMaterial;
  48439. /**
  48440. * Gets the ground material created by the helper.
  48441. */
  48442. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48443. /**
  48444. * Stores the creation options.
  48445. */
  48446. private readonly _scene;
  48447. private _options;
  48448. /**
  48449. * This observable will be notified with any error during the creation of the environment,
  48450. * mainly texture creation errors.
  48451. */
  48452. onErrorObservable: Observable<{
  48453. message?: string;
  48454. exception?: any;
  48455. }>;
  48456. /**
  48457. * constructor
  48458. * @param options Defines the options we want to customize the helper
  48459. * @param scene The scene to add the material to
  48460. */
  48461. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48462. /**
  48463. * Updates the background according to the new options
  48464. * @param options
  48465. */
  48466. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48467. /**
  48468. * Sets the primary color of all the available elements.
  48469. * @param color the main color to affect to the ground and the background
  48470. */
  48471. setMainColor(color: Color3): void;
  48472. /**
  48473. * Setup the image processing according to the specified options.
  48474. */
  48475. private _setupImageProcessing;
  48476. /**
  48477. * Setup the environment texture according to the specified options.
  48478. */
  48479. private _setupEnvironmentTexture;
  48480. /**
  48481. * Setup the background according to the specified options.
  48482. */
  48483. private _setupBackground;
  48484. /**
  48485. * Get the scene sizes according to the setup.
  48486. */
  48487. private _getSceneSize;
  48488. /**
  48489. * Setup the ground according to the specified options.
  48490. */
  48491. private _setupGround;
  48492. /**
  48493. * Setup the ground material according to the specified options.
  48494. */
  48495. private _setupGroundMaterial;
  48496. /**
  48497. * Setup the ground diffuse texture according to the specified options.
  48498. */
  48499. private _setupGroundDiffuseTexture;
  48500. /**
  48501. * Setup the ground mirror texture according to the specified options.
  48502. */
  48503. private _setupGroundMirrorTexture;
  48504. /**
  48505. * Setup the ground to receive the mirror texture.
  48506. */
  48507. private _setupMirrorInGroundMaterial;
  48508. /**
  48509. * Setup the skybox according to the specified options.
  48510. */
  48511. private _setupSkybox;
  48512. /**
  48513. * Setup the skybox material according to the specified options.
  48514. */
  48515. private _setupSkyboxMaterial;
  48516. /**
  48517. * Setup the skybox reflection texture according to the specified options.
  48518. */
  48519. private _setupSkyboxReflectionTexture;
  48520. private _errorHandler;
  48521. /**
  48522. * Dispose all the elements created by the Helper.
  48523. */
  48524. dispose(): void;
  48525. }
  48526. }
  48527. declare module "babylonjs/Helpers/photoDome" {
  48528. import { Observable } from "babylonjs/Misc/observable";
  48529. import { Nullable } from "babylonjs/types";
  48530. import { Scene } from "babylonjs/scene";
  48531. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48532. import { Mesh } from "babylonjs/Meshes/mesh";
  48533. import { Texture } from "babylonjs/Materials/Textures/texture";
  48534. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48535. import "babylonjs/Meshes/Builders/sphereBuilder";
  48536. /**
  48537. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48538. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48539. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48540. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48541. */
  48542. export class PhotoDome extends TransformNode {
  48543. /**
  48544. * Define the image as a Monoscopic panoramic 360 image.
  48545. */
  48546. static readonly MODE_MONOSCOPIC: number;
  48547. /**
  48548. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48549. */
  48550. static readonly MODE_TOPBOTTOM: number;
  48551. /**
  48552. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48553. */
  48554. static readonly MODE_SIDEBYSIDE: number;
  48555. private _useDirectMapping;
  48556. /**
  48557. * The texture being displayed on the sphere
  48558. */
  48559. protected _photoTexture: Texture;
  48560. /**
  48561. * Gets or sets the texture being displayed on the sphere
  48562. */
  48563. photoTexture: Texture;
  48564. /**
  48565. * Observable raised when an error occured while loading the 360 image
  48566. */
  48567. onLoadErrorObservable: Observable<string>;
  48568. /**
  48569. * The skybox material
  48570. */
  48571. protected _material: BackgroundMaterial;
  48572. /**
  48573. * The surface used for the skybox
  48574. */
  48575. protected _mesh: Mesh;
  48576. /**
  48577. * Gets the mesh used for the skybox.
  48578. */
  48579. readonly mesh: Mesh;
  48580. /**
  48581. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48582. * Also see the options.resolution property.
  48583. */
  48584. fovMultiplier: number;
  48585. private _imageMode;
  48586. /**
  48587. * Gets or set the current video mode for the video. It can be:
  48588. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48589. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48590. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48591. */
  48592. imageMode: number;
  48593. /**
  48594. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48595. * @param name Element's name, child elements will append suffixes for their own names.
  48596. * @param urlsOfPhoto defines the url of the photo to display
  48597. * @param options defines an object containing optional or exposed sub element properties
  48598. * @param onError defines a callback called when an error occured while loading the texture
  48599. */
  48600. constructor(name: string, urlOfPhoto: string, options: {
  48601. resolution?: number;
  48602. size?: number;
  48603. useDirectMapping?: boolean;
  48604. faceForward?: boolean;
  48605. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48606. private _onBeforeCameraRenderObserver;
  48607. private _changeImageMode;
  48608. /**
  48609. * Releases resources associated with this node.
  48610. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48611. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48612. */
  48613. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48614. }
  48615. }
  48616. declare module "babylonjs/Misc/rgbdTextureTools" {
  48617. import "babylonjs/Shaders/rgbdDecode.fragment";
  48618. import "babylonjs/Engines/Extensions/engine.renderTarget";
  48619. import { Texture } from "babylonjs/Materials/Textures/texture";
  48620. /**
  48621. * Class used to host RGBD texture specific utilities
  48622. */
  48623. export class RGBDTextureTools {
  48624. /**
  48625. * Expand the RGBD Texture from RGBD to Half Float if possible.
  48626. * @param texture the texture to expand.
  48627. */
  48628. static ExpandRGBDTexture(texture: Texture): void;
  48629. }
  48630. }
  48631. declare module "babylonjs/Misc/brdfTextureTools" {
  48632. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48633. import { Scene } from "babylonjs/scene";
  48634. /**
  48635. * Class used to host texture specific utilities
  48636. */
  48637. export class BRDFTextureTools {
  48638. /**
  48639. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  48640. * @param scene defines the hosting scene
  48641. * @returns the environment BRDF texture
  48642. */
  48643. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  48644. private static _environmentBRDFBase64Texture;
  48645. }
  48646. }
  48647. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  48648. import { Nullable } from "babylonjs/types";
  48649. import { Color3 } from "babylonjs/Maths/math.color";
  48650. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48651. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48652. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48653. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48654. import { Engine } from "babylonjs/Engines/engine";
  48655. import { Scene } from "babylonjs/scene";
  48656. /**
  48657. * @hidden
  48658. */
  48659. export interface IMaterialClearCoatDefines {
  48660. CLEARCOAT: boolean;
  48661. CLEARCOAT_DEFAULTIOR: boolean;
  48662. CLEARCOAT_TEXTURE: boolean;
  48663. CLEARCOAT_TEXTUREDIRECTUV: number;
  48664. CLEARCOAT_BUMP: boolean;
  48665. CLEARCOAT_BUMPDIRECTUV: number;
  48666. CLEARCOAT_TINT: boolean;
  48667. CLEARCOAT_TINT_TEXTURE: boolean;
  48668. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48669. /** @hidden */
  48670. _areTexturesDirty: boolean;
  48671. }
  48672. /**
  48673. * Define the code related to the clear coat parameters of the pbr material.
  48674. */
  48675. export class PBRClearCoatConfiguration {
  48676. /**
  48677. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48678. * The default fits with a polyurethane material.
  48679. */
  48680. private static readonly _DefaultIndexOfRefraction;
  48681. private _isEnabled;
  48682. /**
  48683. * Defines if the clear coat is enabled in the material.
  48684. */
  48685. isEnabled: boolean;
  48686. /**
  48687. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  48688. */
  48689. intensity: number;
  48690. /**
  48691. * Defines the clear coat layer roughness.
  48692. */
  48693. roughness: number;
  48694. private _indexOfRefraction;
  48695. /**
  48696. * Defines the index of refraction of the clear coat.
  48697. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48698. * The default fits with a polyurethane material.
  48699. * Changing the default value is more performance intensive.
  48700. */
  48701. indexOfRefraction: number;
  48702. private _texture;
  48703. /**
  48704. * Stores the clear coat values in a texture.
  48705. */
  48706. texture: Nullable<BaseTexture>;
  48707. private _bumpTexture;
  48708. /**
  48709. * Define the clear coat specific bump texture.
  48710. */
  48711. bumpTexture: Nullable<BaseTexture>;
  48712. private _isTintEnabled;
  48713. /**
  48714. * Defines if the clear coat tint is enabled in the material.
  48715. */
  48716. isTintEnabled: boolean;
  48717. /**
  48718. * Defines the clear coat tint of the material.
  48719. * This is only use if tint is enabled
  48720. */
  48721. tintColor: Color3;
  48722. /**
  48723. * Defines the distance at which the tint color should be found in the
  48724. * clear coat media.
  48725. * This is only use if tint is enabled
  48726. */
  48727. tintColorAtDistance: number;
  48728. /**
  48729. * Defines the clear coat layer thickness.
  48730. * This is only use if tint is enabled
  48731. */
  48732. tintThickness: number;
  48733. private _tintTexture;
  48734. /**
  48735. * Stores the clear tint values in a texture.
  48736. * rgb is tint
  48737. * a is a thickness factor
  48738. */
  48739. tintTexture: Nullable<BaseTexture>;
  48740. /** @hidden */
  48741. private _internalMarkAllSubMeshesAsTexturesDirty;
  48742. /** @hidden */
  48743. _markAllSubMeshesAsTexturesDirty(): void;
  48744. /**
  48745. * Instantiate a new istance of clear coat configuration.
  48746. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48747. */
  48748. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48749. /**
  48750. * Gets wehter the submesh is ready to be used or not.
  48751. * @param defines the list of "defines" to update.
  48752. * @param scene defines the scene the material belongs to.
  48753. * @param engine defines the engine the material belongs to.
  48754. * @param disableBumpMap defines wether the material disables bump or not.
  48755. * @returns - boolean indicating that the submesh is ready or not.
  48756. */
  48757. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  48758. /**
  48759. * Checks to see if a texture is used in the material.
  48760. * @param defines the list of "defines" to update.
  48761. * @param scene defines the scene to the material belongs to.
  48762. */
  48763. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  48764. /**
  48765. * Binds the material data.
  48766. * @param uniformBuffer defines the Uniform buffer to fill in.
  48767. * @param scene defines the scene the material belongs to.
  48768. * @param engine defines the engine the material belongs to.
  48769. * @param disableBumpMap defines wether the material disables bump or not.
  48770. * @param isFrozen defines wether the material is frozen or not.
  48771. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48772. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48773. */
  48774. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  48775. /**
  48776. * Checks to see if a texture is used in the material.
  48777. * @param texture - Base texture to use.
  48778. * @returns - Boolean specifying if a texture is used in the material.
  48779. */
  48780. hasTexture(texture: BaseTexture): boolean;
  48781. /**
  48782. * Returns an array of the actively used textures.
  48783. * @param activeTextures Array of BaseTextures
  48784. */
  48785. getActiveTextures(activeTextures: BaseTexture[]): void;
  48786. /**
  48787. * Returns the animatable textures.
  48788. * @param animatables Array of animatable textures.
  48789. */
  48790. getAnimatables(animatables: IAnimatable[]): void;
  48791. /**
  48792. * Disposes the resources of the material.
  48793. * @param forceDisposeTextures - Forces the disposal of all textures.
  48794. */
  48795. dispose(forceDisposeTextures?: boolean): void;
  48796. /**
  48797. * Get the current class name of the texture useful for serialization or dynamic coding.
  48798. * @returns "PBRClearCoatConfiguration"
  48799. */
  48800. getClassName(): string;
  48801. /**
  48802. * Add fallbacks to the effect fallbacks list.
  48803. * @param defines defines the Base texture to use.
  48804. * @param fallbacks defines the current fallback list.
  48805. * @param currentRank defines the current fallback rank.
  48806. * @returns the new fallback rank.
  48807. */
  48808. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48809. /**
  48810. * Add the required uniforms to the current list.
  48811. * @param uniforms defines the current uniform list.
  48812. */
  48813. static AddUniforms(uniforms: string[]): void;
  48814. /**
  48815. * Add the required samplers to the current list.
  48816. * @param samplers defines the current sampler list.
  48817. */
  48818. static AddSamplers(samplers: string[]): void;
  48819. /**
  48820. * Add the required uniforms to the current buffer.
  48821. * @param uniformBuffer defines the current uniform buffer.
  48822. */
  48823. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48824. /**
  48825. * Makes a duplicate of the current configuration into another one.
  48826. * @param clearCoatConfiguration define the config where to copy the info
  48827. */
  48828. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48829. /**
  48830. * Serializes this clear coat configuration.
  48831. * @returns - An object with the serialized config.
  48832. */
  48833. serialize(): any;
  48834. /**
  48835. * Parses a anisotropy Configuration from a serialized object.
  48836. * @param source - Serialized object.
  48837. * @param scene Defines the scene we are parsing for
  48838. * @param rootUrl Defines the rootUrl to load from
  48839. */
  48840. parse(source: any, scene: Scene, rootUrl: string): void;
  48841. }
  48842. }
  48843. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48844. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48845. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48846. import { Vector2 } from "babylonjs/Maths/math.vector";
  48847. import { Scene } from "babylonjs/scene";
  48848. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48849. import { Nullable } from "babylonjs/types";
  48850. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48851. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48852. /**
  48853. * @hidden
  48854. */
  48855. export interface IMaterialAnisotropicDefines {
  48856. ANISOTROPIC: boolean;
  48857. ANISOTROPIC_TEXTURE: boolean;
  48858. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48859. MAINUV1: boolean;
  48860. _areTexturesDirty: boolean;
  48861. _needUVs: boolean;
  48862. }
  48863. /**
  48864. * Define the code related to the anisotropic parameters of the pbr material.
  48865. */
  48866. export class PBRAnisotropicConfiguration {
  48867. private _isEnabled;
  48868. /**
  48869. * Defines if the anisotropy is enabled in the material.
  48870. */
  48871. isEnabled: boolean;
  48872. /**
  48873. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48874. */
  48875. intensity: number;
  48876. /**
  48877. * Defines if the effect is along the tangents, bitangents or in between.
  48878. * By default, the effect is "strectching" the highlights along the tangents.
  48879. */
  48880. direction: Vector2;
  48881. private _texture;
  48882. /**
  48883. * Stores the anisotropy values in a texture.
  48884. * rg is direction (like normal from -1 to 1)
  48885. * b is a intensity
  48886. */
  48887. texture: Nullable<BaseTexture>;
  48888. /** @hidden */
  48889. private _internalMarkAllSubMeshesAsTexturesDirty;
  48890. /** @hidden */
  48891. _markAllSubMeshesAsTexturesDirty(): void;
  48892. /**
  48893. * Instantiate a new istance of anisotropy configuration.
  48894. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48895. */
  48896. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48897. /**
  48898. * Specifies that the submesh is ready to be used.
  48899. * @param defines the list of "defines" to update.
  48900. * @param scene defines the scene the material belongs to.
  48901. * @returns - boolean indicating that the submesh is ready or not.
  48902. */
  48903. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48904. /**
  48905. * Checks to see if a texture is used in the material.
  48906. * @param defines the list of "defines" to update.
  48907. * @param mesh the mesh we are preparing the defines for.
  48908. * @param scene defines the scene the material belongs to.
  48909. */
  48910. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48911. /**
  48912. * Binds the material data.
  48913. * @param uniformBuffer defines the Uniform buffer to fill in.
  48914. * @param scene defines the scene the material belongs to.
  48915. * @param isFrozen defines wether the material is frozen or not.
  48916. */
  48917. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48918. /**
  48919. * Checks to see if a texture is used in the material.
  48920. * @param texture - Base texture to use.
  48921. * @returns - Boolean specifying if a texture is used in the material.
  48922. */
  48923. hasTexture(texture: BaseTexture): boolean;
  48924. /**
  48925. * Returns an array of the actively used textures.
  48926. * @param activeTextures Array of BaseTextures
  48927. */
  48928. getActiveTextures(activeTextures: BaseTexture[]): void;
  48929. /**
  48930. * Returns the animatable textures.
  48931. * @param animatables Array of animatable textures.
  48932. */
  48933. getAnimatables(animatables: IAnimatable[]): void;
  48934. /**
  48935. * Disposes the resources of the material.
  48936. * @param forceDisposeTextures - Forces the disposal of all textures.
  48937. */
  48938. dispose(forceDisposeTextures?: boolean): void;
  48939. /**
  48940. * Get the current class name of the texture useful for serialization or dynamic coding.
  48941. * @returns "PBRAnisotropicConfiguration"
  48942. */
  48943. getClassName(): string;
  48944. /**
  48945. * Add fallbacks to the effect fallbacks list.
  48946. * @param defines defines the Base texture to use.
  48947. * @param fallbacks defines the current fallback list.
  48948. * @param currentRank defines the current fallback rank.
  48949. * @returns the new fallback rank.
  48950. */
  48951. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48952. /**
  48953. * Add the required uniforms to the current list.
  48954. * @param uniforms defines the current uniform list.
  48955. */
  48956. static AddUniforms(uniforms: string[]): void;
  48957. /**
  48958. * Add the required uniforms to the current buffer.
  48959. * @param uniformBuffer defines the current uniform buffer.
  48960. */
  48961. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48962. /**
  48963. * Add the required samplers to the current list.
  48964. * @param samplers defines the current sampler list.
  48965. */
  48966. static AddSamplers(samplers: string[]): void;
  48967. /**
  48968. * Makes a duplicate of the current configuration into another one.
  48969. * @param anisotropicConfiguration define the config where to copy the info
  48970. */
  48971. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48972. /**
  48973. * Serializes this anisotropy configuration.
  48974. * @returns - An object with the serialized config.
  48975. */
  48976. serialize(): any;
  48977. /**
  48978. * Parses a anisotropy Configuration from a serialized object.
  48979. * @param source - Serialized object.
  48980. * @param scene Defines the scene we are parsing for
  48981. * @param rootUrl Defines the rootUrl to load from
  48982. */
  48983. parse(source: any, scene: Scene, rootUrl: string): void;
  48984. }
  48985. }
  48986. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48987. import { Scene } from "babylonjs/scene";
  48988. /**
  48989. * @hidden
  48990. */
  48991. export interface IMaterialBRDFDefines {
  48992. BRDF_V_HEIGHT_CORRELATED: boolean;
  48993. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48994. SPHERICAL_HARMONICS: boolean;
  48995. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  48996. /** @hidden */
  48997. _areMiscDirty: boolean;
  48998. }
  48999. /**
  49000. * Define the code related to the BRDF parameters of the pbr material.
  49001. */
  49002. export class PBRBRDFConfiguration {
  49003. /**
  49004. * Default value used for the energy conservation.
  49005. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49006. */
  49007. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49008. /**
  49009. * Default value used for the Smith Visibility Height Correlated mode.
  49010. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49011. */
  49012. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49013. /**
  49014. * Default value used for the IBL diffuse part.
  49015. * This can help switching back to the polynomials mode globally which is a tiny bit
  49016. * less GPU intensive at the drawback of a lower quality.
  49017. */
  49018. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49019. /**
  49020. * Default value used for activating energy conservation for the specular workflow.
  49021. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49022. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49023. */
  49024. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49025. private _useEnergyConservation;
  49026. /**
  49027. * Defines if the material uses energy conservation.
  49028. */
  49029. useEnergyConservation: boolean;
  49030. private _useSmithVisibilityHeightCorrelated;
  49031. /**
  49032. * LEGACY Mode set to false
  49033. * Defines if the material uses height smith correlated visibility term.
  49034. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49035. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49036. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49037. * Not relying on height correlated will also disable energy conservation.
  49038. */
  49039. useSmithVisibilityHeightCorrelated: boolean;
  49040. private _useSphericalHarmonics;
  49041. /**
  49042. * LEGACY Mode set to false
  49043. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49044. * diffuse part of the IBL.
  49045. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49046. * to the ground truth.
  49047. */
  49048. useSphericalHarmonics: boolean;
  49049. private _useSpecularGlossinessInputEnergyConservation;
  49050. /**
  49051. * Defines if the material uses energy conservation, when the specular workflow is active.
  49052. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49053. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49054. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49055. */
  49056. useSpecularGlossinessInputEnergyConservation: boolean;
  49057. /** @hidden */
  49058. private _internalMarkAllSubMeshesAsMiscDirty;
  49059. /** @hidden */
  49060. _markAllSubMeshesAsMiscDirty(): void;
  49061. /**
  49062. * Instantiate a new istance of clear coat configuration.
  49063. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49064. */
  49065. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49066. /**
  49067. * Checks to see if a texture is used in the material.
  49068. * @param defines the list of "defines" to update.
  49069. */
  49070. prepareDefines(defines: IMaterialBRDFDefines): void;
  49071. /**
  49072. * Get the current class name of the texture useful for serialization or dynamic coding.
  49073. * @returns "PBRClearCoatConfiguration"
  49074. */
  49075. getClassName(): string;
  49076. /**
  49077. * Makes a duplicate of the current configuration into another one.
  49078. * @param brdfConfiguration define the config where to copy the info
  49079. */
  49080. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49081. /**
  49082. * Serializes this BRDF configuration.
  49083. * @returns - An object with the serialized config.
  49084. */
  49085. serialize(): any;
  49086. /**
  49087. * Parses a anisotropy Configuration from a serialized object.
  49088. * @param source - Serialized object.
  49089. * @param scene Defines the scene we are parsing for
  49090. * @param rootUrl Defines the rootUrl to load from
  49091. */
  49092. parse(source: any, scene: Scene, rootUrl: string): void;
  49093. }
  49094. }
  49095. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49096. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49097. import { Color3 } from "babylonjs/Maths/math.color";
  49098. import { Scene } from "babylonjs/scene";
  49099. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49100. import { Nullable } from "babylonjs/types";
  49101. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49102. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49103. /**
  49104. * @hidden
  49105. */
  49106. export interface IMaterialSheenDefines {
  49107. SHEEN: boolean;
  49108. SHEEN_TEXTURE: boolean;
  49109. SHEEN_TEXTUREDIRECTUV: number;
  49110. SHEEN_LINKWITHALBEDO: boolean;
  49111. /** @hidden */
  49112. _areTexturesDirty: boolean;
  49113. }
  49114. /**
  49115. * Define the code related to the Sheen parameters of the pbr material.
  49116. */
  49117. export class PBRSheenConfiguration {
  49118. private _isEnabled;
  49119. /**
  49120. * Defines if the material uses sheen.
  49121. */
  49122. isEnabled: boolean;
  49123. private _linkSheenWithAlbedo;
  49124. /**
  49125. * Defines if the sheen is linked to the sheen color.
  49126. */
  49127. linkSheenWithAlbedo: boolean;
  49128. /**
  49129. * Defines the sheen intensity.
  49130. */
  49131. intensity: number;
  49132. /**
  49133. * Defines the sheen color.
  49134. */
  49135. color: Color3;
  49136. private _texture;
  49137. /**
  49138. * Stores the sheen tint values in a texture.
  49139. * rgb is tint
  49140. * a is a intensity
  49141. */
  49142. texture: Nullable<BaseTexture>;
  49143. /** @hidden */
  49144. private _internalMarkAllSubMeshesAsTexturesDirty;
  49145. /** @hidden */
  49146. _markAllSubMeshesAsTexturesDirty(): void;
  49147. /**
  49148. * Instantiate a new istance of clear coat configuration.
  49149. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49150. */
  49151. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49152. /**
  49153. * Specifies that the submesh is ready to be used.
  49154. * @param defines the list of "defines" to update.
  49155. * @param scene defines the scene the material belongs to.
  49156. * @returns - boolean indicating that the submesh is ready or not.
  49157. */
  49158. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49159. /**
  49160. * Checks to see if a texture is used in the material.
  49161. * @param defines the list of "defines" to update.
  49162. * @param scene defines the scene the material belongs to.
  49163. */
  49164. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49165. /**
  49166. * Binds the material data.
  49167. * @param uniformBuffer defines the Uniform buffer to fill in.
  49168. * @param scene defines the scene the material belongs to.
  49169. * @param isFrozen defines wether the material is frozen or not.
  49170. */
  49171. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49172. /**
  49173. * Checks to see if a texture is used in the material.
  49174. * @param texture - Base texture to use.
  49175. * @returns - Boolean specifying if a texture is used in the material.
  49176. */
  49177. hasTexture(texture: BaseTexture): boolean;
  49178. /**
  49179. * Returns an array of the actively used textures.
  49180. * @param activeTextures Array of BaseTextures
  49181. */
  49182. getActiveTextures(activeTextures: BaseTexture[]): void;
  49183. /**
  49184. * Returns the animatable textures.
  49185. * @param animatables Array of animatable textures.
  49186. */
  49187. getAnimatables(animatables: IAnimatable[]): void;
  49188. /**
  49189. * Disposes the resources of the material.
  49190. * @param forceDisposeTextures - Forces the disposal of all textures.
  49191. */
  49192. dispose(forceDisposeTextures?: boolean): void;
  49193. /**
  49194. * Get the current class name of the texture useful for serialization or dynamic coding.
  49195. * @returns "PBRSheenConfiguration"
  49196. */
  49197. getClassName(): string;
  49198. /**
  49199. * Add fallbacks to the effect fallbacks list.
  49200. * @param defines defines the Base texture to use.
  49201. * @param fallbacks defines the current fallback list.
  49202. * @param currentRank defines the current fallback rank.
  49203. * @returns the new fallback rank.
  49204. */
  49205. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49206. /**
  49207. * Add the required uniforms to the current list.
  49208. * @param uniforms defines the current uniform list.
  49209. */
  49210. static AddUniforms(uniforms: string[]): void;
  49211. /**
  49212. * Add the required uniforms to the current buffer.
  49213. * @param uniformBuffer defines the current uniform buffer.
  49214. */
  49215. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49216. /**
  49217. * Add the required samplers to the current list.
  49218. * @param samplers defines the current sampler list.
  49219. */
  49220. static AddSamplers(samplers: string[]): void;
  49221. /**
  49222. * Makes a duplicate of the current configuration into another one.
  49223. * @param sheenConfiguration define the config where to copy the info
  49224. */
  49225. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49226. /**
  49227. * Serializes this BRDF configuration.
  49228. * @returns - An object with the serialized config.
  49229. */
  49230. serialize(): any;
  49231. /**
  49232. * Parses a anisotropy Configuration from a serialized object.
  49233. * @param source - Serialized object.
  49234. * @param scene Defines the scene we are parsing for
  49235. * @param rootUrl Defines the rootUrl to load from
  49236. */
  49237. parse(source: any, scene: Scene, rootUrl: string): void;
  49238. }
  49239. }
  49240. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49241. import { Nullable } from "babylonjs/types";
  49242. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49243. import { Color3 } from "babylonjs/Maths/math.color";
  49244. import { SmartArray } from "babylonjs/Misc/smartArray";
  49245. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49246. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49247. import { Effect } from "babylonjs/Materials/effect";
  49248. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49249. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49250. import { Engine } from "babylonjs/Engines/engine";
  49251. import { Scene } from "babylonjs/scene";
  49252. /**
  49253. * @hidden
  49254. */
  49255. export interface IMaterialSubSurfaceDefines {
  49256. SUBSURFACE: boolean;
  49257. SS_REFRACTION: boolean;
  49258. SS_TRANSLUCENCY: boolean;
  49259. SS_SCATERRING: boolean;
  49260. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49261. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49262. SS_REFRACTIONMAP_3D: boolean;
  49263. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49264. SS_LODINREFRACTIONALPHA: boolean;
  49265. SS_GAMMAREFRACTION: boolean;
  49266. SS_RGBDREFRACTION: boolean;
  49267. SS_LINEARSPECULARREFRACTION: boolean;
  49268. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49269. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49270. /** @hidden */
  49271. _areTexturesDirty: boolean;
  49272. }
  49273. /**
  49274. * Define the code related to the sub surface parameters of the pbr material.
  49275. */
  49276. export class PBRSubSurfaceConfiguration {
  49277. private _isRefractionEnabled;
  49278. /**
  49279. * Defines if the refraction is enabled in the material.
  49280. */
  49281. isRefractionEnabled: boolean;
  49282. private _isTranslucencyEnabled;
  49283. /**
  49284. * Defines if the translucency is enabled in the material.
  49285. */
  49286. isTranslucencyEnabled: boolean;
  49287. private _isScatteringEnabled;
  49288. /**
  49289. * Defines the refraction intensity of the material.
  49290. * The refraction when enabled replaces the Diffuse part of the material.
  49291. * The intensity helps transitionning between diffuse and refraction.
  49292. */
  49293. refractionIntensity: number;
  49294. /**
  49295. * Defines the translucency intensity of the material.
  49296. * When translucency has been enabled, this defines how much of the "translucency"
  49297. * is addded to the diffuse part of the material.
  49298. */
  49299. translucencyIntensity: number;
  49300. /**
  49301. * Defines the scattering intensity of the material.
  49302. * When scattering has been enabled, this defines how much of the "scattered light"
  49303. * is addded to the diffuse part of the material.
  49304. */
  49305. scatteringIntensity: number;
  49306. private _thicknessTexture;
  49307. /**
  49308. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49309. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49310. * 0 would mean minimumThickness
  49311. * 1 would mean maximumThickness
  49312. * The other channels might be use as a mask to vary the different effects intensity.
  49313. */
  49314. thicknessTexture: Nullable<BaseTexture>;
  49315. private _refractionTexture;
  49316. /**
  49317. * Defines the texture to use for refraction.
  49318. */
  49319. refractionTexture: Nullable<BaseTexture>;
  49320. private _indexOfRefraction;
  49321. /**
  49322. * Defines the index of refraction used in the material.
  49323. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49324. */
  49325. indexOfRefraction: number;
  49326. private _invertRefractionY;
  49327. /**
  49328. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49329. */
  49330. invertRefractionY: boolean;
  49331. private _linkRefractionWithTransparency;
  49332. /**
  49333. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49334. * Materials half opaque for instance using refraction could benefit from this control.
  49335. */
  49336. linkRefractionWithTransparency: boolean;
  49337. /**
  49338. * Defines the minimum thickness stored in the thickness map.
  49339. * If no thickness map is defined, this value will be used to simulate thickness.
  49340. */
  49341. minimumThickness: number;
  49342. /**
  49343. * Defines the maximum thickness stored in the thickness map.
  49344. */
  49345. maximumThickness: number;
  49346. /**
  49347. * Defines the volume tint of the material.
  49348. * This is used for both translucency and scattering.
  49349. */
  49350. tintColor: Color3;
  49351. /**
  49352. * Defines the distance at which the tint color should be found in the media.
  49353. * This is used for refraction only.
  49354. */
  49355. tintColorAtDistance: number;
  49356. /**
  49357. * Defines how far each channel transmit through the media.
  49358. * It is defined as a color to simplify it selection.
  49359. */
  49360. diffusionDistance: Color3;
  49361. private _useMaskFromThicknessTexture;
  49362. /**
  49363. * Stores the intensity of the different subsurface effects in the thickness texture.
  49364. * * the green channel is the translucency intensity.
  49365. * * the blue channel is the scattering intensity.
  49366. * * the alpha channel is the refraction intensity.
  49367. */
  49368. useMaskFromThicknessTexture: boolean;
  49369. /** @hidden */
  49370. private _internalMarkAllSubMeshesAsTexturesDirty;
  49371. /** @hidden */
  49372. _markAllSubMeshesAsTexturesDirty(): void;
  49373. /**
  49374. * Instantiate a new istance of sub surface configuration.
  49375. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49376. */
  49377. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49378. /**
  49379. * Gets wehter the submesh is ready to be used or not.
  49380. * @param defines the list of "defines" to update.
  49381. * @param scene defines the scene the material belongs to.
  49382. * @returns - boolean indicating that the submesh is ready or not.
  49383. */
  49384. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49385. /**
  49386. * Checks to see if a texture is used in the material.
  49387. * @param defines the list of "defines" to update.
  49388. * @param scene defines the scene to the material belongs to.
  49389. */
  49390. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49391. /**
  49392. * Binds the material data.
  49393. * @param uniformBuffer defines the Uniform buffer to fill in.
  49394. * @param scene defines the scene the material belongs to.
  49395. * @param engine defines the engine the material belongs to.
  49396. * @param isFrozen defines wether the material is frozen or not.
  49397. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49398. */
  49399. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49400. /**
  49401. * Unbinds the material from the mesh.
  49402. * @param activeEffect defines the effect that should be unbound from.
  49403. * @returns true if unbound, otherwise false
  49404. */
  49405. unbind(activeEffect: Effect): boolean;
  49406. /**
  49407. * Returns the texture used for refraction or null if none is used.
  49408. * @param scene defines the scene the material belongs to.
  49409. * @returns - Refraction texture if present. If no refraction texture and refraction
  49410. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49411. */
  49412. private _getRefractionTexture;
  49413. /**
  49414. * Returns true if alpha blending should be disabled.
  49415. */
  49416. readonly disableAlphaBlending: boolean;
  49417. /**
  49418. * Fills the list of render target textures.
  49419. * @param renderTargets the list of render targets to update
  49420. */
  49421. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49422. /**
  49423. * Checks to see if a texture is used in the material.
  49424. * @param texture - Base texture to use.
  49425. * @returns - Boolean specifying if a texture is used in the material.
  49426. */
  49427. hasTexture(texture: BaseTexture): boolean;
  49428. /**
  49429. * Gets a boolean indicating that current material needs to register RTT
  49430. * @returns true if this uses a render target otherwise false.
  49431. */
  49432. hasRenderTargetTextures(): boolean;
  49433. /**
  49434. * Returns an array of the actively used textures.
  49435. * @param activeTextures Array of BaseTextures
  49436. */
  49437. getActiveTextures(activeTextures: BaseTexture[]): void;
  49438. /**
  49439. * Returns the animatable textures.
  49440. * @param animatables Array of animatable textures.
  49441. */
  49442. getAnimatables(animatables: IAnimatable[]): void;
  49443. /**
  49444. * Disposes the resources of the material.
  49445. * @param forceDisposeTextures - Forces the disposal of all textures.
  49446. */
  49447. dispose(forceDisposeTextures?: boolean): void;
  49448. /**
  49449. * Get the current class name of the texture useful for serialization or dynamic coding.
  49450. * @returns "PBRSubSurfaceConfiguration"
  49451. */
  49452. getClassName(): string;
  49453. /**
  49454. * Add fallbacks to the effect fallbacks list.
  49455. * @param defines defines the Base texture to use.
  49456. * @param fallbacks defines the current fallback list.
  49457. * @param currentRank defines the current fallback rank.
  49458. * @returns the new fallback rank.
  49459. */
  49460. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49461. /**
  49462. * Add the required uniforms to the current list.
  49463. * @param uniforms defines the current uniform list.
  49464. */
  49465. static AddUniforms(uniforms: string[]): void;
  49466. /**
  49467. * Add the required samplers to the current list.
  49468. * @param samplers defines the current sampler list.
  49469. */
  49470. static AddSamplers(samplers: string[]): void;
  49471. /**
  49472. * Add the required uniforms to the current buffer.
  49473. * @param uniformBuffer defines the current uniform buffer.
  49474. */
  49475. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49476. /**
  49477. * Makes a duplicate of the current configuration into another one.
  49478. * @param configuration define the config where to copy the info
  49479. */
  49480. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49481. /**
  49482. * Serializes this Sub Surface configuration.
  49483. * @returns - An object with the serialized config.
  49484. */
  49485. serialize(): any;
  49486. /**
  49487. * Parses a anisotropy Configuration from a serialized object.
  49488. * @param source - Serialized object.
  49489. * @param scene Defines the scene we are parsing for
  49490. * @param rootUrl Defines the rootUrl to load from
  49491. */
  49492. parse(source: any, scene: Scene, rootUrl: string): void;
  49493. }
  49494. }
  49495. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49496. /** @hidden */
  49497. export var pbrFragmentDeclaration: {
  49498. name: string;
  49499. shader: string;
  49500. };
  49501. }
  49502. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49503. /** @hidden */
  49504. export var pbrUboDeclaration: {
  49505. name: string;
  49506. shader: string;
  49507. };
  49508. }
  49509. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49510. /** @hidden */
  49511. export var pbrFragmentExtraDeclaration: {
  49512. name: string;
  49513. shader: string;
  49514. };
  49515. }
  49516. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49517. /** @hidden */
  49518. export var pbrFragmentSamplersDeclaration: {
  49519. name: string;
  49520. shader: string;
  49521. };
  49522. }
  49523. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49524. /** @hidden */
  49525. export var pbrHelperFunctions: {
  49526. name: string;
  49527. shader: string;
  49528. };
  49529. }
  49530. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49531. /** @hidden */
  49532. export var harmonicsFunctions: {
  49533. name: string;
  49534. shader: string;
  49535. };
  49536. }
  49537. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49538. /** @hidden */
  49539. export var pbrDirectLightingSetupFunctions: {
  49540. name: string;
  49541. shader: string;
  49542. };
  49543. }
  49544. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49545. /** @hidden */
  49546. export var pbrDirectLightingFalloffFunctions: {
  49547. name: string;
  49548. shader: string;
  49549. };
  49550. }
  49551. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49552. /** @hidden */
  49553. export var pbrBRDFFunctions: {
  49554. name: string;
  49555. shader: string;
  49556. };
  49557. }
  49558. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49559. /** @hidden */
  49560. export var pbrDirectLightingFunctions: {
  49561. name: string;
  49562. shader: string;
  49563. };
  49564. }
  49565. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49566. /** @hidden */
  49567. export var pbrIBLFunctions: {
  49568. name: string;
  49569. shader: string;
  49570. };
  49571. }
  49572. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49573. /** @hidden */
  49574. export var pbrDebug: {
  49575. name: string;
  49576. shader: string;
  49577. };
  49578. }
  49579. declare module "babylonjs/Shaders/pbr.fragment" {
  49580. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49581. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49582. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49583. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49584. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49585. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49586. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49587. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49588. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49589. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49590. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49591. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49592. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49593. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49594. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49595. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49596. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49597. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49598. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49599. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49600. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49601. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49602. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49603. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49604. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49605. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49606. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49607. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49608. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49609. /** @hidden */
  49610. export var pbrPixelShader: {
  49611. name: string;
  49612. shader: string;
  49613. };
  49614. }
  49615. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49616. /** @hidden */
  49617. export var pbrVertexDeclaration: {
  49618. name: string;
  49619. shader: string;
  49620. };
  49621. }
  49622. declare module "babylonjs/Shaders/pbr.vertex" {
  49623. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  49624. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49625. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49626. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49627. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49628. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49629. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  49630. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  49631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  49632. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49633. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49634. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49635. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49636. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49637. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49638. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49639. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49640. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  49641. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  49642. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  49643. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  49644. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  49645. /** @hidden */
  49646. export var pbrVertexShader: {
  49647. name: string;
  49648. shader: string;
  49649. };
  49650. }
  49651. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  49652. import { Nullable } from "babylonjs/types";
  49653. import { Scene } from "babylonjs/scene";
  49654. import { Matrix } from "babylonjs/Maths/math.vector";
  49655. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49656. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49657. import { Mesh } from "babylonjs/Meshes/mesh";
  49658. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  49659. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  49660. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  49661. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  49662. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  49663. import { Color3 } from "babylonjs/Maths/math.color";
  49664. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  49665. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  49666. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  49667. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  49668. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49669. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49670. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49671. import "babylonjs/Shaders/pbr.fragment";
  49672. import "babylonjs/Shaders/pbr.vertex";
  49673. /**
  49674. * Manages the defines for the PBR Material.
  49675. * @hidden
  49676. */
  49677. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  49678. PBR: boolean;
  49679. MAINUV1: boolean;
  49680. MAINUV2: boolean;
  49681. UV1: boolean;
  49682. UV2: boolean;
  49683. ALBEDO: boolean;
  49684. ALBEDODIRECTUV: number;
  49685. VERTEXCOLOR: boolean;
  49686. AMBIENT: boolean;
  49687. AMBIENTDIRECTUV: number;
  49688. AMBIENTINGRAYSCALE: boolean;
  49689. OPACITY: boolean;
  49690. VERTEXALPHA: boolean;
  49691. OPACITYDIRECTUV: number;
  49692. OPACITYRGB: boolean;
  49693. ALPHATEST: boolean;
  49694. DEPTHPREPASS: boolean;
  49695. ALPHABLEND: boolean;
  49696. ALPHAFROMALBEDO: boolean;
  49697. ALPHATESTVALUE: string;
  49698. SPECULAROVERALPHA: boolean;
  49699. RADIANCEOVERALPHA: boolean;
  49700. ALPHAFRESNEL: boolean;
  49701. LINEARALPHAFRESNEL: boolean;
  49702. PREMULTIPLYALPHA: boolean;
  49703. EMISSIVE: boolean;
  49704. EMISSIVEDIRECTUV: number;
  49705. REFLECTIVITY: boolean;
  49706. REFLECTIVITYDIRECTUV: number;
  49707. SPECULARTERM: boolean;
  49708. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  49709. MICROSURFACEAUTOMATIC: boolean;
  49710. LODBASEDMICROSFURACE: boolean;
  49711. MICROSURFACEMAP: boolean;
  49712. MICROSURFACEMAPDIRECTUV: number;
  49713. METALLICWORKFLOW: boolean;
  49714. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  49715. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  49716. METALLNESSSTOREINMETALMAPBLUE: boolean;
  49717. AOSTOREINMETALMAPRED: boolean;
  49718. ENVIRONMENTBRDF: boolean;
  49719. ENVIRONMENTBRDF_RGBD: boolean;
  49720. NORMAL: boolean;
  49721. TANGENT: boolean;
  49722. BUMP: boolean;
  49723. BUMPDIRECTUV: number;
  49724. OBJECTSPACE_NORMALMAP: boolean;
  49725. PARALLAX: boolean;
  49726. PARALLAXOCCLUSION: boolean;
  49727. NORMALXYSCALE: boolean;
  49728. LIGHTMAP: boolean;
  49729. LIGHTMAPDIRECTUV: number;
  49730. USELIGHTMAPASSHADOWMAP: boolean;
  49731. GAMMALIGHTMAP: boolean;
  49732. RGBDLIGHTMAP: boolean;
  49733. REFLECTION: boolean;
  49734. REFLECTIONMAP_3D: boolean;
  49735. REFLECTIONMAP_SPHERICAL: boolean;
  49736. REFLECTIONMAP_PLANAR: boolean;
  49737. REFLECTIONMAP_CUBIC: boolean;
  49738. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  49739. REFLECTIONMAP_PROJECTION: boolean;
  49740. REFLECTIONMAP_SKYBOX: boolean;
  49741. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  49742. REFLECTIONMAP_EXPLICIT: boolean;
  49743. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  49744. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  49745. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  49746. INVERTCUBICMAP: boolean;
  49747. USESPHERICALFROMREFLECTIONMAP: boolean;
  49748. USEIRRADIANCEMAP: boolean;
  49749. SPHERICAL_HARMONICS: boolean;
  49750. USESPHERICALINVERTEX: boolean;
  49751. REFLECTIONMAP_OPPOSITEZ: boolean;
  49752. LODINREFLECTIONALPHA: boolean;
  49753. GAMMAREFLECTION: boolean;
  49754. RGBDREFLECTION: boolean;
  49755. LINEARSPECULARREFLECTION: boolean;
  49756. RADIANCEOCCLUSION: boolean;
  49757. HORIZONOCCLUSION: boolean;
  49758. INSTANCES: boolean;
  49759. NUM_BONE_INFLUENCERS: number;
  49760. BonesPerMesh: number;
  49761. BONETEXTURE: boolean;
  49762. NONUNIFORMSCALING: boolean;
  49763. MORPHTARGETS: boolean;
  49764. MORPHTARGETS_NORMAL: boolean;
  49765. MORPHTARGETS_TANGENT: boolean;
  49766. MORPHTARGETS_UV: boolean;
  49767. NUM_MORPH_INFLUENCERS: number;
  49768. IMAGEPROCESSING: boolean;
  49769. VIGNETTE: boolean;
  49770. VIGNETTEBLENDMODEMULTIPLY: boolean;
  49771. VIGNETTEBLENDMODEOPAQUE: boolean;
  49772. TONEMAPPING: boolean;
  49773. TONEMAPPING_ACES: boolean;
  49774. CONTRAST: boolean;
  49775. COLORCURVES: boolean;
  49776. COLORGRADING: boolean;
  49777. COLORGRADING3D: boolean;
  49778. SAMPLER3DGREENDEPTH: boolean;
  49779. SAMPLER3DBGRMAP: boolean;
  49780. IMAGEPROCESSINGPOSTPROCESS: boolean;
  49781. EXPOSURE: boolean;
  49782. MULTIVIEW: boolean;
  49783. USEPHYSICALLIGHTFALLOFF: boolean;
  49784. USEGLTFLIGHTFALLOFF: boolean;
  49785. TWOSIDEDLIGHTING: boolean;
  49786. SHADOWFLOAT: boolean;
  49787. CLIPPLANE: boolean;
  49788. CLIPPLANE2: boolean;
  49789. CLIPPLANE3: boolean;
  49790. CLIPPLANE4: boolean;
  49791. POINTSIZE: boolean;
  49792. FOG: boolean;
  49793. LOGARITHMICDEPTH: boolean;
  49794. FORCENORMALFORWARD: boolean;
  49795. SPECULARAA: boolean;
  49796. CLEARCOAT: boolean;
  49797. CLEARCOAT_DEFAULTIOR: boolean;
  49798. CLEARCOAT_TEXTURE: boolean;
  49799. CLEARCOAT_TEXTUREDIRECTUV: number;
  49800. CLEARCOAT_BUMP: boolean;
  49801. CLEARCOAT_BUMPDIRECTUV: number;
  49802. CLEARCOAT_TINT: boolean;
  49803. CLEARCOAT_TINT_TEXTURE: boolean;
  49804. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49805. ANISOTROPIC: boolean;
  49806. ANISOTROPIC_TEXTURE: boolean;
  49807. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49808. BRDF_V_HEIGHT_CORRELATED: boolean;
  49809. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49810. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49811. SHEEN: boolean;
  49812. SHEEN_TEXTURE: boolean;
  49813. SHEEN_TEXTUREDIRECTUV: number;
  49814. SHEEN_LINKWITHALBEDO: boolean;
  49815. SUBSURFACE: boolean;
  49816. SS_REFRACTION: boolean;
  49817. SS_TRANSLUCENCY: boolean;
  49818. SS_SCATERRING: boolean;
  49819. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49820. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49821. SS_REFRACTIONMAP_3D: boolean;
  49822. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49823. SS_LODINREFRACTIONALPHA: boolean;
  49824. SS_GAMMAREFRACTION: boolean;
  49825. SS_RGBDREFRACTION: boolean;
  49826. SS_LINEARSPECULARREFRACTION: boolean;
  49827. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49828. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49829. UNLIT: boolean;
  49830. DEBUGMODE: number;
  49831. /**
  49832. * Initializes the PBR Material defines.
  49833. */
  49834. constructor();
  49835. /**
  49836. * Resets the PBR Material defines.
  49837. */
  49838. reset(): void;
  49839. }
  49840. /**
  49841. * The Physically based material base class of BJS.
  49842. *
  49843. * This offers the main features of a standard PBR material.
  49844. * For more information, please refer to the documentation :
  49845. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49846. */
  49847. export abstract class PBRBaseMaterial extends PushMaterial {
  49848. /**
  49849. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49850. */
  49851. static readonly PBRMATERIAL_OPAQUE: number;
  49852. /**
  49853. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49854. */
  49855. static readonly PBRMATERIAL_ALPHATEST: number;
  49856. /**
  49857. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49858. */
  49859. static readonly PBRMATERIAL_ALPHABLEND: number;
  49860. /**
  49861. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49862. * They are also discarded below the alpha cutoff threshold to improve performances.
  49863. */
  49864. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49865. /**
  49866. * Defines the default value of how much AO map is occluding the analytical lights
  49867. * (point spot...).
  49868. */
  49869. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49870. /**
  49871. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49872. */
  49873. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49874. /**
  49875. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49876. * to enhance interoperability with other engines.
  49877. */
  49878. static readonly LIGHTFALLOFF_GLTF: number;
  49879. /**
  49880. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49881. * to enhance interoperability with other materials.
  49882. */
  49883. static readonly LIGHTFALLOFF_STANDARD: number;
  49884. /**
  49885. * Intensity of the direct lights e.g. the four lights available in your scene.
  49886. * This impacts both the direct diffuse and specular highlights.
  49887. */
  49888. protected _directIntensity: number;
  49889. /**
  49890. * Intensity of the emissive part of the material.
  49891. * This helps controlling the emissive effect without modifying the emissive color.
  49892. */
  49893. protected _emissiveIntensity: number;
  49894. /**
  49895. * Intensity of the environment e.g. how much the environment will light the object
  49896. * either through harmonics for rough material or through the refelction for shiny ones.
  49897. */
  49898. protected _environmentIntensity: number;
  49899. /**
  49900. * This is a special control allowing the reduction of the specular highlights coming from the
  49901. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49902. */
  49903. protected _specularIntensity: number;
  49904. /**
  49905. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49906. */
  49907. private _lightingInfos;
  49908. /**
  49909. * Debug Control allowing disabling the bump map on this material.
  49910. */
  49911. protected _disableBumpMap: boolean;
  49912. /**
  49913. * AKA Diffuse Texture in standard nomenclature.
  49914. */
  49915. protected _albedoTexture: Nullable<BaseTexture>;
  49916. /**
  49917. * AKA Occlusion Texture in other nomenclature.
  49918. */
  49919. protected _ambientTexture: Nullable<BaseTexture>;
  49920. /**
  49921. * AKA Occlusion Texture Intensity in other nomenclature.
  49922. */
  49923. protected _ambientTextureStrength: number;
  49924. /**
  49925. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49926. * 1 means it completely occludes it
  49927. * 0 mean it has no impact
  49928. */
  49929. protected _ambientTextureImpactOnAnalyticalLights: number;
  49930. /**
  49931. * Stores the alpha values in a texture.
  49932. */
  49933. protected _opacityTexture: Nullable<BaseTexture>;
  49934. /**
  49935. * Stores the reflection values in a texture.
  49936. */
  49937. protected _reflectionTexture: Nullable<BaseTexture>;
  49938. /**
  49939. * Stores the emissive values in a texture.
  49940. */
  49941. protected _emissiveTexture: Nullable<BaseTexture>;
  49942. /**
  49943. * AKA Specular texture in other nomenclature.
  49944. */
  49945. protected _reflectivityTexture: Nullable<BaseTexture>;
  49946. /**
  49947. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49948. */
  49949. protected _metallicTexture: Nullable<BaseTexture>;
  49950. /**
  49951. * Specifies the metallic scalar of the metallic/roughness workflow.
  49952. * Can also be used to scale the metalness values of the metallic texture.
  49953. */
  49954. protected _metallic: Nullable<number>;
  49955. /**
  49956. * Specifies the roughness scalar of the metallic/roughness workflow.
  49957. * Can also be used to scale the roughness values of the metallic texture.
  49958. */
  49959. protected _roughness: Nullable<number>;
  49960. /**
  49961. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49962. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49963. */
  49964. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49965. /**
  49966. * Stores surface normal data used to displace a mesh in a texture.
  49967. */
  49968. protected _bumpTexture: Nullable<BaseTexture>;
  49969. /**
  49970. * Stores the pre-calculated light information of a mesh in a texture.
  49971. */
  49972. protected _lightmapTexture: Nullable<BaseTexture>;
  49973. /**
  49974. * The color of a material in ambient lighting.
  49975. */
  49976. protected _ambientColor: Color3;
  49977. /**
  49978. * AKA Diffuse Color in other nomenclature.
  49979. */
  49980. protected _albedoColor: Color3;
  49981. /**
  49982. * AKA Specular Color in other nomenclature.
  49983. */
  49984. protected _reflectivityColor: Color3;
  49985. /**
  49986. * The color applied when light is reflected from a material.
  49987. */
  49988. protected _reflectionColor: Color3;
  49989. /**
  49990. * The color applied when light is emitted from a material.
  49991. */
  49992. protected _emissiveColor: Color3;
  49993. /**
  49994. * AKA Glossiness in other nomenclature.
  49995. */
  49996. protected _microSurface: number;
  49997. /**
  49998. * Specifies that the material will use the light map as a show map.
  49999. */
  50000. protected _useLightmapAsShadowmap: boolean;
  50001. /**
  50002. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50003. * makes the reflect vector face the model (under horizon).
  50004. */
  50005. protected _useHorizonOcclusion: boolean;
  50006. /**
  50007. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50008. * too much the area relying on ambient texture to define their ambient occlusion.
  50009. */
  50010. protected _useRadianceOcclusion: boolean;
  50011. /**
  50012. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50013. */
  50014. protected _useAlphaFromAlbedoTexture: boolean;
  50015. /**
  50016. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50017. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50018. */
  50019. protected _useSpecularOverAlpha: boolean;
  50020. /**
  50021. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50022. */
  50023. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50024. /**
  50025. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50026. */
  50027. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50028. /**
  50029. * Specifies if the metallic texture contains the roughness information in its green channel.
  50030. */
  50031. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50032. /**
  50033. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50034. */
  50035. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50036. /**
  50037. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50038. */
  50039. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50040. /**
  50041. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50042. */
  50043. protected _useAmbientInGrayScale: boolean;
  50044. /**
  50045. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50046. * The material will try to infer what glossiness each pixel should be.
  50047. */
  50048. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50049. /**
  50050. * Defines the falloff type used in this material.
  50051. * It by default is Physical.
  50052. */
  50053. protected _lightFalloff: number;
  50054. /**
  50055. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50056. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50057. */
  50058. protected _useRadianceOverAlpha: boolean;
  50059. /**
  50060. * Allows using an object space normal map (instead of tangent space).
  50061. */
  50062. protected _useObjectSpaceNormalMap: boolean;
  50063. /**
  50064. * Allows using the bump map in parallax mode.
  50065. */
  50066. protected _useParallax: boolean;
  50067. /**
  50068. * Allows using the bump map in parallax occlusion mode.
  50069. */
  50070. protected _useParallaxOcclusion: boolean;
  50071. /**
  50072. * Controls the scale bias of the parallax mode.
  50073. */
  50074. protected _parallaxScaleBias: number;
  50075. /**
  50076. * If sets to true, disables all the lights affecting the material.
  50077. */
  50078. protected _disableLighting: boolean;
  50079. /**
  50080. * Number of Simultaneous lights allowed on the material.
  50081. */
  50082. protected _maxSimultaneousLights: number;
  50083. /**
  50084. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50085. */
  50086. protected _invertNormalMapX: boolean;
  50087. /**
  50088. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50089. */
  50090. protected _invertNormalMapY: boolean;
  50091. /**
  50092. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50093. */
  50094. protected _twoSidedLighting: boolean;
  50095. /**
  50096. * Defines the alpha limits in alpha test mode.
  50097. */
  50098. protected _alphaCutOff: number;
  50099. /**
  50100. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50101. */
  50102. protected _forceAlphaTest: boolean;
  50103. /**
  50104. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50105. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50106. */
  50107. protected _useAlphaFresnel: boolean;
  50108. /**
  50109. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50110. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50111. */
  50112. protected _useLinearAlphaFresnel: boolean;
  50113. /**
  50114. * The transparency mode of the material.
  50115. */
  50116. protected _transparencyMode: Nullable<number>;
  50117. /**
  50118. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50119. * from cos thetav and roughness:
  50120. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50121. */
  50122. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50123. /**
  50124. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50125. */
  50126. protected _forceIrradianceInFragment: boolean;
  50127. /**
  50128. * Force normal to face away from face.
  50129. */
  50130. protected _forceNormalForward: boolean;
  50131. /**
  50132. * Enables specular anti aliasing in the PBR shader.
  50133. * It will both interacts on the Geometry for analytical and IBL lighting.
  50134. * It also prefilter the roughness map based on the bump values.
  50135. */
  50136. protected _enableSpecularAntiAliasing: boolean;
  50137. /**
  50138. * Default configuration related to image processing available in the PBR Material.
  50139. */
  50140. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50141. /**
  50142. * Keep track of the image processing observer to allow dispose and replace.
  50143. */
  50144. private _imageProcessingObserver;
  50145. /**
  50146. * Attaches a new image processing configuration to the PBR Material.
  50147. * @param configuration
  50148. */
  50149. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50150. /**
  50151. * Stores the available render targets.
  50152. */
  50153. private _renderTargets;
  50154. /**
  50155. * Sets the global ambient color for the material used in lighting calculations.
  50156. */
  50157. private _globalAmbientColor;
  50158. /**
  50159. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50160. */
  50161. private _useLogarithmicDepth;
  50162. /**
  50163. * If set to true, no lighting calculations will be applied.
  50164. */
  50165. private _unlit;
  50166. private _debugMode;
  50167. /**
  50168. * @hidden
  50169. * This is reserved for the inspector.
  50170. * Defines the material debug mode.
  50171. * It helps seeing only some components of the material while troubleshooting.
  50172. */
  50173. debugMode: number;
  50174. /**
  50175. * @hidden
  50176. * This is reserved for the inspector.
  50177. * Specify from where on screen the debug mode should start.
  50178. * The value goes from -1 (full screen) to 1 (not visible)
  50179. * It helps with side by side comparison against the final render
  50180. * This defaults to -1
  50181. */
  50182. private debugLimit;
  50183. /**
  50184. * @hidden
  50185. * This is reserved for the inspector.
  50186. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50187. * You can use the factor to better multiply the final value.
  50188. */
  50189. private debugFactor;
  50190. /**
  50191. * Defines the clear coat layer parameters for the material.
  50192. */
  50193. readonly clearCoat: PBRClearCoatConfiguration;
  50194. /**
  50195. * Defines the anisotropic parameters for the material.
  50196. */
  50197. readonly anisotropy: PBRAnisotropicConfiguration;
  50198. /**
  50199. * Defines the BRDF parameters for the material.
  50200. */
  50201. readonly brdf: PBRBRDFConfiguration;
  50202. /**
  50203. * Defines the Sheen parameters for the material.
  50204. */
  50205. readonly sheen: PBRSheenConfiguration;
  50206. /**
  50207. * Defines the SubSurface parameters for the material.
  50208. */
  50209. readonly subSurface: PBRSubSurfaceConfiguration;
  50210. /**
  50211. * Custom callback helping to override the default shader used in the material.
  50212. */
  50213. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50214. protected _rebuildInParallel: boolean;
  50215. /**
  50216. * Instantiates a new PBRMaterial instance.
  50217. *
  50218. * @param name The material name
  50219. * @param scene The scene the material will be use in.
  50220. */
  50221. constructor(name: string, scene: Scene);
  50222. /**
  50223. * Gets a boolean indicating that current material needs to register RTT
  50224. */
  50225. readonly hasRenderTargetTextures: boolean;
  50226. /**
  50227. * Gets the name of the material class.
  50228. */
  50229. getClassName(): string;
  50230. /**
  50231. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50232. */
  50233. /**
  50234. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50235. */
  50236. useLogarithmicDepth: boolean;
  50237. /**
  50238. * Gets the current transparency mode.
  50239. */
  50240. /**
  50241. * Sets the transparency mode of the material.
  50242. *
  50243. * | Value | Type | Description |
  50244. * | ----- | ----------------------------------- | ----------- |
  50245. * | 0 | OPAQUE | |
  50246. * | 1 | ALPHATEST | |
  50247. * | 2 | ALPHABLEND | |
  50248. * | 3 | ALPHATESTANDBLEND | |
  50249. *
  50250. */
  50251. transparencyMode: Nullable<number>;
  50252. /**
  50253. * Returns true if alpha blending should be disabled.
  50254. */
  50255. private readonly _disableAlphaBlending;
  50256. /**
  50257. * Specifies whether or not this material should be rendered in alpha blend mode.
  50258. */
  50259. needAlphaBlending(): boolean;
  50260. /**
  50261. * Specifies if the mesh will require alpha blending.
  50262. * @param mesh - BJS mesh.
  50263. */
  50264. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50265. /**
  50266. * Specifies whether or not this material should be rendered in alpha test mode.
  50267. */
  50268. needAlphaTesting(): boolean;
  50269. /**
  50270. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50271. */
  50272. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50273. /**
  50274. * Gets the texture used for the alpha test.
  50275. */
  50276. getAlphaTestTexture(): Nullable<BaseTexture>;
  50277. /**
  50278. * Specifies that the submesh is ready to be used.
  50279. * @param mesh - BJS mesh.
  50280. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50281. * @param useInstances - Specifies that instances should be used.
  50282. * @returns - boolean indicating that the submesh is ready or not.
  50283. */
  50284. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50285. /**
  50286. * Specifies if the material uses metallic roughness workflow.
  50287. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50288. */
  50289. isMetallicWorkflow(): boolean;
  50290. private _prepareEffect;
  50291. private _prepareDefines;
  50292. /**
  50293. * Force shader compilation
  50294. */
  50295. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50296. /**
  50297. * Initializes the uniform buffer layout for the shader.
  50298. */
  50299. buildUniformLayout(): void;
  50300. /**
  50301. * Unbinds the material from the mesh
  50302. */
  50303. unbind(): void;
  50304. /**
  50305. * Binds the submesh data.
  50306. * @param world - The world matrix.
  50307. * @param mesh - The BJS mesh.
  50308. * @param subMesh - A submesh of the BJS mesh.
  50309. */
  50310. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50311. /**
  50312. * Returns the animatable textures.
  50313. * @returns - Array of animatable textures.
  50314. */
  50315. getAnimatables(): IAnimatable[];
  50316. /**
  50317. * Returns the texture used for reflections.
  50318. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50319. */
  50320. private _getReflectionTexture;
  50321. /**
  50322. * Returns an array of the actively used textures.
  50323. * @returns - Array of BaseTextures
  50324. */
  50325. getActiveTextures(): BaseTexture[];
  50326. /**
  50327. * Checks to see if a texture is used in the material.
  50328. * @param texture - Base texture to use.
  50329. * @returns - Boolean specifying if a texture is used in the material.
  50330. */
  50331. hasTexture(texture: BaseTexture): boolean;
  50332. /**
  50333. * Disposes the resources of the material.
  50334. * @param forceDisposeEffect - Forces the disposal of effects.
  50335. * @param forceDisposeTextures - Forces the disposal of all textures.
  50336. */
  50337. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50338. }
  50339. }
  50340. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50341. import { Nullable } from "babylonjs/types";
  50342. import { Scene } from "babylonjs/scene";
  50343. import { Color3 } from "babylonjs/Maths/math.color";
  50344. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50345. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50346. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50347. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50348. /**
  50349. * The Physically based material of BJS.
  50350. *
  50351. * This offers the main features of a standard PBR material.
  50352. * For more information, please refer to the documentation :
  50353. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50354. */
  50355. export class PBRMaterial extends PBRBaseMaterial {
  50356. /**
  50357. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50358. */
  50359. static readonly PBRMATERIAL_OPAQUE: number;
  50360. /**
  50361. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50362. */
  50363. static readonly PBRMATERIAL_ALPHATEST: number;
  50364. /**
  50365. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50366. */
  50367. static readonly PBRMATERIAL_ALPHABLEND: number;
  50368. /**
  50369. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50370. * They are also discarded below the alpha cutoff threshold to improve performances.
  50371. */
  50372. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50373. /**
  50374. * Defines the default value of how much AO map is occluding the analytical lights
  50375. * (point spot...).
  50376. */
  50377. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50378. /**
  50379. * Intensity of the direct lights e.g. the four lights available in your scene.
  50380. * This impacts both the direct diffuse and specular highlights.
  50381. */
  50382. directIntensity: number;
  50383. /**
  50384. * Intensity of the emissive part of the material.
  50385. * This helps controlling the emissive effect without modifying the emissive color.
  50386. */
  50387. emissiveIntensity: number;
  50388. /**
  50389. * Intensity of the environment e.g. how much the environment will light the object
  50390. * either through harmonics for rough material or through the refelction for shiny ones.
  50391. */
  50392. environmentIntensity: number;
  50393. /**
  50394. * This is a special control allowing the reduction of the specular highlights coming from the
  50395. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50396. */
  50397. specularIntensity: number;
  50398. /**
  50399. * Debug Control allowing disabling the bump map on this material.
  50400. */
  50401. disableBumpMap: boolean;
  50402. /**
  50403. * AKA Diffuse Texture in standard nomenclature.
  50404. */
  50405. albedoTexture: BaseTexture;
  50406. /**
  50407. * AKA Occlusion Texture in other nomenclature.
  50408. */
  50409. ambientTexture: BaseTexture;
  50410. /**
  50411. * AKA Occlusion Texture Intensity in other nomenclature.
  50412. */
  50413. ambientTextureStrength: number;
  50414. /**
  50415. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50416. * 1 means it completely occludes it
  50417. * 0 mean it has no impact
  50418. */
  50419. ambientTextureImpactOnAnalyticalLights: number;
  50420. /**
  50421. * Stores the alpha values in a texture.
  50422. */
  50423. opacityTexture: BaseTexture;
  50424. /**
  50425. * Stores the reflection values in a texture.
  50426. */
  50427. reflectionTexture: Nullable<BaseTexture>;
  50428. /**
  50429. * Stores the emissive values in a texture.
  50430. */
  50431. emissiveTexture: BaseTexture;
  50432. /**
  50433. * AKA Specular texture in other nomenclature.
  50434. */
  50435. reflectivityTexture: BaseTexture;
  50436. /**
  50437. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50438. */
  50439. metallicTexture: BaseTexture;
  50440. /**
  50441. * Specifies the metallic scalar of the metallic/roughness workflow.
  50442. * Can also be used to scale the metalness values of the metallic texture.
  50443. */
  50444. metallic: Nullable<number>;
  50445. /**
  50446. * Specifies the roughness scalar of the metallic/roughness workflow.
  50447. * Can also be used to scale the roughness values of the metallic texture.
  50448. */
  50449. roughness: Nullable<number>;
  50450. /**
  50451. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50452. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50453. */
  50454. microSurfaceTexture: BaseTexture;
  50455. /**
  50456. * Stores surface normal data used to displace a mesh in a texture.
  50457. */
  50458. bumpTexture: BaseTexture;
  50459. /**
  50460. * Stores the pre-calculated light information of a mesh in a texture.
  50461. */
  50462. lightmapTexture: BaseTexture;
  50463. /**
  50464. * Stores the refracted light information in a texture.
  50465. */
  50466. refractionTexture: Nullable<BaseTexture>;
  50467. /**
  50468. * The color of a material in ambient lighting.
  50469. */
  50470. ambientColor: Color3;
  50471. /**
  50472. * AKA Diffuse Color in other nomenclature.
  50473. */
  50474. albedoColor: Color3;
  50475. /**
  50476. * AKA Specular Color in other nomenclature.
  50477. */
  50478. reflectivityColor: Color3;
  50479. /**
  50480. * The color reflected from the material.
  50481. */
  50482. reflectionColor: Color3;
  50483. /**
  50484. * The color emitted from the material.
  50485. */
  50486. emissiveColor: Color3;
  50487. /**
  50488. * AKA Glossiness in other nomenclature.
  50489. */
  50490. microSurface: number;
  50491. /**
  50492. * source material index of refraction (IOR)' / 'destination material IOR.
  50493. */
  50494. indexOfRefraction: number;
  50495. /**
  50496. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50497. */
  50498. invertRefractionY: boolean;
  50499. /**
  50500. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50501. * Materials half opaque for instance using refraction could benefit from this control.
  50502. */
  50503. linkRefractionWithTransparency: boolean;
  50504. /**
  50505. * If true, the light map contains occlusion information instead of lighting info.
  50506. */
  50507. useLightmapAsShadowmap: boolean;
  50508. /**
  50509. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50510. */
  50511. useAlphaFromAlbedoTexture: boolean;
  50512. /**
  50513. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50514. */
  50515. forceAlphaTest: boolean;
  50516. /**
  50517. * Defines the alpha limits in alpha test mode.
  50518. */
  50519. alphaCutOff: number;
  50520. /**
  50521. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50522. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50523. */
  50524. useSpecularOverAlpha: boolean;
  50525. /**
  50526. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50527. */
  50528. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50529. /**
  50530. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50531. */
  50532. useRoughnessFromMetallicTextureAlpha: boolean;
  50533. /**
  50534. * Specifies if the metallic texture contains the roughness information in its green channel.
  50535. */
  50536. useRoughnessFromMetallicTextureGreen: boolean;
  50537. /**
  50538. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50539. */
  50540. useMetallnessFromMetallicTextureBlue: boolean;
  50541. /**
  50542. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50543. */
  50544. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50545. /**
  50546. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50547. */
  50548. useAmbientInGrayScale: boolean;
  50549. /**
  50550. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50551. * The material will try to infer what glossiness each pixel should be.
  50552. */
  50553. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50554. /**
  50555. * BJS is using an harcoded light falloff based on a manually sets up range.
  50556. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50557. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50558. */
  50559. /**
  50560. * BJS is using an harcoded light falloff based on a manually sets up range.
  50561. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50562. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50563. */
  50564. usePhysicalLightFalloff: boolean;
  50565. /**
  50566. * In order to support the falloff compatibility with gltf, a special mode has been added
  50567. * to reproduce the gltf light falloff.
  50568. */
  50569. /**
  50570. * In order to support the falloff compatibility with gltf, a special mode has been added
  50571. * to reproduce the gltf light falloff.
  50572. */
  50573. useGLTFLightFalloff: boolean;
  50574. /**
  50575. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50576. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50577. */
  50578. useRadianceOverAlpha: boolean;
  50579. /**
  50580. * Allows using an object space normal map (instead of tangent space).
  50581. */
  50582. useObjectSpaceNormalMap: boolean;
  50583. /**
  50584. * Allows using the bump map in parallax mode.
  50585. */
  50586. useParallax: boolean;
  50587. /**
  50588. * Allows using the bump map in parallax occlusion mode.
  50589. */
  50590. useParallaxOcclusion: boolean;
  50591. /**
  50592. * Controls the scale bias of the parallax mode.
  50593. */
  50594. parallaxScaleBias: number;
  50595. /**
  50596. * If sets to true, disables all the lights affecting the material.
  50597. */
  50598. disableLighting: boolean;
  50599. /**
  50600. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50601. */
  50602. forceIrradianceInFragment: boolean;
  50603. /**
  50604. * Number of Simultaneous lights allowed on the material.
  50605. */
  50606. maxSimultaneousLights: number;
  50607. /**
  50608. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  50609. */
  50610. invertNormalMapX: boolean;
  50611. /**
  50612. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  50613. */
  50614. invertNormalMapY: boolean;
  50615. /**
  50616. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50617. */
  50618. twoSidedLighting: boolean;
  50619. /**
  50620. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50621. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50622. */
  50623. useAlphaFresnel: boolean;
  50624. /**
  50625. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50626. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50627. */
  50628. useLinearAlphaFresnel: boolean;
  50629. /**
  50630. * Let user defines the brdf lookup texture used for IBL.
  50631. * A default 8bit version is embedded but you could point at :
  50632. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  50633. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  50634. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  50635. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  50636. */
  50637. environmentBRDFTexture: Nullable<BaseTexture>;
  50638. /**
  50639. * Force normal to face away from face.
  50640. */
  50641. forceNormalForward: boolean;
  50642. /**
  50643. * Enables specular anti aliasing in the PBR shader.
  50644. * It will both interacts on the Geometry for analytical and IBL lighting.
  50645. * It also prefilter the roughness map based on the bump values.
  50646. */
  50647. enableSpecularAntiAliasing: boolean;
  50648. /**
  50649. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50650. * makes the reflect vector face the model (under horizon).
  50651. */
  50652. useHorizonOcclusion: boolean;
  50653. /**
  50654. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50655. * too much the area relying on ambient texture to define their ambient occlusion.
  50656. */
  50657. useRadianceOcclusion: boolean;
  50658. /**
  50659. * If set to true, no lighting calculations will be applied.
  50660. */
  50661. unlit: boolean;
  50662. /**
  50663. * Gets the image processing configuration used either in this material.
  50664. */
  50665. /**
  50666. * Sets the Default image processing configuration used either in the this material.
  50667. *
  50668. * If sets to null, the scene one is in use.
  50669. */
  50670. imageProcessingConfiguration: ImageProcessingConfiguration;
  50671. /**
  50672. * Gets wether the color curves effect is enabled.
  50673. */
  50674. /**
  50675. * Sets wether the color curves effect is enabled.
  50676. */
  50677. cameraColorCurvesEnabled: boolean;
  50678. /**
  50679. * Gets wether the color grading effect is enabled.
  50680. */
  50681. /**
  50682. * Gets wether the color grading effect is enabled.
  50683. */
  50684. cameraColorGradingEnabled: boolean;
  50685. /**
  50686. * Gets wether tonemapping is enabled or not.
  50687. */
  50688. /**
  50689. * Sets wether tonemapping is enabled or not
  50690. */
  50691. cameraToneMappingEnabled: boolean;
  50692. /**
  50693. * The camera exposure used on this material.
  50694. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50695. * This corresponds to a photographic exposure.
  50696. */
  50697. /**
  50698. * The camera exposure used on this material.
  50699. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50700. * This corresponds to a photographic exposure.
  50701. */
  50702. cameraExposure: number;
  50703. /**
  50704. * Gets The camera contrast used on this material.
  50705. */
  50706. /**
  50707. * Sets The camera contrast used on this material.
  50708. */
  50709. cameraContrast: number;
  50710. /**
  50711. * Gets the Color Grading 2D Lookup Texture.
  50712. */
  50713. /**
  50714. * Sets the Color Grading 2D Lookup Texture.
  50715. */
  50716. cameraColorGradingTexture: Nullable<BaseTexture>;
  50717. /**
  50718. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50719. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50720. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  50721. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50722. */
  50723. /**
  50724. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50725. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50726. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  50727. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50728. */
  50729. cameraColorCurves: Nullable<ColorCurves>;
  50730. /**
  50731. * Instantiates a new PBRMaterial instance.
  50732. *
  50733. * @param name The material name
  50734. * @param scene The scene the material will be use in.
  50735. */
  50736. constructor(name: string, scene: Scene);
  50737. /**
  50738. * Returns the name of this material class.
  50739. */
  50740. getClassName(): string;
  50741. /**
  50742. * Makes a duplicate of the current material.
  50743. * @param name - name to use for the new material.
  50744. */
  50745. clone(name: string): PBRMaterial;
  50746. /**
  50747. * Serializes this PBR Material.
  50748. * @returns - An object with the serialized material.
  50749. */
  50750. serialize(): any;
  50751. /**
  50752. * Parses a PBR Material from a serialized object.
  50753. * @param source - Serialized object.
  50754. * @param scene - BJS scene instance.
  50755. * @param rootUrl - url for the scene object
  50756. * @returns - PBRMaterial
  50757. */
  50758. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  50759. }
  50760. }
  50761. declare module "babylonjs/Misc/dds" {
  50762. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  50763. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50764. import { Nullable } from "babylonjs/types";
  50765. import { Scene } from "babylonjs/scene";
  50766. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  50767. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  50768. /**
  50769. * Direct draw surface info
  50770. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  50771. */
  50772. export interface DDSInfo {
  50773. /**
  50774. * Width of the texture
  50775. */
  50776. width: number;
  50777. /**
  50778. * Width of the texture
  50779. */
  50780. height: number;
  50781. /**
  50782. * Number of Mipmaps for the texture
  50783. * @see https://en.wikipedia.org/wiki/Mipmap
  50784. */
  50785. mipmapCount: number;
  50786. /**
  50787. * If the textures format is a known fourCC format
  50788. * @see https://www.fourcc.org/
  50789. */
  50790. isFourCC: boolean;
  50791. /**
  50792. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50793. */
  50794. isRGB: boolean;
  50795. /**
  50796. * If the texture is a lumincance format
  50797. */
  50798. isLuminance: boolean;
  50799. /**
  50800. * If this is a cube texture
  50801. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50802. */
  50803. isCube: boolean;
  50804. /**
  50805. * If the texture is a compressed format eg. FOURCC_DXT1
  50806. */
  50807. isCompressed: boolean;
  50808. /**
  50809. * The dxgiFormat of the texture
  50810. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50811. */
  50812. dxgiFormat: number;
  50813. /**
  50814. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50815. */
  50816. textureType: number;
  50817. /**
  50818. * Sphericle polynomial created for the dds texture
  50819. */
  50820. sphericalPolynomial?: SphericalPolynomial;
  50821. }
  50822. /**
  50823. * Class used to provide DDS decompression tools
  50824. */
  50825. export class DDSTools {
  50826. /**
  50827. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50828. */
  50829. static StoreLODInAlphaChannel: boolean;
  50830. /**
  50831. * Gets DDS information from an array buffer
  50832. * @param arrayBuffer defines the array buffer to read data from
  50833. * @returns the DDS information
  50834. */
  50835. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50836. private static _FloatView;
  50837. private static _Int32View;
  50838. private static _ToHalfFloat;
  50839. private static _FromHalfFloat;
  50840. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50841. private static _GetHalfFloatRGBAArrayBuffer;
  50842. private static _GetFloatRGBAArrayBuffer;
  50843. private static _GetFloatAsUIntRGBAArrayBuffer;
  50844. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50845. private static _GetRGBAArrayBuffer;
  50846. private static _ExtractLongWordOrder;
  50847. private static _GetRGBArrayBuffer;
  50848. private static _GetLuminanceArrayBuffer;
  50849. /**
  50850. * Uploads DDS Levels to a Babylon Texture
  50851. * @hidden
  50852. */
  50853. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50854. }
  50855. module "babylonjs/Engines/thinEngine" {
  50856. interface ThinEngine {
  50857. /**
  50858. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50859. * @param rootUrl defines the url where the file to load is located
  50860. * @param scene defines the current scene
  50861. * @param lodScale defines scale to apply to the mip map selection
  50862. * @param lodOffset defines offset to apply to the mip map selection
  50863. * @param onLoad defines an optional callback raised when the texture is loaded
  50864. * @param onError defines an optional callback raised if there is an issue to load the texture
  50865. * @param format defines the format of the data
  50866. * @param forcedExtension defines the extension to use to pick the right loader
  50867. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50868. * @returns the cube texture as an InternalTexture
  50869. */
  50870. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  50871. }
  50872. }
  50873. }
  50874. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50875. import { Nullable } from "babylonjs/types";
  50876. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50877. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50878. /**
  50879. * Implementation of the DDS Texture Loader.
  50880. * @hidden
  50881. */
  50882. export class _DDSTextureLoader implements IInternalTextureLoader {
  50883. /**
  50884. * Defines wether the loader supports cascade loading the different faces.
  50885. */
  50886. readonly supportCascades: boolean;
  50887. /**
  50888. * This returns if the loader support the current file information.
  50889. * @param extension defines the file extension of the file being loaded
  50890. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50891. * @param fallback defines the fallback internal texture if any
  50892. * @param isBase64 defines whether the texture is encoded as a base64
  50893. * @param isBuffer defines whether the texture data are stored as a buffer
  50894. * @returns true if the loader can load the specified file
  50895. */
  50896. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50897. /**
  50898. * Transform the url before loading if required.
  50899. * @param rootUrl the url of the texture
  50900. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50901. * @returns the transformed texture
  50902. */
  50903. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50904. /**
  50905. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50906. * @param rootUrl the url of the texture
  50907. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50908. * @returns the fallback texture
  50909. */
  50910. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50911. /**
  50912. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50913. * @param data contains the texture data
  50914. * @param texture defines the BabylonJS internal texture
  50915. * @param createPolynomials will be true if polynomials have been requested
  50916. * @param onLoad defines the callback to trigger once the texture is ready
  50917. * @param onError defines the callback to trigger in case of error
  50918. */
  50919. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50920. /**
  50921. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50922. * @param data contains the texture data
  50923. * @param texture defines the BabylonJS internal texture
  50924. * @param callback defines the method to call once ready to upload
  50925. */
  50926. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50927. }
  50928. }
  50929. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50930. import { Nullable } from "babylonjs/types";
  50931. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50932. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50933. /**
  50934. * Implementation of the ENV Texture Loader.
  50935. * @hidden
  50936. */
  50937. export class _ENVTextureLoader implements IInternalTextureLoader {
  50938. /**
  50939. * Defines wether the loader supports cascade loading the different faces.
  50940. */
  50941. readonly supportCascades: boolean;
  50942. /**
  50943. * This returns if the loader support the current file information.
  50944. * @param extension defines the file extension of the file being loaded
  50945. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50946. * @param fallback defines the fallback internal texture if any
  50947. * @param isBase64 defines whether the texture is encoded as a base64
  50948. * @param isBuffer defines whether the texture data are stored as a buffer
  50949. * @returns true if the loader can load the specified file
  50950. */
  50951. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50952. /**
  50953. * Transform the url before loading if required.
  50954. * @param rootUrl the url of the texture
  50955. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50956. * @returns the transformed texture
  50957. */
  50958. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50959. /**
  50960. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50961. * @param rootUrl the url of the texture
  50962. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50963. * @returns the fallback texture
  50964. */
  50965. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50966. /**
  50967. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50968. * @param data contains the texture data
  50969. * @param texture defines the BabylonJS internal texture
  50970. * @param createPolynomials will be true if polynomials have been requested
  50971. * @param onLoad defines the callback to trigger once the texture is ready
  50972. * @param onError defines the callback to trigger in case of error
  50973. */
  50974. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50975. /**
  50976. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50977. * @param data contains the texture data
  50978. * @param texture defines the BabylonJS internal texture
  50979. * @param callback defines the method to call once ready to upload
  50980. */
  50981. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50982. }
  50983. }
  50984. declare module "babylonjs/Misc/khronosTextureContainer" {
  50985. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50986. /**
  50987. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50988. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50989. */
  50990. export class KhronosTextureContainer {
  50991. /** contents of the KTX container file */
  50992. arrayBuffer: any;
  50993. private static HEADER_LEN;
  50994. private static COMPRESSED_2D;
  50995. private static COMPRESSED_3D;
  50996. private static TEX_2D;
  50997. private static TEX_3D;
  50998. /**
  50999. * Gets the openGL type
  51000. */
  51001. glType: number;
  51002. /**
  51003. * Gets the openGL type size
  51004. */
  51005. glTypeSize: number;
  51006. /**
  51007. * Gets the openGL format
  51008. */
  51009. glFormat: number;
  51010. /**
  51011. * Gets the openGL internal format
  51012. */
  51013. glInternalFormat: number;
  51014. /**
  51015. * Gets the base internal format
  51016. */
  51017. glBaseInternalFormat: number;
  51018. /**
  51019. * Gets image width in pixel
  51020. */
  51021. pixelWidth: number;
  51022. /**
  51023. * Gets image height in pixel
  51024. */
  51025. pixelHeight: number;
  51026. /**
  51027. * Gets image depth in pixels
  51028. */
  51029. pixelDepth: number;
  51030. /**
  51031. * Gets the number of array elements
  51032. */
  51033. numberOfArrayElements: number;
  51034. /**
  51035. * Gets the number of faces
  51036. */
  51037. numberOfFaces: number;
  51038. /**
  51039. * Gets the number of mipmap levels
  51040. */
  51041. numberOfMipmapLevels: number;
  51042. /**
  51043. * Gets the bytes of key value data
  51044. */
  51045. bytesOfKeyValueData: number;
  51046. /**
  51047. * Gets the load type
  51048. */
  51049. loadType: number;
  51050. /**
  51051. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51052. */
  51053. isInvalid: boolean;
  51054. /**
  51055. * Creates a new KhronosTextureContainer
  51056. * @param arrayBuffer contents of the KTX container file
  51057. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51058. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51059. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51060. */
  51061. constructor(
  51062. /** contents of the KTX container file */
  51063. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51064. /**
  51065. * Uploads KTX content to a Babylon Texture.
  51066. * It is assumed that the texture has already been created & is currently bound
  51067. * @hidden
  51068. */
  51069. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51070. private _upload2DCompressedLevels;
  51071. }
  51072. }
  51073. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51074. import { Nullable } from "babylonjs/types";
  51075. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51076. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51077. /**
  51078. * Implementation of the KTX Texture Loader.
  51079. * @hidden
  51080. */
  51081. export class _KTXTextureLoader implements IInternalTextureLoader {
  51082. /**
  51083. * Defines wether the loader supports cascade loading the different faces.
  51084. */
  51085. readonly supportCascades: boolean;
  51086. /**
  51087. * This returns if the loader support the current file information.
  51088. * @param extension defines the file extension of the file being loaded
  51089. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51090. * @param fallback defines the fallback internal texture if any
  51091. * @param isBase64 defines whether the texture is encoded as a base64
  51092. * @param isBuffer defines whether the texture data are stored as a buffer
  51093. * @returns true if the loader can load the specified file
  51094. */
  51095. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51096. /**
  51097. * Transform the url before loading if required.
  51098. * @param rootUrl the url of the texture
  51099. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51100. * @returns the transformed texture
  51101. */
  51102. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51103. /**
  51104. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51105. * @param rootUrl the url of the texture
  51106. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51107. * @returns the fallback texture
  51108. */
  51109. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51110. /**
  51111. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51112. * @param data contains the texture data
  51113. * @param texture defines the BabylonJS internal texture
  51114. * @param createPolynomials will be true if polynomials have been requested
  51115. * @param onLoad defines the callback to trigger once the texture is ready
  51116. * @param onError defines the callback to trigger in case of error
  51117. */
  51118. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51119. /**
  51120. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51121. * @param data contains the texture data
  51122. * @param texture defines the BabylonJS internal texture
  51123. * @param callback defines the method to call once ready to upload
  51124. */
  51125. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51126. }
  51127. }
  51128. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51129. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51130. import { Scene } from "babylonjs/scene";
  51131. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51132. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51133. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51134. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51135. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  51136. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51137. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51138. /**
  51139. * Options for the default xr helper
  51140. */
  51141. export class WebXRDefaultExperienceOptions {
  51142. /**
  51143. * Floor meshes that should be used for teleporting
  51144. */
  51145. floorMeshes: Array<AbstractMesh>;
  51146. }
  51147. /**
  51148. * Default experience which provides a similar setup to the previous webVRExperience
  51149. */
  51150. export class WebXRDefaultExperience {
  51151. /**
  51152. * Base experience
  51153. */
  51154. baseExperience: WebXRExperienceHelper;
  51155. /**
  51156. * Input experience extension
  51157. */
  51158. input: WebXRInput;
  51159. /**
  51160. * Loads the controller models
  51161. */
  51162. controllerModelLoader: WebXRControllerModelLoader;
  51163. /**
  51164. * Enables laser pointer and selection
  51165. */
  51166. pointerSelection: WebXRControllerPointerSelection;
  51167. /**
  51168. * Enables teleportation
  51169. */
  51170. teleportation: WebXRControllerTeleportation;
  51171. /**
  51172. * Enables ui for enetering/exiting xr
  51173. */
  51174. enterExitUI: WebXREnterExitUI;
  51175. /**
  51176. * Default output canvas xr should render to
  51177. */
  51178. outputCanvas: WebXRManagedOutputCanvas;
  51179. /**
  51180. * Creates the default xr experience
  51181. * @param scene scene
  51182. * @param options options for basic configuration
  51183. * @returns resulting WebXRDefaultExperience
  51184. */
  51185. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51186. private constructor();
  51187. /**
  51188. * DIsposes of the experience helper
  51189. */
  51190. dispose(): void;
  51191. }
  51192. }
  51193. declare module "babylonjs/Helpers/sceneHelpers" {
  51194. import { Nullable } from "babylonjs/types";
  51195. import { Mesh } from "babylonjs/Meshes/mesh";
  51196. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51197. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51198. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51199. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51200. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51201. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51202. import "babylonjs/Meshes/Builders/boxBuilder";
  51203. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51204. /** @hidden */
  51205. export var _forceSceneHelpersToBundle: boolean;
  51206. module "babylonjs/scene" {
  51207. interface Scene {
  51208. /**
  51209. * Creates a default light for the scene.
  51210. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51211. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51212. */
  51213. createDefaultLight(replace?: boolean): void;
  51214. /**
  51215. * Creates a default camera for the scene.
  51216. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51217. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51218. * @param replace has default false, when true replaces the active camera in the scene
  51219. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51220. */
  51221. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51222. /**
  51223. * Creates a default camera and a default light.
  51224. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51225. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51226. * @param replace has the default false, when true replaces the active camera/light in the scene
  51227. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51228. */
  51229. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51230. /**
  51231. * Creates a new sky box
  51232. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51233. * @param environmentTexture defines the texture to use as environment texture
  51234. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51235. * @param scale defines the overall scale of the skybox
  51236. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51237. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51238. * @returns a new mesh holding the sky box
  51239. */
  51240. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51241. /**
  51242. * Creates a new environment
  51243. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51244. * @param options defines the options you can use to configure the environment
  51245. * @returns the new EnvironmentHelper
  51246. */
  51247. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51248. /**
  51249. * Creates a new VREXperienceHelper
  51250. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51251. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51252. * @returns a new VREXperienceHelper
  51253. */
  51254. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51255. /**
  51256. * Creates a new WebXRDefaultExperience
  51257. * @see http://doc.babylonjs.com/how_to/webxr
  51258. * @param options experience options
  51259. * @returns a promise for a new WebXRDefaultExperience
  51260. */
  51261. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51262. }
  51263. }
  51264. }
  51265. declare module "babylonjs/Helpers/videoDome" {
  51266. import { Scene } from "babylonjs/scene";
  51267. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51268. import { Mesh } from "babylonjs/Meshes/mesh";
  51269. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51270. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51271. import "babylonjs/Meshes/Builders/sphereBuilder";
  51272. /**
  51273. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51274. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51275. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51276. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51277. */
  51278. export class VideoDome extends TransformNode {
  51279. /**
  51280. * Define the video source as a Monoscopic panoramic 360 video.
  51281. */
  51282. static readonly MODE_MONOSCOPIC: number;
  51283. /**
  51284. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51285. */
  51286. static readonly MODE_TOPBOTTOM: number;
  51287. /**
  51288. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51289. */
  51290. static readonly MODE_SIDEBYSIDE: number;
  51291. private _halfDome;
  51292. private _useDirectMapping;
  51293. /**
  51294. * The video texture being displayed on the sphere
  51295. */
  51296. protected _videoTexture: VideoTexture;
  51297. /**
  51298. * Gets the video texture being displayed on the sphere
  51299. */
  51300. readonly videoTexture: VideoTexture;
  51301. /**
  51302. * The skybox material
  51303. */
  51304. protected _material: BackgroundMaterial;
  51305. /**
  51306. * The surface used for the skybox
  51307. */
  51308. protected _mesh: Mesh;
  51309. /**
  51310. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51311. */
  51312. private _halfDomeMask;
  51313. /**
  51314. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51315. * Also see the options.resolution property.
  51316. */
  51317. fovMultiplier: number;
  51318. private _videoMode;
  51319. /**
  51320. * Gets or set the current video mode for the video. It can be:
  51321. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51322. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51323. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51324. */
  51325. videoMode: number;
  51326. /**
  51327. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51328. *
  51329. */
  51330. /**
  51331. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51332. */
  51333. halfDome: boolean;
  51334. /**
  51335. * Oberserver used in Stereoscopic VR Mode.
  51336. */
  51337. private _onBeforeCameraRenderObserver;
  51338. /**
  51339. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51340. * @param name Element's name, child elements will append suffixes for their own names.
  51341. * @param urlsOrVideo defines the url(s) or the video element to use
  51342. * @param options An object containing optional or exposed sub element properties
  51343. */
  51344. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51345. resolution?: number;
  51346. clickToPlay?: boolean;
  51347. autoPlay?: boolean;
  51348. loop?: boolean;
  51349. size?: number;
  51350. poster?: string;
  51351. faceForward?: boolean;
  51352. useDirectMapping?: boolean;
  51353. halfDomeMode?: boolean;
  51354. }, scene: Scene);
  51355. private _changeVideoMode;
  51356. /**
  51357. * Releases resources associated with this node.
  51358. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51359. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51360. */
  51361. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51362. }
  51363. }
  51364. declare module "babylonjs/Helpers/index" {
  51365. export * from "babylonjs/Helpers/environmentHelper";
  51366. export * from "babylonjs/Helpers/photoDome";
  51367. export * from "babylonjs/Helpers/sceneHelpers";
  51368. export * from "babylonjs/Helpers/videoDome";
  51369. }
  51370. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51371. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51372. import { IDisposable } from "babylonjs/scene";
  51373. import { Engine } from "babylonjs/Engines/engine";
  51374. /**
  51375. * This class can be used to get instrumentation data from a Babylon engine
  51376. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51377. */
  51378. export class EngineInstrumentation implements IDisposable {
  51379. /**
  51380. * Define the instrumented engine.
  51381. */
  51382. engine: Engine;
  51383. private _captureGPUFrameTime;
  51384. private _gpuFrameTimeToken;
  51385. private _gpuFrameTime;
  51386. private _captureShaderCompilationTime;
  51387. private _shaderCompilationTime;
  51388. private _onBeginFrameObserver;
  51389. private _onEndFrameObserver;
  51390. private _onBeforeShaderCompilationObserver;
  51391. private _onAfterShaderCompilationObserver;
  51392. /**
  51393. * Gets the perf counter used for GPU frame time
  51394. */
  51395. readonly gpuFrameTimeCounter: PerfCounter;
  51396. /**
  51397. * Gets the GPU frame time capture status
  51398. */
  51399. /**
  51400. * Enable or disable the GPU frame time capture
  51401. */
  51402. captureGPUFrameTime: boolean;
  51403. /**
  51404. * Gets the perf counter used for shader compilation time
  51405. */
  51406. readonly shaderCompilationTimeCounter: PerfCounter;
  51407. /**
  51408. * Gets the shader compilation time capture status
  51409. */
  51410. /**
  51411. * Enable or disable the shader compilation time capture
  51412. */
  51413. captureShaderCompilationTime: boolean;
  51414. /**
  51415. * Instantiates a new engine instrumentation.
  51416. * This class can be used to get instrumentation data from a Babylon engine
  51417. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51418. * @param engine Defines the engine to instrument
  51419. */
  51420. constructor(
  51421. /**
  51422. * Define the instrumented engine.
  51423. */
  51424. engine: Engine);
  51425. /**
  51426. * Dispose and release associated resources.
  51427. */
  51428. dispose(): void;
  51429. }
  51430. }
  51431. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51432. import { Scene, IDisposable } from "babylonjs/scene";
  51433. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51434. /**
  51435. * This class can be used to get instrumentation data from a Babylon engine
  51436. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51437. */
  51438. export class SceneInstrumentation implements IDisposable {
  51439. /**
  51440. * Defines the scene to instrument
  51441. */
  51442. scene: Scene;
  51443. private _captureActiveMeshesEvaluationTime;
  51444. private _activeMeshesEvaluationTime;
  51445. private _captureRenderTargetsRenderTime;
  51446. private _renderTargetsRenderTime;
  51447. private _captureFrameTime;
  51448. private _frameTime;
  51449. private _captureRenderTime;
  51450. private _renderTime;
  51451. private _captureInterFrameTime;
  51452. private _interFrameTime;
  51453. private _captureParticlesRenderTime;
  51454. private _particlesRenderTime;
  51455. private _captureSpritesRenderTime;
  51456. private _spritesRenderTime;
  51457. private _capturePhysicsTime;
  51458. private _physicsTime;
  51459. private _captureAnimationsTime;
  51460. private _animationsTime;
  51461. private _captureCameraRenderTime;
  51462. private _cameraRenderTime;
  51463. private _onBeforeActiveMeshesEvaluationObserver;
  51464. private _onAfterActiveMeshesEvaluationObserver;
  51465. private _onBeforeRenderTargetsRenderObserver;
  51466. private _onAfterRenderTargetsRenderObserver;
  51467. private _onAfterRenderObserver;
  51468. private _onBeforeDrawPhaseObserver;
  51469. private _onAfterDrawPhaseObserver;
  51470. private _onBeforeAnimationsObserver;
  51471. private _onBeforeParticlesRenderingObserver;
  51472. private _onAfterParticlesRenderingObserver;
  51473. private _onBeforeSpritesRenderingObserver;
  51474. private _onAfterSpritesRenderingObserver;
  51475. private _onBeforePhysicsObserver;
  51476. private _onAfterPhysicsObserver;
  51477. private _onAfterAnimationsObserver;
  51478. private _onBeforeCameraRenderObserver;
  51479. private _onAfterCameraRenderObserver;
  51480. /**
  51481. * Gets the perf counter used for active meshes evaluation time
  51482. */
  51483. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51484. /**
  51485. * Gets the active meshes evaluation time capture status
  51486. */
  51487. /**
  51488. * Enable or disable the active meshes evaluation time capture
  51489. */
  51490. captureActiveMeshesEvaluationTime: boolean;
  51491. /**
  51492. * Gets the perf counter used for render targets render time
  51493. */
  51494. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51495. /**
  51496. * Gets the render targets render time capture status
  51497. */
  51498. /**
  51499. * Enable or disable the render targets render time capture
  51500. */
  51501. captureRenderTargetsRenderTime: boolean;
  51502. /**
  51503. * Gets the perf counter used for particles render time
  51504. */
  51505. readonly particlesRenderTimeCounter: PerfCounter;
  51506. /**
  51507. * Gets the particles render time capture status
  51508. */
  51509. /**
  51510. * Enable or disable the particles render time capture
  51511. */
  51512. captureParticlesRenderTime: boolean;
  51513. /**
  51514. * Gets the perf counter used for sprites render time
  51515. */
  51516. readonly spritesRenderTimeCounter: PerfCounter;
  51517. /**
  51518. * Gets the sprites render time capture status
  51519. */
  51520. /**
  51521. * Enable or disable the sprites render time capture
  51522. */
  51523. captureSpritesRenderTime: boolean;
  51524. /**
  51525. * Gets the perf counter used for physics time
  51526. */
  51527. readonly physicsTimeCounter: PerfCounter;
  51528. /**
  51529. * Gets the physics time capture status
  51530. */
  51531. /**
  51532. * Enable or disable the physics time capture
  51533. */
  51534. capturePhysicsTime: boolean;
  51535. /**
  51536. * Gets the perf counter used for animations time
  51537. */
  51538. readonly animationsTimeCounter: PerfCounter;
  51539. /**
  51540. * Gets the animations time capture status
  51541. */
  51542. /**
  51543. * Enable or disable the animations time capture
  51544. */
  51545. captureAnimationsTime: boolean;
  51546. /**
  51547. * Gets the perf counter used for frame time capture
  51548. */
  51549. readonly frameTimeCounter: PerfCounter;
  51550. /**
  51551. * Gets the frame time capture status
  51552. */
  51553. /**
  51554. * Enable or disable the frame time capture
  51555. */
  51556. captureFrameTime: boolean;
  51557. /**
  51558. * Gets the perf counter used for inter-frames time capture
  51559. */
  51560. readonly interFrameTimeCounter: PerfCounter;
  51561. /**
  51562. * Gets the inter-frames time capture status
  51563. */
  51564. /**
  51565. * Enable or disable the inter-frames time capture
  51566. */
  51567. captureInterFrameTime: boolean;
  51568. /**
  51569. * Gets the perf counter used for render time capture
  51570. */
  51571. readonly renderTimeCounter: PerfCounter;
  51572. /**
  51573. * Gets the render time capture status
  51574. */
  51575. /**
  51576. * Enable or disable the render time capture
  51577. */
  51578. captureRenderTime: boolean;
  51579. /**
  51580. * Gets the perf counter used for camera render time capture
  51581. */
  51582. readonly cameraRenderTimeCounter: PerfCounter;
  51583. /**
  51584. * Gets the camera render time capture status
  51585. */
  51586. /**
  51587. * Enable or disable the camera render time capture
  51588. */
  51589. captureCameraRenderTime: boolean;
  51590. /**
  51591. * Gets the perf counter used for draw calls
  51592. */
  51593. readonly drawCallsCounter: PerfCounter;
  51594. /**
  51595. * Instantiates a new scene instrumentation.
  51596. * This class can be used to get instrumentation data from a Babylon engine
  51597. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51598. * @param scene Defines the scene to instrument
  51599. */
  51600. constructor(
  51601. /**
  51602. * Defines the scene to instrument
  51603. */
  51604. scene: Scene);
  51605. /**
  51606. * Dispose and release associated resources.
  51607. */
  51608. dispose(): void;
  51609. }
  51610. }
  51611. declare module "babylonjs/Instrumentation/index" {
  51612. export * from "babylonjs/Instrumentation/engineInstrumentation";
  51613. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  51614. export * from "babylonjs/Instrumentation/timeToken";
  51615. }
  51616. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  51617. /** @hidden */
  51618. export var glowMapGenerationPixelShader: {
  51619. name: string;
  51620. shader: string;
  51621. };
  51622. }
  51623. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  51624. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51625. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  51626. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  51627. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51628. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  51629. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51630. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51631. /** @hidden */
  51632. export var glowMapGenerationVertexShader: {
  51633. name: string;
  51634. shader: string;
  51635. };
  51636. }
  51637. declare module "babylonjs/Layers/effectLayer" {
  51638. import { Observable } from "babylonjs/Misc/observable";
  51639. import { Nullable } from "babylonjs/types";
  51640. import { Camera } from "babylonjs/Cameras/camera";
  51641. import { Scene } from "babylonjs/scene";
  51642. import { ISize } from "babylonjs/Maths/math.size";
  51643. import { Color4 } from "babylonjs/Maths/math.color";
  51644. import { Engine } from "babylonjs/Engines/engine";
  51645. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51646. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51647. import { Mesh } from "babylonjs/Meshes/mesh";
  51648. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  51649. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51650. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51651. import { Effect } from "babylonjs/Materials/effect";
  51652. import { Material } from "babylonjs/Materials/material";
  51653. import "babylonjs/Shaders/glowMapGeneration.fragment";
  51654. import "babylonjs/Shaders/glowMapGeneration.vertex";
  51655. /**
  51656. * Effect layer options. This helps customizing the behaviour
  51657. * of the effect layer.
  51658. */
  51659. export interface IEffectLayerOptions {
  51660. /**
  51661. * Multiplication factor apply to the canvas size to compute the render target size
  51662. * used to generated the objects (the smaller the faster).
  51663. */
  51664. mainTextureRatio: number;
  51665. /**
  51666. * Enforces a fixed size texture to ensure effect stability across devices.
  51667. */
  51668. mainTextureFixedSize?: number;
  51669. /**
  51670. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  51671. */
  51672. alphaBlendingMode: number;
  51673. /**
  51674. * The camera attached to the layer.
  51675. */
  51676. camera: Nullable<Camera>;
  51677. /**
  51678. * The rendering group to draw the layer in.
  51679. */
  51680. renderingGroupId: number;
  51681. }
  51682. /**
  51683. * The effect layer Helps adding post process effect blended with the main pass.
  51684. *
  51685. * This can be for instance use to generate glow or higlight effects on the scene.
  51686. *
  51687. * The effect layer class can not be used directly and is intented to inherited from to be
  51688. * customized per effects.
  51689. */
  51690. export abstract class EffectLayer {
  51691. private _vertexBuffers;
  51692. private _indexBuffer;
  51693. private _cachedDefines;
  51694. private _effectLayerMapGenerationEffect;
  51695. private _effectLayerOptions;
  51696. private _mergeEffect;
  51697. protected _scene: Scene;
  51698. protected _engine: Engine;
  51699. protected _maxSize: number;
  51700. protected _mainTextureDesiredSize: ISize;
  51701. protected _mainTexture: RenderTargetTexture;
  51702. protected _shouldRender: boolean;
  51703. protected _postProcesses: PostProcess[];
  51704. protected _textures: BaseTexture[];
  51705. protected _emissiveTextureAndColor: {
  51706. texture: Nullable<BaseTexture>;
  51707. color: Color4;
  51708. };
  51709. /**
  51710. * The name of the layer
  51711. */
  51712. name: string;
  51713. /**
  51714. * The clear color of the texture used to generate the glow map.
  51715. */
  51716. neutralColor: Color4;
  51717. /**
  51718. * Specifies wether the highlight layer is enabled or not.
  51719. */
  51720. isEnabled: boolean;
  51721. /**
  51722. * Gets the camera attached to the layer.
  51723. */
  51724. readonly camera: Nullable<Camera>;
  51725. /**
  51726. * Gets the rendering group id the layer should render in.
  51727. */
  51728. renderingGroupId: number;
  51729. /**
  51730. * An event triggered when the effect layer has been disposed.
  51731. */
  51732. onDisposeObservable: Observable<EffectLayer>;
  51733. /**
  51734. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  51735. */
  51736. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  51737. /**
  51738. * An event triggered when the generated texture is being merged in the scene.
  51739. */
  51740. onBeforeComposeObservable: Observable<EffectLayer>;
  51741. /**
  51742. * An event triggered when the generated texture has been merged in the scene.
  51743. */
  51744. onAfterComposeObservable: Observable<EffectLayer>;
  51745. /**
  51746. * An event triggered when the efffect layer changes its size.
  51747. */
  51748. onSizeChangedObservable: Observable<EffectLayer>;
  51749. /** @hidden */
  51750. static _SceneComponentInitialization: (scene: Scene) => void;
  51751. /**
  51752. * Instantiates a new effect Layer and references it in the scene.
  51753. * @param name The name of the layer
  51754. * @param scene The scene to use the layer in
  51755. */
  51756. constructor(
  51757. /** The Friendly of the effect in the scene */
  51758. name: string, scene: Scene);
  51759. /**
  51760. * Get the effect name of the layer.
  51761. * @return The effect name
  51762. */
  51763. abstract getEffectName(): string;
  51764. /**
  51765. * Checks for the readiness of the element composing the layer.
  51766. * @param subMesh the mesh to check for
  51767. * @param useInstances specify wether or not to use instances to render the mesh
  51768. * @return true if ready otherwise, false
  51769. */
  51770. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51771. /**
  51772. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51773. * @returns true if the effect requires stencil during the main canvas render pass.
  51774. */
  51775. abstract needStencil(): boolean;
  51776. /**
  51777. * Create the merge effect. This is the shader use to blit the information back
  51778. * to the main canvas at the end of the scene rendering.
  51779. * @returns The effect containing the shader used to merge the effect on the main canvas
  51780. */
  51781. protected abstract _createMergeEffect(): Effect;
  51782. /**
  51783. * Creates the render target textures and post processes used in the effect layer.
  51784. */
  51785. protected abstract _createTextureAndPostProcesses(): void;
  51786. /**
  51787. * Implementation specific of rendering the generating effect on the main canvas.
  51788. * @param effect The effect used to render through
  51789. */
  51790. protected abstract _internalRender(effect: Effect): void;
  51791. /**
  51792. * Sets the required values for both the emissive texture and and the main color.
  51793. */
  51794. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51795. /**
  51796. * Free any resources and references associated to a mesh.
  51797. * Internal use
  51798. * @param mesh The mesh to free.
  51799. */
  51800. abstract _disposeMesh(mesh: Mesh): void;
  51801. /**
  51802. * Serializes this layer (Glow or Highlight for example)
  51803. * @returns a serialized layer object
  51804. */
  51805. abstract serialize?(): any;
  51806. /**
  51807. * Initializes the effect layer with the required options.
  51808. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51809. */
  51810. protected _init(options: Partial<IEffectLayerOptions>): void;
  51811. /**
  51812. * Generates the index buffer of the full screen quad blending to the main canvas.
  51813. */
  51814. private _generateIndexBuffer;
  51815. /**
  51816. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51817. */
  51818. private _generateVertexBuffer;
  51819. /**
  51820. * Sets the main texture desired size which is the closest power of two
  51821. * of the engine canvas size.
  51822. */
  51823. private _setMainTextureSize;
  51824. /**
  51825. * Creates the main texture for the effect layer.
  51826. */
  51827. protected _createMainTexture(): void;
  51828. /**
  51829. * Adds specific effects defines.
  51830. * @param defines The defines to add specifics to.
  51831. */
  51832. protected _addCustomEffectDefines(defines: string[]): void;
  51833. /**
  51834. * Checks for the readiness of the element composing the layer.
  51835. * @param subMesh the mesh to check for
  51836. * @param useInstances specify wether or not to use instances to render the mesh
  51837. * @param emissiveTexture the associated emissive texture used to generate the glow
  51838. * @return true if ready otherwise, false
  51839. */
  51840. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51841. /**
  51842. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51843. */
  51844. render(): void;
  51845. /**
  51846. * Determine if a given mesh will be used in the current effect.
  51847. * @param mesh mesh to test
  51848. * @returns true if the mesh will be used
  51849. */
  51850. hasMesh(mesh: AbstractMesh): boolean;
  51851. /**
  51852. * Returns true if the layer contains information to display, otherwise false.
  51853. * @returns true if the glow layer should be rendered
  51854. */
  51855. shouldRender(): boolean;
  51856. /**
  51857. * Returns true if the mesh should render, otherwise false.
  51858. * @param mesh The mesh to render
  51859. * @returns true if it should render otherwise false
  51860. */
  51861. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51862. /**
  51863. * Returns true if the mesh can be rendered, otherwise false.
  51864. * @param mesh The mesh to render
  51865. * @param material The material used on the mesh
  51866. * @returns true if it can be rendered otherwise false
  51867. */
  51868. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51869. /**
  51870. * Returns true if the mesh should render, otherwise false.
  51871. * @param mesh The mesh to render
  51872. * @returns true if it should render otherwise false
  51873. */
  51874. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51875. /**
  51876. * Renders the submesh passed in parameter to the generation map.
  51877. */
  51878. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51879. /**
  51880. * Rebuild the required buffers.
  51881. * @hidden Internal use only.
  51882. */
  51883. _rebuild(): void;
  51884. /**
  51885. * Dispose only the render target textures and post process.
  51886. */
  51887. private _disposeTextureAndPostProcesses;
  51888. /**
  51889. * Dispose the highlight layer and free resources.
  51890. */
  51891. dispose(): void;
  51892. /**
  51893. * Gets the class name of the effect layer
  51894. * @returns the string with the class name of the effect layer
  51895. */
  51896. getClassName(): string;
  51897. /**
  51898. * Creates an effect layer from parsed effect layer data
  51899. * @param parsedEffectLayer defines effect layer data
  51900. * @param scene defines the current scene
  51901. * @param rootUrl defines the root URL containing the effect layer information
  51902. * @returns a parsed effect Layer
  51903. */
  51904. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51905. }
  51906. }
  51907. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51908. import { Scene } from "babylonjs/scene";
  51909. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51910. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51911. import { AbstractScene } from "babylonjs/abstractScene";
  51912. module "babylonjs/abstractScene" {
  51913. interface AbstractScene {
  51914. /**
  51915. * The list of effect layers (highlights/glow) added to the scene
  51916. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51917. * @see http://doc.babylonjs.com/how_to/glow_layer
  51918. */
  51919. effectLayers: Array<EffectLayer>;
  51920. /**
  51921. * Removes the given effect layer from this scene.
  51922. * @param toRemove defines the effect layer to remove
  51923. * @returns the index of the removed effect layer
  51924. */
  51925. removeEffectLayer(toRemove: EffectLayer): number;
  51926. /**
  51927. * Adds the given effect layer to this scene
  51928. * @param newEffectLayer defines the effect layer to add
  51929. */
  51930. addEffectLayer(newEffectLayer: EffectLayer): void;
  51931. }
  51932. }
  51933. /**
  51934. * Defines the layer scene component responsible to manage any effect layers
  51935. * in a given scene.
  51936. */
  51937. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51938. /**
  51939. * The component name helpfull to identify the component in the list of scene components.
  51940. */
  51941. readonly name: string;
  51942. /**
  51943. * The scene the component belongs to.
  51944. */
  51945. scene: Scene;
  51946. private _engine;
  51947. private _renderEffects;
  51948. private _needStencil;
  51949. private _previousStencilState;
  51950. /**
  51951. * Creates a new instance of the component for the given scene
  51952. * @param scene Defines the scene to register the component in
  51953. */
  51954. constructor(scene: Scene);
  51955. /**
  51956. * Registers the component in a given scene
  51957. */
  51958. register(): void;
  51959. /**
  51960. * Rebuilds the elements related to this component in case of
  51961. * context lost for instance.
  51962. */
  51963. rebuild(): void;
  51964. /**
  51965. * Serializes the component data to the specified json object
  51966. * @param serializationObject The object to serialize to
  51967. */
  51968. serialize(serializationObject: any): void;
  51969. /**
  51970. * Adds all the elements from the container to the scene
  51971. * @param container the container holding the elements
  51972. */
  51973. addFromContainer(container: AbstractScene): void;
  51974. /**
  51975. * Removes all the elements in the container from the scene
  51976. * @param container contains the elements to remove
  51977. * @param dispose if the removed element should be disposed (default: false)
  51978. */
  51979. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51980. /**
  51981. * Disposes the component and the associated ressources.
  51982. */
  51983. dispose(): void;
  51984. private _isReadyForMesh;
  51985. private _renderMainTexture;
  51986. private _setStencil;
  51987. private _setStencilBack;
  51988. private _draw;
  51989. private _drawCamera;
  51990. private _drawRenderingGroup;
  51991. }
  51992. }
  51993. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51994. /** @hidden */
  51995. export var glowMapMergePixelShader: {
  51996. name: string;
  51997. shader: string;
  51998. };
  51999. }
  52000. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52001. /** @hidden */
  52002. export var glowMapMergeVertexShader: {
  52003. name: string;
  52004. shader: string;
  52005. };
  52006. }
  52007. declare module "babylonjs/Layers/glowLayer" {
  52008. import { Nullable } from "babylonjs/types";
  52009. import { Camera } from "babylonjs/Cameras/camera";
  52010. import { Scene } from "babylonjs/scene";
  52011. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52012. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52013. import { Mesh } from "babylonjs/Meshes/mesh";
  52014. import { Texture } from "babylonjs/Materials/Textures/texture";
  52015. import { Effect } from "babylonjs/Materials/effect";
  52016. import { Material } from "babylonjs/Materials/material";
  52017. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52018. import { Color4 } from "babylonjs/Maths/math.color";
  52019. import "babylonjs/Shaders/glowMapMerge.fragment";
  52020. import "babylonjs/Shaders/glowMapMerge.vertex";
  52021. import "babylonjs/Layers/effectLayerSceneComponent";
  52022. module "babylonjs/abstractScene" {
  52023. interface AbstractScene {
  52024. /**
  52025. * Return a the first highlight layer of the scene with a given name.
  52026. * @param name The name of the highlight layer to look for.
  52027. * @return The highlight layer if found otherwise null.
  52028. */
  52029. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52030. }
  52031. }
  52032. /**
  52033. * Glow layer options. This helps customizing the behaviour
  52034. * of the glow layer.
  52035. */
  52036. export interface IGlowLayerOptions {
  52037. /**
  52038. * Multiplication factor apply to the canvas size to compute the render target size
  52039. * used to generated the glowing objects (the smaller the faster).
  52040. */
  52041. mainTextureRatio: number;
  52042. /**
  52043. * Enforces a fixed size texture to ensure resize independant blur.
  52044. */
  52045. mainTextureFixedSize?: number;
  52046. /**
  52047. * How big is the kernel of the blur texture.
  52048. */
  52049. blurKernelSize: number;
  52050. /**
  52051. * The camera attached to the layer.
  52052. */
  52053. camera: Nullable<Camera>;
  52054. /**
  52055. * Enable MSAA by chosing the number of samples.
  52056. */
  52057. mainTextureSamples?: number;
  52058. /**
  52059. * The rendering group to draw the layer in.
  52060. */
  52061. renderingGroupId: number;
  52062. }
  52063. /**
  52064. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52065. *
  52066. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52067. * glowy meshes to your scene.
  52068. *
  52069. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52070. */
  52071. export class GlowLayer extends EffectLayer {
  52072. /**
  52073. * Effect Name of the layer.
  52074. */
  52075. static readonly EffectName: string;
  52076. /**
  52077. * The default blur kernel size used for the glow.
  52078. */
  52079. static DefaultBlurKernelSize: number;
  52080. /**
  52081. * The default texture size ratio used for the glow.
  52082. */
  52083. static DefaultTextureRatio: number;
  52084. /**
  52085. * Sets the kernel size of the blur.
  52086. */
  52087. /**
  52088. * Gets the kernel size of the blur.
  52089. */
  52090. blurKernelSize: number;
  52091. /**
  52092. * Sets the glow intensity.
  52093. */
  52094. /**
  52095. * Gets the glow intensity.
  52096. */
  52097. intensity: number;
  52098. private _options;
  52099. private _intensity;
  52100. private _horizontalBlurPostprocess1;
  52101. private _verticalBlurPostprocess1;
  52102. private _horizontalBlurPostprocess2;
  52103. private _verticalBlurPostprocess2;
  52104. private _blurTexture1;
  52105. private _blurTexture2;
  52106. private _postProcesses1;
  52107. private _postProcesses2;
  52108. private _includedOnlyMeshes;
  52109. private _excludedMeshes;
  52110. /**
  52111. * Callback used to let the user override the color selection on a per mesh basis
  52112. */
  52113. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52114. /**
  52115. * Callback used to let the user override the texture selection on a per mesh basis
  52116. */
  52117. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52118. /**
  52119. * Instantiates a new glow Layer and references it to the scene.
  52120. * @param name The name of the layer
  52121. * @param scene The scene to use the layer in
  52122. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52123. */
  52124. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52125. /**
  52126. * Get the effect name of the layer.
  52127. * @return The effect name
  52128. */
  52129. getEffectName(): string;
  52130. /**
  52131. * Create the merge effect. This is the shader use to blit the information back
  52132. * to the main canvas at the end of the scene rendering.
  52133. */
  52134. protected _createMergeEffect(): Effect;
  52135. /**
  52136. * Creates the render target textures and post processes used in the glow layer.
  52137. */
  52138. protected _createTextureAndPostProcesses(): void;
  52139. /**
  52140. * Checks for the readiness of the element composing the layer.
  52141. * @param subMesh the mesh to check for
  52142. * @param useInstances specify wether or not to use instances to render the mesh
  52143. * @param emissiveTexture the associated emissive texture used to generate the glow
  52144. * @return true if ready otherwise, false
  52145. */
  52146. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52147. /**
  52148. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52149. */
  52150. needStencil(): boolean;
  52151. /**
  52152. * Returns true if the mesh can be rendered, otherwise false.
  52153. * @param mesh The mesh to render
  52154. * @param material The material used on the mesh
  52155. * @returns true if it can be rendered otherwise false
  52156. */
  52157. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52158. /**
  52159. * Implementation specific of rendering the generating effect on the main canvas.
  52160. * @param effect The effect used to render through
  52161. */
  52162. protected _internalRender(effect: Effect): void;
  52163. /**
  52164. * Sets the required values for both the emissive texture and and the main color.
  52165. */
  52166. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52167. /**
  52168. * Returns true if the mesh should render, otherwise false.
  52169. * @param mesh The mesh to render
  52170. * @returns true if it should render otherwise false
  52171. */
  52172. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52173. /**
  52174. * Adds specific effects defines.
  52175. * @param defines The defines to add specifics to.
  52176. */
  52177. protected _addCustomEffectDefines(defines: string[]): void;
  52178. /**
  52179. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52180. * @param mesh The mesh to exclude from the glow layer
  52181. */
  52182. addExcludedMesh(mesh: Mesh): void;
  52183. /**
  52184. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52185. * @param mesh The mesh to remove
  52186. */
  52187. removeExcludedMesh(mesh: Mesh): void;
  52188. /**
  52189. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52190. * @param mesh The mesh to include in the glow layer
  52191. */
  52192. addIncludedOnlyMesh(mesh: Mesh): void;
  52193. /**
  52194. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52195. * @param mesh The mesh to remove
  52196. */
  52197. removeIncludedOnlyMesh(mesh: Mesh): void;
  52198. /**
  52199. * Determine if a given mesh will be used in the glow layer
  52200. * @param mesh The mesh to test
  52201. * @returns true if the mesh will be highlighted by the current glow layer
  52202. */
  52203. hasMesh(mesh: AbstractMesh): boolean;
  52204. /**
  52205. * Free any resources and references associated to a mesh.
  52206. * Internal use
  52207. * @param mesh The mesh to free.
  52208. * @hidden
  52209. */
  52210. _disposeMesh(mesh: Mesh): void;
  52211. /**
  52212. * Gets the class name of the effect layer
  52213. * @returns the string with the class name of the effect layer
  52214. */
  52215. getClassName(): string;
  52216. /**
  52217. * Serializes this glow layer
  52218. * @returns a serialized glow layer object
  52219. */
  52220. serialize(): any;
  52221. /**
  52222. * Creates a Glow Layer from parsed glow layer data
  52223. * @param parsedGlowLayer defines glow layer data
  52224. * @param scene defines the current scene
  52225. * @param rootUrl defines the root URL containing the glow layer information
  52226. * @returns a parsed Glow Layer
  52227. */
  52228. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52229. }
  52230. }
  52231. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52232. /** @hidden */
  52233. export var glowBlurPostProcessPixelShader: {
  52234. name: string;
  52235. shader: string;
  52236. };
  52237. }
  52238. declare module "babylonjs/Layers/highlightLayer" {
  52239. import { Observable } from "babylonjs/Misc/observable";
  52240. import { Nullable } from "babylonjs/types";
  52241. import { Camera } from "babylonjs/Cameras/camera";
  52242. import { Scene } from "babylonjs/scene";
  52243. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52244. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52245. import { Mesh } from "babylonjs/Meshes/mesh";
  52246. import { Effect } from "babylonjs/Materials/effect";
  52247. import { Material } from "babylonjs/Materials/material";
  52248. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52249. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52250. import "babylonjs/Shaders/glowMapMerge.fragment";
  52251. import "babylonjs/Shaders/glowMapMerge.vertex";
  52252. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52253. module "babylonjs/abstractScene" {
  52254. interface AbstractScene {
  52255. /**
  52256. * Return a the first highlight layer of the scene with a given name.
  52257. * @param name The name of the highlight layer to look for.
  52258. * @return The highlight layer if found otherwise null.
  52259. */
  52260. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52261. }
  52262. }
  52263. /**
  52264. * Highlight layer options. This helps customizing the behaviour
  52265. * of the highlight layer.
  52266. */
  52267. export interface IHighlightLayerOptions {
  52268. /**
  52269. * Multiplication factor apply to the canvas size to compute the render target size
  52270. * used to generated the glowing objects (the smaller the faster).
  52271. */
  52272. mainTextureRatio: number;
  52273. /**
  52274. * Enforces a fixed size texture to ensure resize independant blur.
  52275. */
  52276. mainTextureFixedSize?: number;
  52277. /**
  52278. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52279. * of the picture to blur (the smaller the faster).
  52280. */
  52281. blurTextureSizeRatio: number;
  52282. /**
  52283. * How big in texel of the blur texture is the vertical blur.
  52284. */
  52285. blurVerticalSize: number;
  52286. /**
  52287. * How big in texel of the blur texture is the horizontal blur.
  52288. */
  52289. blurHorizontalSize: number;
  52290. /**
  52291. * Alpha blending mode used to apply the blur. Default is combine.
  52292. */
  52293. alphaBlendingMode: number;
  52294. /**
  52295. * The camera attached to the layer.
  52296. */
  52297. camera: Nullable<Camera>;
  52298. /**
  52299. * Should we display highlight as a solid stroke?
  52300. */
  52301. isStroke?: boolean;
  52302. /**
  52303. * The rendering group to draw the layer in.
  52304. */
  52305. renderingGroupId: number;
  52306. }
  52307. /**
  52308. * The highlight layer Helps adding a glow effect around a mesh.
  52309. *
  52310. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52311. * glowy meshes to your scene.
  52312. *
  52313. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52314. */
  52315. export class HighlightLayer extends EffectLayer {
  52316. name: string;
  52317. /**
  52318. * Effect Name of the highlight layer.
  52319. */
  52320. static readonly EffectName: string;
  52321. /**
  52322. * The neutral color used during the preparation of the glow effect.
  52323. * This is black by default as the blend operation is a blend operation.
  52324. */
  52325. static NeutralColor: Color4;
  52326. /**
  52327. * Stencil value used for glowing meshes.
  52328. */
  52329. static GlowingMeshStencilReference: number;
  52330. /**
  52331. * Stencil value used for the other meshes in the scene.
  52332. */
  52333. static NormalMeshStencilReference: number;
  52334. /**
  52335. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52336. */
  52337. innerGlow: boolean;
  52338. /**
  52339. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52340. */
  52341. outerGlow: boolean;
  52342. /**
  52343. * Specifies the horizontal size of the blur.
  52344. */
  52345. /**
  52346. * Gets the horizontal size of the blur.
  52347. */
  52348. blurHorizontalSize: number;
  52349. /**
  52350. * Specifies the vertical size of the blur.
  52351. */
  52352. /**
  52353. * Gets the vertical size of the blur.
  52354. */
  52355. blurVerticalSize: number;
  52356. /**
  52357. * An event triggered when the highlight layer is being blurred.
  52358. */
  52359. onBeforeBlurObservable: Observable<HighlightLayer>;
  52360. /**
  52361. * An event triggered when the highlight layer has been blurred.
  52362. */
  52363. onAfterBlurObservable: Observable<HighlightLayer>;
  52364. private _instanceGlowingMeshStencilReference;
  52365. private _options;
  52366. private _downSamplePostprocess;
  52367. private _horizontalBlurPostprocess;
  52368. private _verticalBlurPostprocess;
  52369. private _blurTexture;
  52370. private _meshes;
  52371. private _excludedMeshes;
  52372. /**
  52373. * Instantiates a new highlight Layer and references it to the scene..
  52374. * @param name The name of the layer
  52375. * @param scene The scene to use the layer in
  52376. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52377. */
  52378. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52379. /**
  52380. * Get the effect name of the layer.
  52381. * @return The effect name
  52382. */
  52383. getEffectName(): string;
  52384. /**
  52385. * Create the merge effect. This is the shader use to blit the information back
  52386. * to the main canvas at the end of the scene rendering.
  52387. */
  52388. protected _createMergeEffect(): Effect;
  52389. /**
  52390. * Creates the render target textures and post processes used in the highlight layer.
  52391. */
  52392. protected _createTextureAndPostProcesses(): void;
  52393. /**
  52394. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52395. */
  52396. needStencil(): boolean;
  52397. /**
  52398. * Checks for the readiness of the element composing the layer.
  52399. * @param subMesh the mesh to check for
  52400. * @param useInstances specify wether or not to use instances to render the mesh
  52401. * @param emissiveTexture the associated emissive texture used to generate the glow
  52402. * @return true if ready otherwise, false
  52403. */
  52404. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52405. /**
  52406. * Implementation specific of rendering the generating effect on the main canvas.
  52407. * @param effect The effect used to render through
  52408. */
  52409. protected _internalRender(effect: Effect): void;
  52410. /**
  52411. * Returns true if the layer contains information to display, otherwise false.
  52412. */
  52413. shouldRender(): boolean;
  52414. /**
  52415. * Returns true if the mesh should render, otherwise false.
  52416. * @param mesh The mesh to render
  52417. * @returns true if it should render otherwise false
  52418. */
  52419. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52420. /**
  52421. * Sets the required values for both the emissive texture and and the main color.
  52422. */
  52423. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52424. /**
  52425. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52426. * @param mesh The mesh to exclude from the highlight layer
  52427. */
  52428. addExcludedMesh(mesh: Mesh): void;
  52429. /**
  52430. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52431. * @param mesh The mesh to highlight
  52432. */
  52433. removeExcludedMesh(mesh: Mesh): void;
  52434. /**
  52435. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52436. * @param mesh mesh to test
  52437. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52438. */
  52439. hasMesh(mesh: AbstractMesh): boolean;
  52440. /**
  52441. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52442. * @param mesh The mesh to highlight
  52443. * @param color The color of the highlight
  52444. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52445. */
  52446. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52447. /**
  52448. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52449. * @param mesh The mesh to highlight
  52450. */
  52451. removeMesh(mesh: Mesh): void;
  52452. /**
  52453. * Force the stencil to the normal expected value for none glowing parts
  52454. */
  52455. private _defaultStencilReference;
  52456. /**
  52457. * Free any resources and references associated to a mesh.
  52458. * Internal use
  52459. * @param mesh The mesh to free.
  52460. * @hidden
  52461. */
  52462. _disposeMesh(mesh: Mesh): void;
  52463. /**
  52464. * Dispose the highlight layer and free resources.
  52465. */
  52466. dispose(): void;
  52467. /**
  52468. * Gets the class name of the effect layer
  52469. * @returns the string with the class name of the effect layer
  52470. */
  52471. getClassName(): string;
  52472. /**
  52473. * Serializes this Highlight layer
  52474. * @returns a serialized Highlight layer object
  52475. */
  52476. serialize(): any;
  52477. /**
  52478. * Creates a Highlight layer from parsed Highlight layer data
  52479. * @param parsedHightlightLayer defines the Highlight layer data
  52480. * @param scene defines the current scene
  52481. * @param rootUrl defines the root URL containing the Highlight layer information
  52482. * @returns a parsed Highlight layer
  52483. */
  52484. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52485. }
  52486. }
  52487. declare module "babylonjs/Layers/layerSceneComponent" {
  52488. import { Scene } from "babylonjs/scene";
  52489. import { ISceneComponent } from "babylonjs/sceneComponent";
  52490. import { Layer } from "babylonjs/Layers/layer";
  52491. import { AbstractScene } from "babylonjs/abstractScene";
  52492. module "babylonjs/abstractScene" {
  52493. interface AbstractScene {
  52494. /**
  52495. * The list of layers (background and foreground) of the scene
  52496. */
  52497. layers: Array<Layer>;
  52498. }
  52499. }
  52500. /**
  52501. * Defines the layer scene component responsible to manage any layers
  52502. * in a given scene.
  52503. */
  52504. export class LayerSceneComponent implements ISceneComponent {
  52505. /**
  52506. * The component name helpfull to identify the component in the list of scene components.
  52507. */
  52508. readonly name: string;
  52509. /**
  52510. * The scene the component belongs to.
  52511. */
  52512. scene: Scene;
  52513. private _engine;
  52514. /**
  52515. * Creates a new instance of the component for the given scene
  52516. * @param scene Defines the scene to register the component in
  52517. */
  52518. constructor(scene: Scene);
  52519. /**
  52520. * Registers the component in a given scene
  52521. */
  52522. register(): void;
  52523. /**
  52524. * Rebuilds the elements related to this component in case of
  52525. * context lost for instance.
  52526. */
  52527. rebuild(): void;
  52528. /**
  52529. * Disposes the component and the associated ressources.
  52530. */
  52531. dispose(): void;
  52532. private _draw;
  52533. private _drawCameraPredicate;
  52534. private _drawCameraBackground;
  52535. private _drawCameraForeground;
  52536. private _drawRenderTargetPredicate;
  52537. private _drawRenderTargetBackground;
  52538. private _drawRenderTargetForeground;
  52539. /**
  52540. * Adds all the elements from the container to the scene
  52541. * @param container the container holding the elements
  52542. */
  52543. addFromContainer(container: AbstractScene): void;
  52544. /**
  52545. * Removes all the elements in the container from the scene
  52546. * @param container contains the elements to remove
  52547. * @param dispose if the removed element should be disposed (default: false)
  52548. */
  52549. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52550. }
  52551. }
  52552. declare module "babylonjs/Shaders/layer.fragment" {
  52553. /** @hidden */
  52554. export var layerPixelShader: {
  52555. name: string;
  52556. shader: string;
  52557. };
  52558. }
  52559. declare module "babylonjs/Shaders/layer.vertex" {
  52560. /** @hidden */
  52561. export var layerVertexShader: {
  52562. name: string;
  52563. shader: string;
  52564. };
  52565. }
  52566. declare module "babylonjs/Layers/layer" {
  52567. import { Observable } from "babylonjs/Misc/observable";
  52568. import { Nullable } from "babylonjs/types";
  52569. import { Scene } from "babylonjs/scene";
  52570. import { Vector2 } from "babylonjs/Maths/math.vector";
  52571. import { Color4 } from "babylonjs/Maths/math.color";
  52572. import { Texture } from "babylonjs/Materials/Textures/texture";
  52573. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52574. import "babylonjs/Shaders/layer.fragment";
  52575. import "babylonjs/Shaders/layer.vertex";
  52576. /**
  52577. * This represents a full screen 2d layer.
  52578. * This can be useful to display a picture in the background of your scene for instance.
  52579. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52580. */
  52581. export class Layer {
  52582. /**
  52583. * Define the name of the layer.
  52584. */
  52585. name: string;
  52586. /**
  52587. * Define the texture the layer should display.
  52588. */
  52589. texture: Nullable<Texture>;
  52590. /**
  52591. * Is the layer in background or foreground.
  52592. */
  52593. isBackground: boolean;
  52594. /**
  52595. * Define the color of the layer (instead of texture).
  52596. */
  52597. color: Color4;
  52598. /**
  52599. * Define the scale of the layer in order to zoom in out of the texture.
  52600. */
  52601. scale: Vector2;
  52602. /**
  52603. * Define an offset for the layer in order to shift the texture.
  52604. */
  52605. offset: Vector2;
  52606. /**
  52607. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  52608. */
  52609. alphaBlendingMode: number;
  52610. /**
  52611. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  52612. * Alpha test will not mix with the background color in case of transparency.
  52613. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  52614. */
  52615. alphaTest: boolean;
  52616. /**
  52617. * Define a mask to restrict the layer to only some of the scene cameras.
  52618. */
  52619. layerMask: number;
  52620. /**
  52621. * Define the list of render target the layer is visible into.
  52622. */
  52623. renderTargetTextures: RenderTargetTexture[];
  52624. /**
  52625. * Define if the layer is only used in renderTarget or if it also
  52626. * renders in the main frame buffer of the canvas.
  52627. */
  52628. renderOnlyInRenderTargetTextures: boolean;
  52629. private _scene;
  52630. private _vertexBuffers;
  52631. private _indexBuffer;
  52632. private _effect;
  52633. private _alphaTestEffect;
  52634. /**
  52635. * An event triggered when the layer is disposed.
  52636. */
  52637. onDisposeObservable: Observable<Layer>;
  52638. private _onDisposeObserver;
  52639. /**
  52640. * Back compatibility with callback before the onDisposeObservable existed.
  52641. * The set callback will be triggered when the layer has been disposed.
  52642. */
  52643. onDispose: () => void;
  52644. /**
  52645. * An event triggered before rendering the scene
  52646. */
  52647. onBeforeRenderObservable: Observable<Layer>;
  52648. private _onBeforeRenderObserver;
  52649. /**
  52650. * Back compatibility with callback before the onBeforeRenderObservable existed.
  52651. * The set callback will be triggered just before rendering the layer.
  52652. */
  52653. onBeforeRender: () => void;
  52654. /**
  52655. * An event triggered after rendering the scene
  52656. */
  52657. onAfterRenderObservable: Observable<Layer>;
  52658. private _onAfterRenderObserver;
  52659. /**
  52660. * Back compatibility with callback before the onAfterRenderObservable existed.
  52661. * The set callback will be triggered just after rendering the layer.
  52662. */
  52663. onAfterRender: () => void;
  52664. /**
  52665. * Instantiates a new layer.
  52666. * This represents a full screen 2d layer.
  52667. * This can be useful to display a picture in the background of your scene for instance.
  52668. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52669. * @param name Define the name of the layer in the scene
  52670. * @param imgUrl Define the url of the texture to display in the layer
  52671. * @param scene Define the scene the layer belongs to
  52672. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  52673. * @param color Defines a color for the layer
  52674. */
  52675. constructor(
  52676. /**
  52677. * Define the name of the layer.
  52678. */
  52679. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  52680. private _createIndexBuffer;
  52681. /** @hidden */
  52682. _rebuild(): void;
  52683. /**
  52684. * Renders the layer in the scene.
  52685. */
  52686. render(): void;
  52687. /**
  52688. * Disposes and releases the associated ressources.
  52689. */
  52690. dispose(): void;
  52691. }
  52692. }
  52693. declare module "babylonjs/Layers/index" {
  52694. export * from "babylonjs/Layers/effectLayer";
  52695. export * from "babylonjs/Layers/effectLayerSceneComponent";
  52696. export * from "babylonjs/Layers/glowLayer";
  52697. export * from "babylonjs/Layers/highlightLayer";
  52698. export * from "babylonjs/Layers/layer";
  52699. export * from "babylonjs/Layers/layerSceneComponent";
  52700. }
  52701. declare module "babylonjs/Shaders/lensFlare.fragment" {
  52702. /** @hidden */
  52703. export var lensFlarePixelShader: {
  52704. name: string;
  52705. shader: string;
  52706. };
  52707. }
  52708. declare module "babylonjs/Shaders/lensFlare.vertex" {
  52709. /** @hidden */
  52710. export var lensFlareVertexShader: {
  52711. name: string;
  52712. shader: string;
  52713. };
  52714. }
  52715. declare module "babylonjs/LensFlares/lensFlareSystem" {
  52716. import { Scene } from "babylonjs/scene";
  52717. import { Vector3 } from "babylonjs/Maths/math.vector";
  52718. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52719. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  52720. import "babylonjs/Shaders/lensFlare.fragment";
  52721. import "babylonjs/Shaders/lensFlare.vertex";
  52722. import { Viewport } from "babylonjs/Maths/math.viewport";
  52723. /**
  52724. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52725. * It is usually composed of several `lensFlare`.
  52726. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52727. */
  52728. export class LensFlareSystem {
  52729. /**
  52730. * Define the name of the lens flare system
  52731. */
  52732. name: string;
  52733. /**
  52734. * List of lens flares used in this system.
  52735. */
  52736. lensFlares: LensFlare[];
  52737. /**
  52738. * Define a limit from the border the lens flare can be visible.
  52739. */
  52740. borderLimit: number;
  52741. /**
  52742. * Define a viewport border we do not want to see the lens flare in.
  52743. */
  52744. viewportBorder: number;
  52745. /**
  52746. * Define a predicate which could limit the list of meshes able to occlude the effect.
  52747. */
  52748. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  52749. /**
  52750. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  52751. */
  52752. layerMask: number;
  52753. /**
  52754. * Define the id of the lens flare system in the scene.
  52755. * (equal to name by default)
  52756. */
  52757. id: string;
  52758. private _scene;
  52759. private _emitter;
  52760. private _vertexBuffers;
  52761. private _indexBuffer;
  52762. private _effect;
  52763. private _positionX;
  52764. private _positionY;
  52765. private _isEnabled;
  52766. /** @hidden */
  52767. static _SceneComponentInitialization: (scene: Scene) => void;
  52768. /**
  52769. * Instantiates a lens flare system.
  52770. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52771. * It is usually composed of several `lensFlare`.
  52772. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52773. * @param name Define the name of the lens flare system in the scene
  52774. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  52775. * @param scene Define the scene the lens flare system belongs to
  52776. */
  52777. constructor(
  52778. /**
  52779. * Define the name of the lens flare system
  52780. */
  52781. name: string, emitter: any, scene: Scene);
  52782. /**
  52783. * Define if the lens flare system is enabled.
  52784. */
  52785. isEnabled: boolean;
  52786. /**
  52787. * Get the scene the effects belongs to.
  52788. * @returns the scene holding the lens flare system
  52789. */
  52790. getScene(): Scene;
  52791. /**
  52792. * Get the emitter of the lens flare system.
  52793. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52794. * @returns the emitter of the lens flare system
  52795. */
  52796. getEmitter(): any;
  52797. /**
  52798. * Set the emitter of the lens flare system.
  52799. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52800. * @param newEmitter Define the new emitter of the system
  52801. */
  52802. setEmitter(newEmitter: any): void;
  52803. /**
  52804. * Get the lens flare system emitter position.
  52805. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52806. * @returns the position
  52807. */
  52808. getEmitterPosition(): Vector3;
  52809. /**
  52810. * @hidden
  52811. */
  52812. computeEffectivePosition(globalViewport: Viewport): boolean;
  52813. /** @hidden */
  52814. _isVisible(): boolean;
  52815. /**
  52816. * @hidden
  52817. */
  52818. render(): boolean;
  52819. /**
  52820. * Dispose and release the lens flare with its associated resources.
  52821. */
  52822. dispose(): void;
  52823. /**
  52824. * Parse a lens flare system from a JSON repressentation
  52825. * @param parsedLensFlareSystem Define the JSON to parse
  52826. * @param scene Define the scene the parsed system should be instantiated in
  52827. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52828. * @returns the parsed system
  52829. */
  52830. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52831. /**
  52832. * Serialize the current Lens Flare System into a JSON representation.
  52833. * @returns the serialized JSON
  52834. */
  52835. serialize(): any;
  52836. }
  52837. }
  52838. declare module "babylonjs/LensFlares/lensFlare" {
  52839. import { Nullable } from "babylonjs/types";
  52840. import { Color3 } from "babylonjs/Maths/math.color";
  52841. import { Texture } from "babylonjs/Materials/Textures/texture";
  52842. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52843. /**
  52844. * This represents one of the lens effect in a `lensFlareSystem`.
  52845. * It controls one of the indiviual texture used in the effect.
  52846. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52847. */
  52848. export class LensFlare {
  52849. /**
  52850. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52851. */
  52852. size: number;
  52853. /**
  52854. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52855. */
  52856. position: number;
  52857. /**
  52858. * Define the lens color.
  52859. */
  52860. color: Color3;
  52861. /**
  52862. * Define the lens texture.
  52863. */
  52864. texture: Nullable<Texture>;
  52865. /**
  52866. * Define the alpha mode to render this particular lens.
  52867. */
  52868. alphaMode: number;
  52869. private _system;
  52870. /**
  52871. * Creates a new Lens Flare.
  52872. * This represents one of the lens effect in a `lensFlareSystem`.
  52873. * It controls one of the indiviual texture used in the effect.
  52874. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52875. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52876. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52877. * @param color Define the lens color
  52878. * @param imgUrl Define the lens texture url
  52879. * @param system Define the `lensFlareSystem` this flare is part of
  52880. * @returns The newly created Lens Flare
  52881. */
  52882. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52883. /**
  52884. * Instantiates a new Lens Flare.
  52885. * This represents one of the lens effect in a `lensFlareSystem`.
  52886. * It controls one of the indiviual texture used in the effect.
  52887. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52888. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52889. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52890. * @param color Define the lens color
  52891. * @param imgUrl Define the lens texture url
  52892. * @param system Define the `lensFlareSystem` this flare is part of
  52893. */
  52894. constructor(
  52895. /**
  52896. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52897. */
  52898. size: number,
  52899. /**
  52900. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52901. */
  52902. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52903. /**
  52904. * Dispose and release the lens flare with its associated resources.
  52905. */
  52906. dispose(): void;
  52907. }
  52908. }
  52909. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52910. import { Nullable } from "babylonjs/types";
  52911. import { Scene } from "babylonjs/scene";
  52912. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52913. import { AbstractScene } from "babylonjs/abstractScene";
  52914. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52915. module "babylonjs/abstractScene" {
  52916. interface AbstractScene {
  52917. /**
  52918. * The list of lens flare system added to the scene
  52919. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52920. */
  52921. lensFlareSystems: Array<LensFlareSystem>;
  52922. /**
  52923. * Removes the given lens flare system from this scene.
  52924. * @param toRemove The lens flare system to remove
  52925. * @returns The index of the removed lens flare system
  52926. */
  52927. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52928. /**
  52929. * Adds the given lens flare system to this scene
  52930. * @param newLensFlareSystem The lens flare system to add
  52931. */
  52932. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52933. /**
  52934. * Gets a lens flare system using its name
  52935. * @param name defines the name to look for
  52936. * @returns the lens flare system or null if not found
  52937. */
  52938. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52939. /**
  52940. * Gets a lens flare system using its id
  52941. * @param id defines the id to look for
  52942. * @returns the lens flare system or null if not found
  52943. */
  52944. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52945. }
  52946. }
  52947. /**
  52948. * Defines the lens flare scene component responsible to manage any lens flares
  52949. * in a given scene.
  52950. */
  52951. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52952. /**
  52953. * The component name helpfull to identify the component in the list of scene components.
  52954. */
  52955. readonly name: string;
  52956. /**
  52957. * The scene the component belongs to.
  52958. */
  52959. scene: Scene;
  52960. /**
  52961. * Creates a new instance of the component for the given scene
  52962. * @param scene Defines the scene to register the component in
  52963. */
  52964. constructor(scene: Scene);
  52965. /**
  52966. * Registers the component in a given scene
  52967. */
  52968. register(): void;
  52969. /**
  52970. * Rebuilds the elements related to this component in case of
  52971. * context lost for instance.
  52972. */
  52973. rebuild(): void;
  52974. /**
  52975. * Adds all the elements from the container to the scene
  52976. * @param container the container holding the elements
  52977. */
  52978. addFromContainer(container: AbstractScene): void;
  52979. /**
  52980. * Removes all the elements in the container from the scene
  52981. * @param container contains the elements to remove
  52982. * @param dispose if the removed element should be disposed (default: false)
  52983. */
  52984. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52985. /**
  52986. * Serializes the component data to the specified json object
  52987. * @param serializationObject The object to serialize to
  52988. */
  52989. serialize(serializationObject: any): void;
  52990. /**
  52991. * Disposes the component and the associated ressources.
  52992. */
  52993. dispose(): void;
  52994. private _draw;
  52995. }
  52996. }
  52997. declare module "babylonjs/LensFlares/index" {
  52998. export * from "babylonjs/LensFlares/lensFlare";
  52999. export * from "babylonjs/LensFlares/lensFlareSystem";
  53000. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53001. }
  53002. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53003. import { Scene } from "babylonjs/scene";
  53004. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53005. import { AbstractScene } from "babylonjs/abstractScene";
  53006. /**
  53007. * Defines the shadow generator component responsible to manage any shadow generators
  53008. * in a given scene.
  53009. */
  53010. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53011. /**
  53012. * The component name helpfull to identify the component in the list of scene components.
  53013. */
  53014. readonly name: string;
  53015. /**
  53016. * The scene the component belongs to.
  53017. */
  53018. scene: Scene;
  53019. /**
  53020. * Creates a new instance of the component for the given scene
  53021. * @param scene Defines the scene to register the component in
  53022. */
  53023. constructor(scene: Scene);
  53024. /**
  53025. * Registers the component in a given scene
  53026. */
  53027. register(): void;
  53028. /**
  53029. * Rebuilds the elements related to this component in case of
  53030. * context lost for instance.
  53031. */
  53032. rebuild(): void;
  53033. /**
  53034. * Serializes the component data to the specified json object
  53035. * @param serializationObject The object to serialize to
  53036. */
  53037. serialize(serializationObject: any): void;
  53038. /**
  53039. * Adds all the elements from the container to the scene
  53040. * @param container the container holding the elements
  53041. */
  53042. addFromContainer(container: AbstractScene): void;
  53043. /**
  53044. * Removes all the elements in the container from the scene
  53045. * @param container contains the elements to remove
  53046. * @param dispose if the removed element should be disposed (default: false)
  53047. */
  53048. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53049. /**
  53050. * Rebuilds the elements related to this component in case of
  53051. * context lost for instance.
  53052. */
  53053. dispose(): void;
  53054. private _gatherRenderTargets;
  53055. }
  53056. }
  53057. declare module "babylonjs/Lights/Shadows/index" {
  53058. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53059. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53060. }
  53061. declare module "babylonjs/Lights/pointLight" {
  53062. import { Scene } from "babylonjs/scene";
  53063. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53065. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53066. import { Effect } from "babylonjs/Materials/effect";
  53067. /**
  53068. * A point light is a light defined by an unique point in world space.
  53069. * The light is emitted in every direction from this point.
  53070. * A good example of a point light is a standard light bulb.
  53071. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53072. */
  53073. export class PointLight extends ShadowLight {
  53074. private _shadowAngle;
  53075. /**
  53076. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53077. * This specifies what angle the shadow will use to be created.
  53078. *
  53079. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53080. */
  53081. /**
  53082. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53083. * This specifies what angle the shadow will use to be created.
  53084. *
  53085. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53086. */
  53087. shadowAngle: number;
  53088. /**
  53089. * Gets the direction if it has been set.
  53090. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53091. */
  53092. /**
  53093. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53094. */
  53095. direction: Vector3;
  53096. /**
  53097. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53098. * A PointLight emits the light in every direction.
  53099. * It can cast shadows.
  53100. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53101. * ```javascript
  53102. * var pointLight = new PointLight("pl", camera.position, scene);
  53103. * ```
  53104. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53105. * @param name The light friendly name
  53106. * @param position The position of the point light in the scene
  53107. * @param scene The scene the lights belongs to
  53108. */
  53109. constructor(name: string, position: Vector3, scene: Scene);
  53110. /**
  53111. * Returns the string "PointLight"
  53112. * @returns the class name
  53113. */
  53114. getClassName(): string;
  53115. /**
  53116. * Returns the integer 0.
  53117. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53118. */
  53119. getTypeID(): number;
  53120. /**
  53121. * Specifies wether or not the shadowmap should be a cube texture.
  53122. * @returns true if the shadowmap needs to be a cube texture.
  53123. */
  53124. needCube(): boolean;
  53125. /**
  53126. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53127. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53128. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53129. */
  53130. getShadowDirection(faceIndex?: number): Vector3;
  53131. /**
  53132. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53133. * - fov = PI / 2
  53134. * - aspect ratio : 1.0
  53135. * - z-near and far equal to the active camera minZ and maxZ.
  53136. * Returns the PointLight.
  53137. */
  53138. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53139. protected _buildUniformLayout(): void;
  53140. /**
  53141. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53142. * @param effect The effect to update
  53143. * @param lightIndex The index of the light in the effect to update
  53144. * @returns The point light
  53145. */
  53146. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53147. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53148. /**
  53149. * Prepares the list of defines specific to the light type.
  53150. * @param defines the list of defines
  53151. * @param lightIndex defines the index of the light for the effect
  53152. */
  53153. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53154. }
  53155. }
  53156. declare module "babylonjs/Lights/index" {
  53157. export * from "babylonjs/Lights/light";
  53158. export * from "babylonjs/Lights/shadowLight";
  53159. export * from "babylonjs/Lights/Shadows/index";
  53160. export * from "babylonjs/Lights/directionalLight";
  53161. export * from "babylonjs/Lights/hemisphericLight";
  53162. export * from "babylonjs/Lights/pointLight";
  53163. export * from "babylonjs/Lights/spotLight";
  53164. }
  53165. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53166. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53167. /**
  53168. * Header information of HDR texture files.
  53169. */
  53170. export interface HDRInfo {
  53171. /**
  53172. * The height of the texture in pixels.
  53173. */
  53174. height: number;
  53175. /**
  53176. * The width of the texture in pixels.
  53177. */
  53178. width: number;
  53179. /**
  53180. * The index of the beginning of the data in the binary file.
  53181. */
  53182. dataPosition: number;
  53183. }
  53184. /**
  53185. * This groups tools to convert HDR texture to native colors array.
  53186. */
  53187. export class HDRTools {
  53188. private static Ldexp;
  53189. private static Rgbe2float;
  53190. private static readStringLine;
  53191. /**
  53192. * Reads header information from an RGBE texture stored in a native array.
  53193. * More information on this format are available here:
  53194. * https://en.wikipedia.org/wiki/RGBE_image_format
  53195. *
  53196. * @param uint8array The binary file stored in native array.
  53197. * @return The header information.
  53198. */
  53199. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53200. /**
  53201. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53202. * This RGBE texture needs to store the information as a panorama.
  53203. *
  53204. * More information on this format are available here:
  53205. * https://en.wikipedia.org/wiki/RGBE_image_format
  53206. *
  53207. * @param buffer The binary file stored in an array buffer.
  53208. * @param size The expected size of the extracted cubemap.
  53209. * @return The Cube Map information.
  53210. */
  53211. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53212. /**
  53213. * Returns the pixels data extracted from an RGBE texture.
  53214. * This pixels will be stored left to right up to down in the R G B order in one array.
  53215. *
  53216. * More information on this format are available here:
  53217. * https://en.wikipedia.org/wiki/RGBE_image_format
  53218. *
  53219. * @param uint8array The binary file stored in an array buffer.
  53220. * @param hdrInfo The header information of the file.
  53221. * @return The pixels data in RGB right to left up to down order.
  53222. */
  53223. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53224. private static RGBE_ReadPixels_RLE;
  53225. }
  53226. }
  53227. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53228. import { Nullable } from "babylonjs/types";
  53229. import { Scene } from "babylonjs/scene";
  53230. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53231. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53232. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53233. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53234. /**
  53235. * This represents a texture coming from an HDR input.
  53236. *
  53237. * The only supported format is currently panorama picture stored in RGBE format.
  53238. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53239. */
  53240. export class HDRCubeTexture extends BaseTexture {
  53241. private static _facesMapping;
  53242. private _generateHarmonics;
  53243. private _noMipmap;
  53244. private _textureMatrix;
  53245. private _size;
  53246. private _onLoad;
  53247. private _onError;
  53248. /**
  53249. * The texture URL.
  53250. */
  53251. url: string;
  53252. /**
  53253. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53254. */
  53255. coordinatesMode: number;
  53256. protected _isBlocking: boolean;
  53257. /**
  53258. * Sets wether or not the texture is blocking during loading.
  53259. */
  53260. /**
  53261. * Gets wether or not the texture is blocking during loading.
  53262. */
  53263. isBlocking: boolean;
  53264. protected _rotationY: number;
  53265. /**
  53266. * Sets texture matrix rotation angle around Y axis in radians.
  53267. */
  53268. /**
  53269. * Gets texture matrix rotation angle around Y axis radians.
  53270. */
  53271. rotationY: number;
  53272. /**
  53273. * Gets or sets the center of the bounding box associated with the cube texture
  53274. * It must define where the camera used to render the texture was set
  53275. */
  53276. boundingBoxPosition: Vector3;
  53277. private _boundingBoxSize;
  53278. /**
  53279. * Gets or sets the size of the bounding box associated with the cube texture
  53280. * When defined, the cubemap will switch to local mode
  53281. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53282. * @example https://www.babylonjs-playground.com/#RNASML
  53283. */
  53284. boundingBoxSize: Vector3;
  53285. /**
  53286. * Instantiates an HDRTexture from the following parameters.
  53287. *
  53288. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53289. * @param scene The scene the texture will be used in
  53290. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53291. * @param noMipmap Forces to not generate the mipmap if true
  53292. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53293. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  53294. * @param reserved Reserved flag for internal use.
  53295. */
  53296. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53297. /**
  53298. * Get the current class name of the texture useful for serialization or dynamic coding.
  53299. * @returns "HDRCubeTexture"
  53300. */
  53301. getClassName(): string;
  53302. /**
  53303. * Occurs when the file is raw .hdr file.
  53304. */
  53305. private loadTexture;
  53306. clone(): HDRCubeTexture;
  53307. delayLoad(): void;
  53308. /**
  53309. * Get the texture reflection matrix used to rotate/transform the reflection.
  53310. * @returns the reflection matrix
  53311. */
  53312. getReflectionTextureMatrix(): Matrix;
  53313. /**
  53314. * Set the texture reflection matrix used to rotate/transform the reflection.
  53315. * @param value Define the reflection matrix to set
  53316. */
  53317. setReflectionTextureMatrix(value: Matrix): void;
  53318. /**
  53319. * Parses a JSON representation of an HDR Texture in order to create the texture
  53320. * @param parsedTexture Define the JSON representation
  53321. * @param scene Define the scene the texture should be created in
  53322. * @param rootUrl Define the root url in case we need to load relative dependencies
  53323. * @returns the newly created texture after parsing
  53324. */
  53325. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53326. serialize(): any;
  53327. }
  53328. }
  53329. declare module "babylonjs/Physics/physicsEngine" {
  53330. import { Nullable } from "babylonjs/types";
  53331. import { Vector3 } from "babylonjs/Maths/math.vector";
  53332. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53333. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53334. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53335. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53336. /**
  53337. * Class used to control physics engine
  53338. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53339. */
  53340. export class PhysicsEngine implements IPhysicsEngine {
  53341. private _physicsPlugin;
  53342. /**
  53343. * Global value used to control the smallest number supported by the simulation
  53344. */
  53345. static Epsilon: number;
  53346. private _impostors;
  53347. private _joints;
  53348. /**
  53349. * Gets the gravity vector used by the simulation
  53350. */
  53351. gravity: Vector3;
  53352. /**
  53353. * Factory used to create the default physics plugin.
  53354. * @returns The default physics plugin
  53355. */
  53356. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53357. /**
  53358. * Creates a new Physics Engine
  53359. * @param gravity defines the gravity vector used by the simulation
  53360. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53361. */
  53362. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53363. /**
  53364. * Sets the gravity vector used by the simulation
  53365. * @param gravity defines the gravity vector to use
  53366. */
  53367. setGravity(gravity: Vector3): void;
  53368. /**
  53369. * Set the time step of the physics engine.
  53370. * Default is 1/60.
  53371. * To slow it down, enter 1/600 for example.
  53372. * To speed it up, 1/30
  53373. * @param newTimeStep defines the new timestep to apply to this world.
  53374. */
  53375. setTimeStep(newTimeStep?: number): void;
  53376. /**
  53377. * Get the time step of the physics engine.
  53378. * @returns the current time step
  53379. */
  53380. getTimeStep(): number;
  53381. /**
  53382. * Release all resources
  53383. */
  53384. dispose(): void;
  53385. /**
  53386. * Gets the name of the current physics plugin
  53387. * @returns the name of the plugin
  53388. */
  53389. getPhysicsPluginName(): string;
  53390. /**
  53391. * Adding a new impostor for the impostor tracking.
  53392. * This will be done by the impostor itself.
  53393. * @param impostor the impostor to add
  53394. */
  53395. addImpostor(impostor: PhysicsImpostor): void;
  53396. /**
  53397. * Remove an impostor from the engine.
  53398. * This impostor and its mesh will not longer be updated by the physics engine.
  53399. * @param impostor the impostor to remove
  53400. */
  53401. removeImpostor(impostor: PhysicsImpostor): void;
  53402. /**
  53403. * Add a joint to the physics engine
  53404. * @param mainImpostor defines the main impostor to which the joint is added.
  53405. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53406. * @param joint defines the joint that will connect both impostors.
  53407. */
  53408. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53409. /**
  53410. * Removes a joint from the simulation
  53411. * @param mainImpostor defines the impostor used with the joint
  53412. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53413. * @param joint defines the joint to remove
  53414. */
  53415. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53416. /**
  53417. * Called by the scene. No need to call it.
  53418. * @param delta defines the timespam between frames
  53419. */
  53420. _step(delta: number): void;
  53421. /**
  53422. * Gets the current plugin used to run the simulation
  53423. * @returns current plugin
  53424. */
  53425. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53426. /**
  53427. * Gets the list of physic impostors
  53428. * @returns an array of PhysicsImpostor
  53429. */
  53430. getImpostors(): Array<PhysicsImpostor>;
  53431. /**
  53432. * Gets the impostor for a physics enabled object
  53433. * @param object defines the object impersonated by the impostor
  53434. * @returns the PhysicsImpostor or null if not found
  53435. */
  53436. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53437. /**
  53438. * Gets the impostor for a physics body object
  53439. * @param body defines physics body used by the impostor
  53440. * @returns the PhysicsImpostor or null if not found
  53441. */
  53442. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53443. /**
  53444. * Does a raycast in the physics world
  53445. * @param from when should the ray start?
  53446. * @param to when should the ray end?
  53447. * @returns PhysicsRaycastResult
  53448. */
  53449. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53450. }
  53451. }
  53452. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53453. import { Nullable } from "babylonjs/types";
  53454. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53455. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53456. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53457. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53458. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53459. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53460. /** @hidden */
  53461. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53462. private _useDeltaForWorldStep;
  53463. world: any;
  53464. name: string;
  53465. private _physicsMaterials;
  53466. private _fixedTimeStep;
  53467. private _cannonRaycastResult;
  53468. private _raycastResult;
  53469. private _physicsBodysToRemoveAfterStep;
  53470. BJSCANNON: any;
  53471. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53472. setGravity(gravity: Vector3): void;
  53473. setTimeStep(timeStep: number): void;
  53474. getTimeStep(): number;
  53475. executeStep(delta: number): void;
  53476. private _removeMarkedPhysicsBodiesFromWorld;
  53477. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53478. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53479. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53480. private _processChildMeshes;
  53481. removePhysicsBody(impostor: PhysicsImpostor): void;
  53482. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53483. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53484. private _addMaterial;
  53485. private _checkWithEpsilon;
  53486. private _createShape;
  53487. private _createHeightmap;
  53488. private _minus90X;
  53489. private _plus90X;
  53490. private _tmpPosition;
  53491. private _tmpDeltaPosition;
  53492. private _tmpUnityRotation;
  53493. private _updatePhysicsBodyTransformation;
  53494. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53495. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53496. isSupported(): boolean;
  53497. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53498. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53499. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53500. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53501. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53502. getBodyMass(impostor: PhysicsImpostor): number;
  53503. getBodyFriction(impostor: PhysicsImpostor): number;
  53504. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53505. getBodyRestitution(impostor: PhysicsImpostor): number;
  53506. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53507. sleepBody(impostor: PhysicsImpostor): void;
  53508. wakeUpBody(impostor: PhysicsImpostor): void;
  53509. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53510. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53511. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53512. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53513. getRadius(impostor: PhysicsImpostor): number;
  53514. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53515. dispose(): void;
  53516. private _extendNamespace;
  53517. /**
  53518. * Does a raycast in the physics world
  53519. * @param from when should the ray start?
  53520. * @param to when should the ray end?
  53521. * @returns PhysicsRaycastResult
  53522. */
  53523. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53524. }
  53525. }
  53526. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53527. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53528. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53529. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53530. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53531. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53532. import { Nullable } from "babylonjs/types";
  53533. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53534. /** @hidden */
  53535. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53536. world: any;
  53537. name: string;
  53538. BJSOIMO: any;
  53539. private _raycastResult;
  53540. constructor(iterations?: number, oimoInjection?: any);
  53541. setGravity(gravity: Vector3): void;
  53542. setTimeStep(timeStep: number): void;
  53543. getTimeStep(): number;
  53544. private _tmpImpostorsArray;
  53545. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53546. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53547. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53548. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53549. private _tmpPositionVector;
  53550. removePhysicsBody(impostor: PhysicsImpostor): void;
  53551. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53552. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53553. isSupported(): boolean;
  53554. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53555. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53556. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53557. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53558. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53559. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53560. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53561. getBodyMass(impostor: PhysicsImpostor): number;
  53562. getBodyFriction(impostor: PhysicsImpostor): number;
  53563. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53564. getBodyRestitution(impostor: PhysicsImpostor): number;
  53565. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53566. sleepBody(impostor: PhysicsImpostor): void;
  53567. wakeUpBody(impostor: PhysicsImpostor): void;
  53568. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53569. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  53570. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  53571. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53572. getRadius(impostor: PhysicsImpostor): number;
  53573. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53574. dispose(): void;
  53575. /**
  53576. * Does a raycast in the physics world
  53577. * @param from when should the ray start?
  53578. * @param to when should the ray end?
  53579. * @returns PhysicsRaycastResult
  53580. */
  53581. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53582. }
  53583. }
  53584. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  53585. import { Nullable } from "babylonjs/types";
  53586. import { Scene } from "babylonjs/scene";
  53587. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  53588. import { Color4 } from "babylonjs/Maths/math.color";
  53589. import { Mesh } from "babylonjs/Meshes/mesh";
  53590. /**
  53591. * Class containing static functions to help procedurally build meshes
  53592. */
  53593. export class RibbonBuilder {
  53594. /**
  53595. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  53596. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  53597. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  53598. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  53599. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  53600. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  53601. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  53602. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53603. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  53604. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53605. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  53606. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  53607. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  53608. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  53609. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53610. * @param name defines the name of the mesh
  53611. * @param options defines the options used to create the mesh
  53612. * @param scene defines the hosting scene
  53613. * @returns the ribbon mesh
  53614. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  53615. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53616. */
  53617. static CreateRibbon(name: string, options: {
  53618. pathArray: Vector3[][];
  53619. closeArray?: boolean;
  53620. closePath?: boolean;
  53621. offset?: number;
  53622. updatable?: boolean;
  53623. sideOrientation?: number;
  53624. frontUVs?: Vector4;
  53625. backUVs?: Vector4;
  53626. instance?: Mesh;
  53627. invertUV?: boolean;
  53628. uvs?: Vector2[];
  53629. colors?: Color4[];
  53630. }, scene?: Nullable<Scene>): Mesh;
  53631. }
  53632. }
  53633. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  53634. import { Nullable } from "babylonjs/types";
  53635. import { Scene } from "babylonjs/scene";
  53636. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  53637. import { Mesh } from "babylonjs/Meshes/mesh";
  53638. /**
  53639. * Class containing static functions to help procedurally build meshes
  53640. */
  53641. export class ShapeBuilder {
  53642. /**
  53643. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  53644. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  53645. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53646. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  53647. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  53648. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  53649. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  53650. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  53651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53652. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  53653. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  53654. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  53655. * @param name defines the name of the mesh
  53656. * @param options defines the options used to create the mesh
  53657. * @param scene defines the hosting scene
  53658. * @returns the extruded shape mesh
  53659. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53660. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53661. */
  53662. static ExtrudeShape(name: string, options: {
  53663. shape: Vector3[];
  53664. path: Vector3[];
  53665. scale?: number;
  53666. rotation?: number;
  53667. cap?: number;
  53668. updatable?: boolean;
  53669. sideOrientation?: number;
  53670. frontUVs?: Vector4;
  53671. backUVs?: Vector4;
  53672. instance?: Mesh;
  53673. invertUV?: boolean;
  53674. }, scene?: Nullable<Scene>): Mesh;
  53675. /**
  53676. * Creates an custom extruded shape mesh.
  53677. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  53678. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  53679. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53680. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  53681. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  53682. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  53683. * * It must returns a float value that will be the scale value applied to the shape on each path point
  53684. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  53685. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  53686. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  53687. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  53688. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  53689. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53690. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  53691. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53692. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53693. * @param name defines the name of the mesh
  53694. * @param options defines the options used to create the mesh
  53695. * @param scene defines the hosting scene
  53696. * @returns the custom extruded shape mesh
  53697. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  53698. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53699. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53700. */
  53701. static ExtrudeShapeCustom(name: string, options: {
  53702. shape: Vector3[];
  53703. path: Vector3[];
  53704. scaleFunction?: any;
  53705. rotationFunction?: any;
  53706. ribbonCloseArray?: boolean;
  53707. ribbonClosePath?: boolean;
  53708. cap?: number;
  53709. updatable?: boolean;
  53710. sideOrientation?: number;
  53711. frontUVs?: Vector4;
  53712. backUVs?: Vector4;
  53713. instance?: Mesh;
  53714. invertUV?: boolean;
  53715. }, scene?: Nullable<Scene>): Mesh;
  53716. private static _ExtrudeShapeGeneric;
  53717. }
  53718. }
  53719. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  53720. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  53721. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53722. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53723. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53724. import { Nullable } from "babylonjs/types";
  53725. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53726. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53727. /**
  53728. * AmmoJS Physics plugin
  53729. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  53730. * @see https://github.com/kripken/ammo.js/
  53731. */
  53732. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  53733. private _useDeltaForWorldStep;
  53734. /**
  53735. * Reference to the Ammo library
  53736. */
  53737. bjsAMMO: any;
  53738. /**
  53739. * Created ammoJS world which physics bodies are added to
  53740. */
  53741. world: any;
  53742. /**
  53743. * Name of the plugin
  53744. */
  53745. name: string;
  53746. private _timeStep;
  53747. private _fixedTimeStep;
  53748. private _maxSteps;
  53749. private _tmpQuaternion;
  53750. private _tmpAmmoTransform;
  53751. private _tmpAmmoQuaternion;
  53752. private _tmpAmmoConcreteContactResultCallback;
  53753. private _collisionConfiguration;
  53754. private _dispatcher;
  53755. private _overlappingPairCache;
  53756. private _solver;
  53757. private _softBodySolver;
  53758. private _tmpAmmoVectorA;
  53759. private _tmpAmmoVectorB;
  53760. private _tmpAmmoVectorC;
  53761. private _tmpAmmoVectorD;
  53762. private _tmpContactCallbackResult;
  53763. private _tmpAmmoVectorRCA;
  53764. private _tmpAmmoVectorRCB;
  53765. private _raycastResult;
  53766. private static readonly DISABLE_COLLISION_FLAG;
  53767. private static readonly KINEMATIC_FLAG;
  53768. private static readonly DISABLE_DEACTIVATION_FLAG;
  53769. /**
  53770. * Initializes the ammoJS plugin
  53771. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  53772. * @param ammoInjection can be used to inject your own ammo reference
  53773. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  53774. */
  53775. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  53776. /**
  53777. * Sets the gravity of the physics world (m/(s^2))
  53778. * @param gravity Gravity to set
  53779. */
  53780. setGravity(gravity: Vector3): void;
  53781. /**
  53782. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  53783. * @param timeStep timestep to use in seconds
  53784. */
  53785. setTimeStep(timeStep: number): void;
  53786. /**
  53787. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  53788. * @param fixedTimeStep fixedTimeStep to use in seconds
  53789. */
  53790. setFixedTimeStep(fixedTimeStep: number): void;
  53791. /**
  53792. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  53793. * @param maxSteps the maximum number of steps by the physics engine per frame
  53794. */
  53795. setMaxSteps(maxSteps: number): void;
  53796. /**
  53797. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53798. * @returns the current timestep in seconds
  53799. */
  53800. getTimeStep(): number;
  53801. private _isImpostorInContact;
  53802. private _isImpostorPairInContact;
  53803. private _stepSimulation;
  53804. /**
  53805. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53806. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53807. * After the step the babylon meshes are set to the position of the physics imposters
  53808. * @param delta amount of time to step forward
  53809. * @param impostors array of imposters to update before/after the step
  53810. */
  53811. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53812. /**
  53813. * Update babylon mesh to match physics world object
  53814. * @param impostor imposter to match
  53815. */
  53816. private _afterSoftStep;
  53817. /**
  53818. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53819. * @param impostor imposter to match
  53820. */
  53821. private _ropeStep;
  53822. /**
  53823. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53824. * @param impostor imposter to match
  53825. */
  53826. private _softbodyOrClothStep;
  53827. private _tmpVector;
  53828. private _tmpMatrix;
  53829. /**
  53830. * Applies an impulse on the imposter
  53831. * @param impostor imposter to apply impulse to
  53832. * @param force amount of force to be applied to the imposter
  53833. * @param contactPoint the location to apply the impulse on the imposter
  53834. */
  53835. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53836. /**
  53837. * Applies a force on the imposter
  53838. * @param impostor imposter to apply force
  53839. * @param force amount of force to be applied to the imposter
  53840. * @param contactPoint the location to apply the force on the imposter
  53841. */
  53842. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53843. /**
  53844. * Creates a physics body using the plugin
  53845. * @param impostor the imposter to create the physics body on
  53846. */
  53847. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53848. /**
  53849. * Removes the physics body from the imposter and disposes of the body's memory
  53850. * @param impostor imposter to remove the physics body from
  53851. */
  53852. removePhysicsBody(impostor: PhysicsImpostor): void;
  53853. /**
  53854. * Generates a joint
  53855. * @param impostorJoint the imposter joint to create the joint with
  53856. */
  53857. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53858. /**
  53859. * Removes a joint
  53860. * @param impostorJoint the imposter joint to remove the joint from
  53861. */
  53862. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53863. private _addMeshVerts;
  53864. /**
  53865. * Initialise the soft body vertices to match its object's (mesh) vertices
  53866. * Softbody vertices (nodes) are in world space and to match this
  53867. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53868. * @param impostor to create the softbody for
  53869. */
  53870. private _softVertexData;
  53871. /**
  53872. * Create an impostor's soft body
  53873. * @param impostor to create the softbody for
  53874. */
  53875. private _createSoftbody;
  53876. /**
  53877. * Create cloth for an impostor
  53878. * @param impostor to create the softbody for
  53879. */
  53880. private _createCloth;
  53881. /**
  53882. * Create rope for an impostor
  53883. * @param impostor to create the softbody for
  53884. */
  53885. private _createRope;
  53886. private _addHullVerts;
  53887. private _createShape;
  53888. /**
  53889. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53890. * @param impostor imposter containing the physics body and babylon object
  53891. */
  53892. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53893. /**
  53894. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53895. * @param impostor imposter containing the physics body and babylon object
  53896. * @param newPosition new position
  53897. * @param newRotation new rotation
  53898. */
  53899. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53900. /**
  53901. * If this plugin is supported
  53902. * @returns true if its supported
  53903. */
  53904. isSupported(): boolean;
  53905. /**
  53906. * Sets the linear velocity of the physics body
  53907. * @param impostor imposter to set the velocity on
  53908. * @param velocity velocity to set
  53909. */
  53910. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53911. /**
  53912. * Sets the angular velocity of the physics body
  53913. * @param impostor imposter to set the velocity on
  53914. * @param velocity velocity to set
  53915. */
  53916. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53917. /**
  53918. * gets the linear velocity
  53919. * @param impostor imposter to get linear velocity from
  53920. * @returns linear velocity
  53921. */
  53922. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53923. /**
  53924. * gets the angular velocity
  53925. * @param impostor imposter to get angular velocity from
  53926. * @returns angular velocity
  53927. */
  53928. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53929. /**
  53930. * Sets the mass of physics body
  53931. * @param impostor imposter to set the mass on
  53932. * @param mass mass to set
  53933. */
  53934. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53935. /**
  53936. * Gets the mass of the physics body
  53937. * @param impostor imposter to get the mass from
  53938. * @returns mass
  53939. */
  53940. getBodyMass(impostor: PhysicsImpostor): number;
  53941. /**
  53942. * Gets friction of the impostor
  53943. * @param impostor impostor to get friction from
  53944. * @returns friction value
  53945. */
  53946. getBodyFriction(impostor: PhysicsImpostor): number;
  53947. /**
  53948. * Sets friction of the impostor
  53949. * @param impostor impostor to set friction on
  53950. * @param friction friction value
  53951. */
  53952. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53953. /**
  53954. * Gets restitution of the impostor
  53955. * @param impostor impostor to get restitution from
  53956. * @returns restitution value
  53957. */
  53958. getBodyRestitution(impostor: PhysicsImpostor): number;
  53959. /**
  53960. * Sets resitution of the impostor
  53961. * @param impostor impostor to set resitution on
  53962. * @param restitution resitution value
  53963. */
  53964. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53965. /**
  53966. * Gets pressure inside the impostor
  53967. * @param impostor impostor to get pressure from
  53968. * @returns pressure value
  53969. */
  53970. getBodyPressure(impostor: PhysicsImpostor): number;
  53971. /**
  53972. * Sets pressure inside a soft body impostor
  53973. * Cloth and rope must remain 0 pressure
  53974. * @param impostor impostor to set pressure on
  53975. * @param pressure pressure value
  53976. */
  53977. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53978. /**
  53979. * Gets stiffness of the impostor
  53980. * @param impostor impostor to get stiffness from
  53981. * @returns pressure value
  53982. */
  53983. getBodyStiffness(impostor: PhysicsImpostor): number;
  53984. /**
  53985. * Sets stiffness of the impostor
  53986. * @param impostor impostor to set stiffness on
  53987. * @param stiffness stiffness value from 0 to 1
  53988. */
  53989. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53990. /**
  53991. * Gets velocityIterations of the impostor
  53992. * @param impostor impostor to get velocity iterations from
  53993. * @returns velocityIterations value
  53994. */
  53995. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53996. /**
  53997. * Sets velocityIterations of the impostor
  53998. * @param impostor impostor to set velocity iterations on
  53999. * @param velocityIterations velocityIterations value
  54000. */
  54001. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54002. /**
  54003. * Gets positionIterations of the impostor
  54004. * @param impostor impostor to get position iterations from
  54005. * @returns positionIterations value
  54006. */
  54007. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54008. /**
  54009. * Sets positionIterations of the impostor
  54010. * @param impostor impostor to set position on
  54011. * @param positionIterations positionIterations value
  54012. */
  54013. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54014. /**
  54015. * Append an anchor to a cloth object
  54016. * @param impostor is the cloth impostor to add anchor to
  54017. * @param otherImpostor is the rigid impostor to anchor to
  54018. * @param width ratio across width from 0 to 1
  54019. * @param height ratio up height from 0 to 1
  54020. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54021. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54022. */
  54023. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54024. /**
  54025. * Append an hook to a rope object
  54026. * @param impostor is the rope impostor to add hook to
  54027. * @param otherImpostor is the rigid impostor to hook to
  54028. * @param length ratio along the rope from 0 to 1
  54029. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54030. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54031. */
  54032. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54033. /**
  54034. * Sleeps the physics body and stops it from being active
  54035. * @param impostor impostor to sleep
  54036. */
  54037. sleepBody(impostor: PhysicsImpostor): void;
  54038. /**
  54039. * Activates the physics body
  54040. * @param impostor impostor to activate
  54041. */
  54042. wakeUpBody(impostor: PhysicsImpostor): void;
  54043. /**
  54044. * Updates the distance parameters of the joint
  54045. * @param joint joint to update
  54046. * @param maxDistance maximum distance of the joint
  54047. * @param minDistance minimum distance of the joint
  54048. */
  54049. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54050. /**
  54051. * Sets a motor on the joint
  54052. * @param joint joint to set motor on
  54053. * @param speed speed of the motor
  54054. * @param maxForce maximum force of the motor
  54055. * @param motorIndex index of the motor
  54056. */
  54057. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54058. /**
  54059. * Sets the motors limit
  54060. * @param joint joint to set limit on
  54061. * @param upperLimit upper limit
  54062. * @param lowerLimit lower limit
  54063. */
  54064. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54065. /**
  54066. * Syncs the position and rotation of a mesh with the impostor
  54067. * @param mesh mesh to sync
  54068. * @param impostor impostor to update the mesh with
  54069. */
  54070. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54071. /**
  54072. * Gets the radius of the impostor
  54073. * @param impostor impostor to get radius from
  54074. * @returns the radius
  54075. */
  54076. getRadius(impostor: PhysicsImpostor): number;
  54077. /**
  54078. * Gets the box size of the impostor
  54079. * @param impostor impostor to get box size from
  54080. * @param result the resulting box size
  54081. */
  54082. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54083. /**
  54084. * Disposes of the impostor
  54085. */
  54086. dispose(): void;
  54087. /**
  54088. * Does a raycast in the physics world
  54089. * @param from when should the ray start?
  54090. * @param to when should the ray end?
  54091. * @returns PhysicsRaycastResult
  54092. */
  54093. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54094. }
  54095. }
  54096. declare module "babylonjs/Probes/reflectionProbe" {
  54097. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54098. import { Vector3 } from "babylonjs/Maths/math.vector";
  54099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54100. import { Nullable } from "babylonjs/types";
  54101. import { Scene } from "babylonjs/scene";
  54102. module "babylonjs/abstractScene" {
  54103. interface AbstractScene {
  54104. /**
  54105. * The list of reflection probes added to the scene
  54106. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54107. */
  54108. reflectionProbes: Array<ReflectionProbe>;
  54109. /**
  54110. * Removes the given reflection probe from this scene.
  54111. * @param toRemove The reflection probe to remove
  54112. * @returns The index of the removed reflection probe
  54113. */
  54114. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54115. /**
  54116. * Adds the given reflection probe to this scene.
  54117. * @param newReflectionProbe The reflection probe to add
  54118. */
  54119. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54120. }
  54121. }
  54122. /**
  54123. * Class used to generate realtime reflection / refraction cube textures
  54124. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54125. */
  54126. export class ReflectionProbe {
  54127. /** defines the name of the probe */
  54128. name: string;
  54129. private _scene;
  54130. private _renderTargetTexture;
  54131. private _projectionMatrix;
  54132. private _viewMatrix;
  54133. private _target;
  54134. private _add;
  54135. private _attachedMesh;
  54136. private _invertYAxis;
  54137. /** Gets or sets probe position (center of the cube map) */
  54138. position: Vector3;
  54139. /**
  54140. * Creates a new reflection probe
  54141. * @param name defines the name of the probe
  54142. * @param size defines the texture resolution (for each face)
  54143. * @param scene defines the hosting scene
  54144. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54145. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54146. */
  54147. constructor(
  54148. /** defines the name of the probe */
  54149. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54150. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54151. samples: number;
  54152. /** Gets or sets the refresh rate to use (on every frame by default) */
  54153. refreshRate: number;
  54154. /**
  54155. * Gets the hosting scene
  54156. * @returns a Scene
  54157. */
  54158. getScene(): Scene;
  54159. /** Gets the internal CubeTexture used to render to */
  54160. readonly cubeTexture: RenderTargetTexture;
  54161. /** Gets the list of meshes to render */
  54162. readonly renderList: Nullable<AbstractMesh[]>;
  54163. /**
  54164. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54165. * @param mesh defines the mesh to attach to
  54166. */
  54167. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54168. /**
  54169. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54170. * @param renderingGroupId The rendering group id corresponding to its index
  54171. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54172. */
  54173. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54174. /**
  54175. * Clean all associated resources
  54176. */
  54177. dispose(): void;
  54178. /**
  54179. * Converts the reflection probe information to a readable string for debug purpose.
  54180. * @param fullDetails Supports for multiple levels of logging within scene loading
  54181. * @returns the human readable reflection probe info
  54182. */
  54183. toString(fullDetails?: boolean): string;
  54184. /**
  54185. * Get the class name of the relfection probe.
  54186. * @returns "ReflectionProbe"
  54187. */
  54188. getClassName(): string;
  54189. /**
  54190. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54191. * @returns The JSON representation of the texture
  54192. */
  54193. serialize(): any;
  54194. /**
  54195. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54196. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54197. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54198. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54199. * @returns The parsed reflection probe if successful
  54200. */
  54201. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54202. }
  54203. }
  54204. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54205. /** @hidden */
  54206. export var _BabylonLoaderRegistered: boolean;
  54207. }
  54208. declare module "babylonjs/Loading/Plugins/index" {
  54209. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54210. }
  54211. declare module "babylonjs/Loading/index" {
  54212. export * from "babylonjs/Loading/loadingScreen";
  54213. export * from "babylonjs/Loading/Plugins/index";
  54214. export * from "babylonjs/Loading/sceneLoader";
  54215. export * from "babylonjs/Loading/sceneLoaderFlags";
  54216. }
  54217. declare module "babylonjs/Materials/Background/index" {
  54218. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54219. }
  54220. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54221. import { Scene } from "babylonjs/scene";
  54222. import { Color3 } from "babylonjs/Maths/math.color";
  54223. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54224. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54225. /**
  54226. * The Physically based simple base material of BJS.
  54227. *
  54228. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54229. * It is used as the base class for both the specGloss and metalRough conventions.
  54230. */
  54231. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54232. /**
  54233. * Number of Simultaneous lights allowed on the material.
  54234. */
  54235. maxSimultaneousLights: number;
  54236. /**
  54237. * If sets to true, disables all the lights affecting the material.
  54238. */
  54239. disableLighting: boolean;
  54240. /**
  54241. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54242. */
  54243. environmentTexture: BaseTexture;
  54244. /**
  54245. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54246. */
  54247. invertNormalMapX: boolean;
  54248. /**
  54249. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54250. */
  54251. invertNormalMapY: boolean;
  54252. /**
  54253. * Normal map used in the model.
  54254. */
  54255. normalTexture: BaseTexture;
  54256. /**
  54257. * Emissivie color used to self-illuminate the model.
  54258. */
  54259. emissiveColor: Color3;
  54260. /**
  54261. * Emissivie texture used to self-illuminate the model.
  54262. */
  54263. emissiveTexture: BaseTexture;
  54264. /**
  54265. * Occlusion Channel Strenght.
  54266. */
  54267. occlusionStrength: number;
  54268. /**
  54269. * Occlusion Texture of the material (adding extra occlusion effects).
  54270. */
  54271. occlusionTexture: BaseTexture;
  54272. /**
  54273. * Defines the alpha limits in alpha test mode.
  54274. */
  54275. alphaCutOff: number;
  54276. /**
  54277. * Gets the current double sided mode.
  54278. */
  54279. /**
  54280. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54281. */
  54282. doubleSided: boolean;
  54283. /**
  54284. * Stores the pre-calculated light information of a mesh in a texture.
  54285. */
  54286. lightmapTexture: BaseTexture;
  54287. /**
  54288. * If true, the light map contains occlusion information instead of lighting info.
  54289. */
  54290. useLightmapAsShadowmap: boolean;
  54291. /**
  54292. * Instantiates a new PBRMaterial instance.
  54293. *
  54294. * @param name The material name
  54295. * @param scene The scene the material will be use in.
  54296. */
  54297. constructor(name: string, scene: Scene);
  54298. getClassName(): string;
  54299. }
  54300. }
  54301. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54302. import { Scene } from "babylonjs/scene";
  54303. import { Color3 } from "babylonjs/Maths/math.color";
  54304. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54305. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54306. /**
  54307. * The PBR material of BJS following the metal roughness convention.
  54308. *
  54309. * This fits to the PBR convention in the GLTF definition:
  54310. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54311. */
  54312. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54313. /**
  54314. * The base color has two different interpretations depending on the value of metalness.
  54315. * When the material is a metal, the base color is the specific measured reflectance value
  54316. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54317. * of the material.
  54318. */
  54319. baseColor: Color3;
  54320. /**
  54321. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54322. * well as opacity information in the alpha channel.
  54323. */
  54324. baseTexture: BaseTexture;
  54325. /**
  54326. * Specifies the metallic scalar value of the material.
  54327. * Can also be used to scale the metalness values of the metallic texture.
  54328. */
  54329. metallic: number;
  54330. /**
  54331. * Specifies the roughness scalar value of the material.
  54332. * Can also be used to scale the roughness values of the metallic texture.
  54333. */
  54334. roughness: number;
  54335. /**
  54336. * Texture containing both the metallic value in the B channel and the
  54337. * roughness value in the G channel to keep better precision.
  54338. */
  54339. metallicRoughnessTexture: BaseTexture;
  54340. /**
  54341. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54342. *
  54343. * @param name The material name
  54344. * @param scene The scene the material will be use in.
  54345. */
  54346. constructor(name: string, scene: Scene);
  54347. /**
  54348. * Return the currrent class name of the material.
  54349. */
  54350. getClassName(): string;
  54351. /**
  54352. * Makes a duplicate of the current material.
  54353. * @param name - name to use for the new material.
  54354. */
  54355. clone(name: string): PBRMetallicRoughnessMaterial;
  54356. /**
  54357. * Serialize the material to a parsable JSON object.
  54358. */
  54359. serialize(): any;
  54360. /**
  54361. * Parses a JSON object correponding to the serialize function.
  54362. */
  54363. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54364. }
  54365. }
  54366. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54367. import { Scene } from "babylonjs/scene";
  54368. import { Color3 } from "babylonjs/Maths/math.color";
  54369. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54370. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54371. /**
  54372. * The PBR material of BJS following the specular glossiness convention.
  54373. *
  54374. * This fits to the PBR convention in the GLTF definition:
  54375. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54376. */
  54377. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54378. /**
  54379. * Specifies the diffuse color of the material.
  54380. */
  54381. diffuseColor: Color3;
  54382. /**
  54383. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54384. * channel.
  54385. */
  54386. diffuseTexture: BaseTexture;
  54387. /**
  54388. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54389. */
  54390. specularColor: Color3;
  54391. /**
  54392. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54393. */
  54394. glossiness: number;
  54395. /**
  54396. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54397. */
  54398. specularGlossinessTexture: BaseTexture;
  54399. /**
  54400. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54401. *
  54402. * @param name The material name
  54403. * @param scene The scene the material will be use in.
  54404. */
  54405. constructor(name: string, scene: Scene);
  54406. /**
  54407. * Return the currrent class name of the material.
  54408. */
  54409. getClassName(): string;
  54410. /**
  54411. * Makes a duplicate of the current material.
  54412. * @param name - name to use for the new material.
  54413. */
  54414. clone(name: string): PBRSpecularGlossinessMaterial;
  54415. /**
  54416. * Serialize the material to a parsable JSON object.
  54417. */
  54418. serialize(): any;
  54419. /**
  54420. * Parses a JSON object correponding to the serialize function.
  54421. */
  54422. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54423. }
  54424. }
  54425. declare module "babylonjs/Materials/PBR/index" {
  54426. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54427. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54428. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54429. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54430. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54431. }
  54432. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54433. import { Nullable } from "babylonjs/types";
  54434. import { Scene } from "babylonjs/scene";
  54435. import { Matrix } from "babylonjs/Maths/math.vector";
  54436. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54437. /**
  54438. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54439. * It can help converting any input color in a desired output one. This can then be used to create effects
  54440. * from sepia, black and white to sixties or futuristic rendering...
  54441. *
  54442. * The only supported format is currently 3dl.
  54443. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54444. */
  54445. export class ColorGradingTexture extends BaseTexture {
  54446. /**
  54447. * The current texture matrix. (will always be identity in color grading texture)
  54448. */
  54449. private _textureMatrix;
  54450. /**
  54451. * The texture URL.
  54452. */
  54453. url: string;
  54454. /**
  54455. * Empty line regex stored for GC.
  54456. */
  54457. private static _noneEmptyLineRegex;
  54458. private _engine;
  54459. /**
  54460. * Instantiates a ColorGradingTexture from the following parameters.
  54461. *
  54462. * @param url The location of the color gradind data (currently only supporting 3dl)
  54463. * @param scene The scene the texture will be used in
  54464. */
  54465. constructor(url: string, scene: Scene);
  54466. /**
  54467. * Returns the texture matrix used in most of the material.
  54468. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54469. */
  54470. getTextureMatrix(): Matrix;
  54471. /**
  54472. * Occurs when the file being loaded is a .3dl LUT file.
  54473. */
  54474. private load3dlTexture;
  54475. /**
  54476. * Starts the loading process of the texture.
  54477. */
  54478. private loadTexture;
  54479. /**
  54480. * Clones the color gradind texture.
  54481. */
  54482. clone(): ColorGradingTexture;
  54483. /**
  54484. * Called during delayed load for textures.
  54485. */
  54486. delayLoad(): void;
  54487. /**
  54488. * Parses a color grading texture serialized by Babylon.
  54489. * @param parsedTexture The texture information being parsedTexture
  54490. * @param scene The scene to load the texture in
  54491. * @param rootUrl The root url of the data assets to load
  54492. * @return A color gradind texture
  54493. */
  54494. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54495. /**
  54496. * Serializes the LUT texture to json format.
  54497. */
  54498. serialize(): any;
  54499. }
  54500. }
  54501. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54502. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54503. import { Scene } from "babylonjs/scene";
  54504. import { Nullable } from "babylonjs/types";
  54505. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54506. /**
  54507. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54508. */
  54509. export class EquiRectangularCubeTexture extends BaseTexture {
  54510. /** The six faces of the cube. */
  54511. private static _FacesMapping;
  54512. private _noMipmap;
  54513. private _onLoad;
  54514. private _onError;
  54515. /** The size of the cubemap. */
  54516. private _size;
  54517. /** The buffer of the image. */
  54518. private _buffer;
  54519. /** The width of the input image. */
  54520. private _width;
  54521. /** The height of the input image. */
  54522. private _height;
  54523. /** The URL to the image. */
  54524. url: string;
  54525. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54526. coordinatesMode: number;
  54527. /**
  54528. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54529. * @param url The location of the image
  54530. * @param scene The scene the texture will be used in
  54531. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54532. * @param noMipmap Forces to not generate the mipmap if true
  54533. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54534. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54535. * @param onLoad — defines a callback called when texture is loaded
  54536. * @param onError — defines a callback called if there is an error
  54537. */
  54538. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54539. /**
  54540. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54541. */
  54542. private loadImage;
  54543. /**
  54544. * Convert the image buffer into a cubemap and create a CubeTexture.
  54545. */
  54546. private loadTexture;
  54547. /**
  54548. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  54549. * @param buffer The ArrayBuffer that should be converted.
  54550. * @returns The buffer as Float32Array.
  54551. */
  54552. private getFloat32ArrayFromArrayBuffer;
  54553. /**
  54554. * Get the current class name of the texture useful for serialization or dynamic coding.
  54555. * @returns "EquiRectangularCubeTexture"
  54556. */
  54557. getClassName(): string;
  54558. /**
  54559. * Create a clone of the current EquiRectangularCubeTexture and return it.
  54560. * @returns A clone of the current EquiRectangularCubeTexture.
  54561. */
  54562. clone(): EquiRectangularCubeTexture;
  54563. }
  54564. }
  54565. declare module "babylonjs/Misc/tga" {
  54566. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54567. /**
  54568. * Based on jsTGALoader - Javascript loader for TGA file
  54569. * By Vincent Thibault
  54570. * @see http://blog.robrowser.com/javascript-tga-loader.html
  54571. */
  54572. export class TGATools {
  54573. private static _TYPE_INDEXED;
  54574. private static _TYPE_RGB;
  54575. private static _TYPE_GREY;
  54576. private static _TYPE_RLE_INDEXED;
  54577. private static _TYPE_RLE_RGB;
  54578. private static _TYPE_RLE_GREY;
  54579. private static _ORIGIN_MASK;
  54580. private static _ORIGIN_SHIFT;
  54581. private static _ORIGIN_BL;
  54582. private static _ORIGIN_BR;
  54583. private static _ORIGIN_UL;
  54584. private static _ORIGIN_UR;
  54585. /**
  54586. * Gets the header of a TGA file
  54587. * @param data defines the TGA data
  54588. * @returns the header
  54589. */
  54590. static GetTGAHeader(data: Uint8Array): any;
  54591. /**
  54592. * Uploads TGA content to a Babylon Texture
  54593. * @hidden
  54594. */
  54595. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  54596. /** @hidden */
  54597. 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;
  54598. /** @hidden */
  54599. 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;
  54600. /** @hidden */
  54601. 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;
  54602. /** @hidden */
  54603. 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;
  54604. /** @hidden */
  54605. 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;
  54606. /** @hidden */
  54607. 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;
  54608. }
  54609. }
  54610. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  54611. import { Nullable } from "babylonjs/types";
  54612. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54613. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54614. /**
  54615. * Implementation of the TGA Texture Loader.
  54616. * @hidden
  54617. */
  54618. export class _TGATextureLoader implements IInternalTextureLoader {
  54619. /**
  54620. * Defines wether the loader supports cascade loading the different faces.
  54621. */
  54622. readonly supportCascades: boolean;
  54623. /**
  54624. * This returns if the loader support the current file information.
  54625. * @param extension defines the file extension of the file being loaded
  54626. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54627. * @param fallback defines the fallback internal texture if any
  54628. * @param isBase64 defines whether the texture is encoded as a base64
  54629. * @param isBuffer defines whether the texture data are stored as a buffer
  54630. * @returns true if the loader can load the specified file
  54631. */
  54632. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54633. /**
  54634. * Transform the url before loading if required.
  54635. * @param rootUrl the url of the texture
  54636. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54637. * @returns the transformed texture
  54638. */
  54639. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54640. /**
  54641. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54642. * @param rootUrl the url of the texture
  54643. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54644. * @returns the fallback texture
  54645. */
  54646. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54647. /**
  54648. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54649. * @param data contains the texture data
  54650. * @param texture defines the BabylonJS internal texture
  54651. * @param createPolynomials will be true if polynomials have been requested
  54652. * @param onLoad defines the callback to trigger once the texture is ready
  54653. * @param onError defines the callback to trigger in case of error
  54654. */
  54655. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54656. /**
  54657. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54658. * @param data contains the texture data
  54659. * @param texture defines the BabylonJS internal texture
  54660. * @param callback defines the method to call once ready to upload
  54661. */
  54662. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54663. }
  54664. }
  54665. declare module "babylonjs/Misc/basis" {
  54666. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54667. /**
  54668. * Info about the .basis files
  54669. */
  54670. class BasisFileInfo {
  54671. /**
  54672. * If the file has alpha
  54673. */
  54674. hasAlpha: boolean;
  54675. /**
  54676. * Info about each image of the basis file
  54677. */
  54678. images: Array<{
  54679. levels: Array<{
  54680. width: number;
  54681. height: number;
  54682. transcodedPixels: ArrayBufferView;
  54683. }>;
  54684. }>;
  54685. }
  54686. /**
  54687. * Result of transcoding a basis file
  54688. */
  54689. class TranscodeResult {
  54690. /**
  54691. * Info about the .basis file
  54692. */
  54693. fileInfo: BasisFileInfo;
  54694. /**
  54695. * Format to use when loading the file
  54696. */
  54697. format: number;
  54698. }
  54699. /**
  54700. * Configuration options for the Basis transcoder
  54701. */
  54702. export class BasisTranscodeConfiguration {
  54703. /**
  54704. * Supported compression formats used to determine the supported output format of the transcoder
  54705. */
  54706. supportedCompressionFormats?: {
  54707. /**
  54708. * etc1 compression format
  54709. */
  54710. etc1?: boolean;
  54711. /**
  54712. * s3tc compression format
  54713. */
  54714. s3tc?: boolean;
  54715. /**
  54716. * pvrtc compression format
  54717. */
  54718. pvrtc?: boolean;
  54719. /**
  54720. * etc2 compression format
  54721. */
  54722. etc2?: boolean;
  54723. };
  54724. /**
  54725. * If mipmap levels should be loaded for transcoded images (Default: true)
  54726. */
  54727. loadMipmapLevels?: boolean;
  54728. /**
  54729. * Index of a single image to load (Default: all images)
  54730. */
  54731. loadSingleImage?: number;
  54732. }
  54733. /**
  54734. * Used to load .Basis files
  54735. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  54736. */
  54737. export class BasisTools {
  54738. private static _IgnoreSupportedFormats;
  54739. /**
  54740. * URL to use when loading the basis transcoder
  54741. */
  54742. static JSModuleURL: string;
  54743. /**
  54744. * URL to use when loading the wasm module for the transcoder
  54745. */
  54746. static WasmModuleURL: string;
  54747. /**
  54748. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  54749. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  54750. * @returns internal format corresponding to the Basis format
  54751. */
  54752. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  54753. private static _WorkerPromise;
  54754. private static _Worker;
  54755. private static _actionId;
  54756. private static _CreateWorkerAsync;
  54757. /**
  54758. * Transcodes a loaded image file to compressed pixel data
  54759. * @param imageData image data to transcode
  54760. * @param config configuration options for the transcoding
  54761. * @returns a promise resulting in the transcoded image
  54762. */
  54763. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  54764. /**
  54765. * Loads a texture from the transcode result
  54766. * @param texture texture load to
  54767. * @param transcodeResult the result of transcoding the basis file to load from
  54768. */
  54769. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  54770. }
  54771. }
  54772. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  54773. import { Nullable } from "babylonjs/types";
  54774. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54775. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54776. /**
  54777. * Loader for .basis file format
  54778. */
  54779. export class _BasisTextureLoader implements IInternalTextureLoader {
  54780. /**
  54781. * Defines whether the loader supports cascade loading the different faces.
  54782. */
  54783. readonly supportCascades: boolean;
  54784. /**
  54785. * This returns if the loader support the current file information.
  54786. * @param extension defines the file extension of the file being loaded
  54787. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54788. * @param fallback defines the fallback internal texture if any
  54789. * @param isBase64 defines whether the texture is encoded as a base64
  54790. * @param isBuffer defines whether the texture data are stored as a buffer
  54791. * @returns true if the loader can load the specified file
  54792. */
  54793. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54794. /**
  54795. * Transform the url before loading if required.
  54796. * @param rootUrl the url of the texture
  54797. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54798. * @returns the transformed texture
  54799. */
  54800. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54801. /**
  54802. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54803. * @param rootUrl the url of the texture
  54804. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54805. * @returns the fallback texture
  54806. */
  54807. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54808. /**
  54809. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54810. * @param data contains the texture data
  54811. * @param texture defines the BabylonJS internal texture
  54812. * @param createPolynomials will be true if polynomials have been requested
  54813. * @param onLoad defines the callback to trigger once the texture is ready
  54814. * @param onError defines the callback to trigger in case of error
  54815. */
  54816. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54817. /**
  54818. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54819. * @param data contains the texture data
  54820. * @param texture defines the BabylonJS internal texture
  54821. * @param callback defines the method to call once ready to upload
  54822. */
  54823. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54824. }
  54825. }
  54826. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54827. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54828. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54829. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54830. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54831. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54832. }
  54833. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54834. import { Scene } from "babylonjs/scene";
  54835. import { Texture } from "babylonjs/Materials/Textures/texture";
  54836. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54837. /**
  54838. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  54839. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54840. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54841. */
  54842. export class CustomProceduralTexture extends ProceduralTexture {
  54843. private _animate;
  54844. private _time;
  54845. private _config;
  54846. private _texturePath;
  54847. /**
  54848. * Instantiates a new Custom Procedural Texture.
  54849. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  54850. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54851. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54852. * @param name Define the name of the texture
  54853. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54854. * @param size Define the size of the texture to create
  54855. * @param scene Define the scene the texture belongs to
  54856. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54857. * @param generateMipMaps Define if the texture should creates mip maps or not
  54858. */
  54859. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54860. private _loadJson;
  54861. /**
  54862. * Is the texture ready to be used ? (rendered at least once)
  54863. * @returns true if ready, otherwise, false.
  54864. */
  54865. isReady(): boolean;
  54866. /**
  54867. * Render the texture to its associated render target.
  54868. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54869. */
  54870. render(useCameraPostProcess?: boolean): void;
  54871. /**
  54872. * Update the list of dependant textures samplers in the shader.
  54873. */
  54874. updateTextures(): void;
  54875. /**
  54876. * Update the uniform values of the procedural texture in the shader.
  54877. */
  54878. updateShaderUniforms(): void;
  54879. /**
  54880. * Define if the texture animates or not.
  54881. */
  54882. animate: boolean;
  54883. }
  54884. }
  54885. declare module "babylonjs/Shaders/noise.fragment" {
  54886. /** @hidden */
  54887. export var noisePixelShader: {
  54888. name: string;
  54889. shader: string;
  54890. };
  54891. }
  54892. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54893. import { Nullable } from "babylonjs/types";
  54894. import { Scene } from "babylonjs/scene";
  54895. import { Texture } from "babylonjs/Materials/Textures/texture";
  54896. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54897. import "babylonjs/Shaders/noise.fragment";
  54898. /**
  54899. * Class used to generate noise procedural textures
  54900. */
  54901. export class NoiseProceduralTexture extends ProceduralTexture {
  54902. private _time;
  54903. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54904. brightness: number;
  54905. /** Defines the number of octaves to process */
  54906. octaves: number;
  54907. /** Defines the level of persistence (0.8 by default) */
  54908. persistence: number;
  54909. /** Gets or sets animation speed factor (default is 1) */
  54910. animationSpeedFactor: number;
  54911. /**
  54912. * Creates a new NoiseProceduralTexture
  54913. * @param name defines the name fo the texture
  54914. * @param size defines the size of the texture (default is 256)
  54915. * @param scene defines the hosting scene
  54916. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54917. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54918. */
  54919. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54920. private _updateShaderUniforms;
  54921. protected _getDefines(): string;
  54922. /** Generate the current state of the procedural texture */
  54923. render(useCameraPostProcess?: boolean): void;
  54924. /**
  54925. * Serializes this noise procedural texture
  54926. * @returns a serialized noise procedural texture object
  54927. */
  54928. serialize(): any;
  54929. /**
  54930. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54931. * @param parsedTexture defines parsed texture data
  54932. * @param scene defines the current scene
  54933. * @param rootUrl defines the root URL containing noise procedural texture information
  54934. * @returns a parsed NoiseProceduralTexture
  54935. */
  54936. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54937. }
  54938. }
  54939. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54940. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54941. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54942. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54943. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54944. }
  54945. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54946. import { Nullable } from "babylonjs/types";
  54947. import { Scene } from "babylonjs/scene";
  54948. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54949. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54950. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54951. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54952. /**
  54953. * Raw cube texture where the raw buffers are passed in
  54954. */
  54955. export class RawCubeTexture extends CubeTexture {
  54956. /**
  54957. * Creates a cube texture where the raw buffers are passed in.
  54958. * @param scene defines the scene the texture is attached to
  54959. * @param data defines the array of data to use to create each face
  54960. * @param size defines the size of the textures
  54961. * @param format defines the format of the data
  54962. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54963. * @param generateMipMaps defines if the engine should generate the mip levels
  54964. * @param invertY defines if data must be stored with Y axis inverted
  54965. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54966. * @param compression defines the compression used (null by default)
  54967. */
  54968. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54969. /**
  54970. * Updates the raw cube texture.
  54971. * @param data defines the data to store
  54972. * @param format defines the data format
  54973. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54974. * @param invertY defines if data must be stored with Y axis inverted
  54975. * @param compression defines the compression used (null by default)
  54976. * @param level defines which level of the texture to update
  54977. */
  54978. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54979. /**
  54980. * Updates a raw cube texture with RGBD encoded data.
  54981. * @param data defines the array of data [mipmap][face] to use to create each face
  54982. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54983. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54984. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54985. * @returns a promsie that resolves when the operation is complete
  54986. */
  54987. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54988. /**
  54989. * Clones the raw cube texture.
  54990. * @return a new cube texture
  54991. */
  54992. clone(): CubeTexture;
  54993. /** @hidden */
  54994. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54995. }
  54996. }
  54997. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54998. import { Scene } from "babylonjs/scene";
  54999. import { Texture } from "babylonjs/Materials/Textures/texture";
  55000. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55001. /**
  55002. * Class used to store 3D textures containing user data
  55003. */
  55004. export class RawTexture3D extends Texture {
  55005. /** Gets or sets the texture format to use */
  55006. format: number;
  55007. private _engine;
  55008. /**
  55009. * Create a new RawTexture3D
  55010. * @param data defines the data of the texture
  55011. * @param width defines the width of the texture
  55012. * @param height defines the height of the texture
  55013. * @param depth defines the depth of the texture
  55014. * @param format defines the texture format to use
  55015. * @param scene defines the hosting scene
  55016. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55017. * @param invertY defines if texture must be stored with Y axis inverted
  55018. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55019. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55020. */
  55021. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55022. /** Gets or sets the texture format to use */
  55023. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55024. /**
  55025. * Update the texture with new data
  55026. * @param data defines the data to store in the texture
  55027. */
  55028. update(data: ArrayBufferView): void;
  55029. }
  55030. }
  55031. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55032. import { Scene } from "babylonjs/scene";
  55033. import { Plane } from "babylonjs/Maths/math.plane";
  55034. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55035. /**
  55036. * Creates a refraction texture used by refraction channel of the standard material.
  55037. * It is like a mirror but to see through a material.
  55038. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55039. */
  55040. export class RefractionTexture extends RenderTargetTexture {
  55041. /**
  55042. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55043. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  55044. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55045. */
  55046. refractionPlane: Plane;
  55047. /**
  55048. * Define how deep under the surface we should see.
  55049. */
  55050. depth: number;
  55051. /**
  55052. * Creates a refraction texture used by refraction channel of the standard material.
  55053. * It is like a mirror but to see through a material.
  55054. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55055. * @param name Define the texture name
  55056. * @param size Define the size of the underlying texture
  55057. * @param scene Define the scene the refraction belongs to
  55058. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55059. */
  55060. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55061. /**
  55062. * Clone the refraction texture.
  55063. * @returns the cloned texture
  55064. */
  55065. clone(): RefractionTexture;
  55066. /**
  55067. * Serialize the texture to a JSON representation you could use in Parse later on
  55068. * @returns the serialized JSON representation
  55069. */
  55070. serialize(): any;
  55071. }
  55072. }
  55073. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55074. import { Nullable } from "babylonjs/types";
  55075. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55076. import { Matrix } from "babylonjs/Maths/math.vector";
  55077. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55078. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55079. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55080. import { Scene } from "babylonjs/scene";
  55081. /**
  55082. * Defines the options related to the creation of an HtmlElementTexture
  55083. */
  55084. export interface IHtmlElementTextureOptions {
  55085. /**
  55086. * Defines wether mip maps should be created or not.
  55087. */
  55088. generateMipMaps?: boolean;
  55089. /**
  55090. * Defines the sampling mode of the texture.
  55091. */
  55092. samplingMode?: number;
  55093. /**
  55094. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55095. */
  55096. engine: Nullable<ThinEngine>;
  55097. /**
  55098. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55099. */
  55100. scene: Nullable<Scene>;
  55101. }
  55102. /**
  55103. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55104. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55105. * is automatically managed.
  55106. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55107. * in your application.
  55108. *
  55109. * As the update is not automatic, you need to call them manually.
  55110. */
  55111. export class HtmlElementTexture extends BaseTexture {
  55112. /**
  55113. * The texture URL.
  55114. */
  55115. element: HTMLVideoElement | HTMLCanvasElement;
  55116. private static readonly DefaultOptions;
  55117. private _textureMatrix;
  55118. private _engine;
  55119. private _isVideo;
  55120. private _generateMipMaps;
  55121. private _samplingMode;
  55122. /**
  55123. * Instantiates a HtmlElementTexture from the following parameters.
  55124. *
  55125. * @param name Defines the name of the texture
  55126. * @param element Defines the video or canvas the texture is filled with
  55127. * @param options Defines the other none mandatory texture creation options
  55128. */
  55129. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55130. private _createInternalTexture;
  55131. /**
  55132. * Returns the texture matrix used in most of the material.
  55133. */
  55134. getTextureMatrix(): Matrix;
  55135. /**
  55136. * Updates the content of the texture.
  55137. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55138. */
  55139. update(invertY?: Nullable<boolean>): void;
  55140. }
  55141. }
  55142. declare module "babylonjs/Materials/Textures/index" {
  55143. export * from "babylonjs/Materials/Textures/baseTexture";
  55144. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55145. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55146. export * from "babylonjs/Materials/Textures/cubeTexture";
  55147. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55148. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55149. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55150. export * from "babylonjs/Materials/Textures/internalTexture";
  55151. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55152. export * from "babylonjs/Materials/Textures/Loaders/index";
  55153. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55154. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55155. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55156. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55157. export * from "babylonjs/Materials/Textures/rawTexture";
  55158. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55159. export * from "babylonjs/Materials/Textures/refractionTexture";
  55160. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55161. export * from "babylonjs/Materials/Textures/texture";
  55162. export * from "babylonjs/Materials/Textures/videoTexture";
  55163. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55164. }
  55165. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55166. /**
  55167. * Enum used to define the target of a block
  55168. */
  55169. export enum NodeMaterialBlockTargets {
  55170. /** Vertex shader */
  55171. Vertex = 1,
  55172. /** Fragment shader */
  55173. Fragment = 2,
  55174. /** Neutral */
  55175. Neutral = 4,
  55176. /** Vertex and Fragment */
  55177. VertexAndFragment = 3
  55178. }
  55179. }
  55180. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55181. /**
  55182. * Defines the kind of connection point for node based material
  55183. */
  55184. export enum NodeMaterialBlockConnectionPointTypes {
  55185. /** Float */
  55186. Float = 1,
  55187. /** Int */
  55188. Int = 2,
  55189. /** Vector2 */
  55190. Vector2 = 4,
  55191. /** Vector3 */
  55192. Vector3 = 8,
  55193. /** Vector4 */
  55194. Vector4 = 16,
  55195. /** Color3 */
  55196. Color3 = 32,
  55197. /** Color4 */
  55198. Color4 = 64,
  55199. /** Matrix */
  55200. Matrix = 128,
  55201. /** Detect type based on connection */
  55202. AutoDetect = 1024,
  55203. /** Output type that will be defined by input type */
  55204. BasedOnInput = 2048
  55205. }
  55206. }
  55207. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55208. /**
  55209. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55210. */
  55211. export enum NodeMaterialBlockConnectionPointMode {
  55212. /** Value is an uniform */
  55213. Uniform = 0,
  55214. /** Value is a mesh attribute */
  55215. Attribute = 1,
  55216. /** Value is a varying between vertex and fragment shaders */
  55217. Varying = 2,
  55218. /** Mode is undefined */
  55219. Undefined = 3
  55220. }
  55221. }
  55222. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55223. /**
  55224. * Enum used to define system values e.g. values automatically provided by the system
  55225. */
  55226. export enum NodeMaterialSystemValues {
  55227. /** World */
  55228. World = 1,
  55229. /** View */
  55230. View = 2,
  55231. /** Projection */
  55232. Projection = 3,
  55233. /** ViewProjection */
  55234. ViewProjection = 4,
  55235. /** WorldView */
  55236. WorldView = 5,
  55237. /** WorldViewProjection */
  55238. WorldViewProjection = 6,
  55239. /** CameraPosition */
  55240. CameraPosition = 7,
  55241. /** Fog Color */
  55242. FogColor = 8,
  55243. /** Delta time */
  55244. DeltaTime = 9
  55245. }
  55246. }
  55247. declare module "babylonjs/Materials/Node/Enums/index" {
  55248. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55249. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55250. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55251. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55252. }
  55253. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55254. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55255. /**
  55256. * Root class for all node material optimizers
  55257. */
  55258. export class NodeMaterialOptimizer {
  55259. /**
  55260. * Function used to optimize a NodeMaterial graph
  55261. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55262. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55263. */
  55264. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55265. }
  55266. }
  55267. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55268. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55269. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55270. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55271. import { Scene } from "babylonjs/scene";
  55272. /**
  55273. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55274. */
  55275. export class TransformBlock extends NodeMaterialBlock {
  55276. /**
  55277. * Defines the value to use to complement W value to transform it to a Vector4
  55278. */
  55279. complementW: number;
  55280. /**
  55281. * Defines the value to use to complement z value to transform it to a Vector4
  55282. */
  55283. complementZ: number;
  55284. /**
  55285. * Creates a new TransformBlock
  55286. * @param name defines the block name
  55287. */
  55288. constructor(name: string);
  55289. /**
  55290. * Gets the current class name
  55291. * @returns the class name
  55292. */
  55293. getClassName(): string;
  55294. /**
  55295. * Gets the vector input
  55296. */
  55297. readonly vector: NodeMaterialConnectionPoint;
  55298. /**
  55299. * Gets the output component
  55300. */
  55301. readonly output: NodeMaterialConnectionPoint;
  55302. /**
  55303. * Gets the matrix transform input
  55304. */
  55305. readonly transform: NodeMaterialConnectionPoint;
  55306. protected _buildBlock(state: NodeMaterialBuildState): this;
  55307. serialize(): any;
  55308. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55309. protected _dumpPropertiesCode(): string;
  55310. }
  55311. }
  55312. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55313. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55314. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55315. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55316. /**
  55317. * Block used to output the vertex position
  55318. */
  55319. export class VertexOutputBlock extends NodeMaterialBlock {
  55320. /**
  55321. * Creates a new VertexOutputBlock
  55322. * @param name defines the block name
  55323. */
  55324. constructor(name: string);
  55325. /**
  55326. * Gets the current class name
  55327. * @returns the class name
  55328. */
  55329. getClassName(): string;
  55330. /**
  55331. * Gets the vector input component
  55332. */
  55333. readonly vector: NodeMaterialConnectionPoint;
  55334. protected _buildBlock(state: NodeMaterialBuildState): this;
  55335. }
  55336. }
  55337. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55338. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55339. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55340. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55341. /**
  55342. * Block used to output the final color
  55343. */
  55344. export class FragmentOutputBlock extends NodeMaterialBlock {
  55345. /**
  55346. * Create a new FragmentOutputBlock
  55347. * @param name defines the block name
  55348. */
  55349. constructor(name: string);
  55350. /**
  55351. * Gets the current class name
  55352. * @returns the class name
  55353. */
  55354. getClassName(): string;
  55355. /**
  55356. * Gets the rgba input component
  55357. */
  55358. readonly rgba: NodeMaterialConnectionPoint;
  55359. /**
  55360. * Gets the rgb input component
  55361. */
  55362. readonly rgb: NodeMaterialConnectionPoint;
  55363. /**
  55364. * Gets the a input component
  55365. */
  55366. readonly a: NodeMaterialConnectionPoint;
  55367. protected _buildBlock(state: NodeMaterialBuildState): this;
  55368. }
  55369. }
  55370. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55371. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55372. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55373. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55374. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55376. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55377. import { Effect } from "babylonjs/Materials/effect";
  55378. import { Mesh } from "babylonjs/Meshes/mesh";
  55379. import { Nullable } from "babylonjs/types";
  55380. import { Scene } from "babylonjs/scene";
  55381. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55382. /**
  55383. * Block used to read a reflection texture from a sampler
  55384. */
  55385. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55386. private _define3DName;
  55387. private _defineCubicName;
  55388. private _defineExplicitName;
  55389. private _defineProjectionName;
  55390. private _defineLocalCubicName;
  55391. private _defineSphericalName;
  55392. private _definePlanarName;
  55393. private _defineEquirectangularName;
  55394. private _defineMirroredEquirectangularFixedName;
  55395. private _defineEquirectangularFixedName;
  55396. private _defineSkyboxName;
  55397. private _cubeSamplerName;
  55398. private _2DSamplerName;
  55399. private _positionUVWName;
  55400. private _directionWName;
  55401. private _reflectionCoordsName;
  55402. private _reflection2DCoordsName;
  55403. private _reflectionColorName;
  55404. private _reflectionMatrixName;
  55405. /**
  55406. * Gets or sets the texture associated with the node
  55407. */
  55408. texture: Nullable<BaseTexture>;
  55409. /**
  55410. * Create a new TextureBlock
  55411. * @param name defines the block name
  55412. */
  55413. constructor(name: string);
  55414. /**
  55415. * Gets the current class name
  55416. * @returns the class name
  55417. */
  55418. getClassName(): string;
  55419. /**
  55420. * Gets the world position input component
  55421. */
  55422. readonly position: NodeMaterialConnectionPoint;
  55423. /**
  55424. * Gets the world position input component
  55425. */
  55426. readonly worldPosition: NodeMaterialConnectionPoint;
  55427. /**
  55428. * Gets the world normal input component
  55429. */
  55430. readonly worldNormal: NodeMaterialConnectionPoint;
  55431. /**
  55432. * Gets the world input component
  55433. */
  55434. readonly world: NodeMaterialConnectionPoint;
  55435. /**
  55436. * Gets the camera (or eye) position component
  55437. */
  55438. readonly cameraPosition: NodeMaterialConnectionPoint;
  55439. /**
  55440. * Gets the view input component
  55441. */
  55442. readonly view: NodeMaterialConnectionPoint;
  55443. /**
  55444. * Gets the rgb output component
  55445. */
  55446. readonly rgb: NodeMaterialConnectionPoint;
  55447. /**
  55448. * Gets the r output component
  55449. */
  55450. readonly r: NodeMaterialConnectionPoint;
  55451. /**
  55452. * Gets the g output component
  55453. */
  55454. readonly g: NodeMaterialConnectionPoint;
  55455. /**
  55456. * Gets the b output component
  55457. */
  55458. readonly b: NodeMaterialConnectionPoint;
  55459. autoConfigure(material: NodeMaterial): void;
  55460. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55461. isReady(): boolean;
  55462. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55463. private _injectVertexCode;
  55464. private _writeOutput;
  55465. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55466. serialize(): any;
  55467. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55468. }
  55469. }
  55470. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55471. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55472. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55473. import { Scene } from "babylonjs/scene";
  55474. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55475. import { Matrix } from "babylonjs/Maths/math.vector";
  55476. import { Mesh } from "babylonjs/Meshes/mesh";
  55477. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55478. import { Observable } from "babylonjs/Misc/observable";
  55479. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55480. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55481. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55482. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55483. import { Nullable } from "babylonjs/types";
  55484. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55485. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55486. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55487. /**
  55488. * Interface used to configure the node material editor
  55489. */
  55490. export interface INodeMaterialEditorOptions {
  55491. /** Define the URl to load node editor script */
  55492. editorURL?: string;
  55493. }
  55494. /** @hidden */
  55495. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55496. /** BONES */
  55497. NUM_BONE_INFLUENCERS: number;
  55498. BonesPerMesh: number;
  55499. BONETEXTURE: boolean;
  55500. /** MORPH TARGETS */
  55501. MORPHTARGETS: boolean;
  55502. MORPHTARGETS_NORMAL: boolean;
  55503. MORPHTARGETS_TANGENT: boolean;
  55504. MORPHTARGETS_UV: boolean;
  55505. NUM_MORPH_INFLUENCERS: number;
  55506. /** IMAGE PROCESSING */
  55507. IMAGEPROCESSING: boolean;
  55508. VIGNETTE: boolean;
  55509. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55510. VIGNETTEBLENDMODEOPAQUE: boolean;
  55511. TONEMAPPING: boolean;
  55512. TONEMAPPING_ACES: boolean;
  55513. CONTRAST: boolean;
  55514. EXPOSURE: boolean;
  55515. COLORCURVES: boolean;
  55516. COLORGRADING: boolean;
  55517. COLORGRADING3D: boolean;
  55518. SAMPLER3DGREENDEPTH: boolean;
  55519. SAMPLER3DBGRMAP: boolean;
  55520. IMAGEPROCESSINGPOSTPROCESS: boolean;
  55521. /** MISC. */
  55522. BUMPDIRECTUV: number;
  55523. constructor();
  55524. setValue(name: string, value: boolean): void;
  55525. }
  55526. /**
  55527. * Class used to configure NodeMaterial
  55528. */
  55529. export interface INodeMaterialOptions {
  55530. /**
  55531. * Defines if blocks should emit comments
  55532. */
  55533. emitComments: boolean;
  55534. }
  55535. /**
  55536. * Class used to create a node based material built by assembling shader blocks
  55537. */
  55538. export class NodeMaterial extends PushMaterial {
  55539. private static _BuildIdGenerator;
  55540. private _options;
  55541. private _vertexCompilationState;
  55542. private _fragmentCompilationState;
  55543. private _sharedData;
  55544. private _buildId;
  55545. private _buildWasSuccessful;
  55546. private _cachedWorldViewMatrix;
  55547. private _cachedWorldViewProjectionMatrix;
  55548. private _optimizers;
  55549. private _animationFrame;
  55550. /** Define the URl to load node editor script */
  55551. static EditorURL: string;
  55552. private BJSNODEMATERIALEDITOR;
  55553. /** Get the inspector from bundle or global */
  55554. private _getGlobalNodeMaterialEditor;
  55555. /**
  55556. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  55557. */
  55558. ignoreAlpha: boolean;
  55559. /**
  55560. * Defines the maximum number of lights that can be used in the material
  55561. */
  55562. maxSimultaneousLights: number;
  55563. /**
  55564. * Observable raised when the material is built
  55565. */
  55566. onBuildObservable: Observable<NodeMaterial>;
  55567. /**
  55568. * Gets or sets the root nodes of the material vertex shader
  55569. */
  55570. _vertexOutputNodes: NodeMaterialBlock[];
  55571. /**
  55572. * Gets or sets the root nodes of the material fragment (pixel) shader
  55573. */
  55574. _fragmentOutputNodes: NodeMaterialBlock[];
  55575. /** Gets or sets options to control the node material overall behavior */
  55576. options: INodeMaterialOptions;
  55577. /**
  55578. * Default configuration related to image processing available in the standard Material.
  55579. */
  55580. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  55581. /**
  55582. * Gets the image processing configuration used either in this material.
  55583. */
  55584. /**
  55585. * Sets the Default image processing configuration used either in the this material.
  55586. *
  55587. * If sets to null, the scene one is in use.
  55588. */
  55589. imageProcessingConfiguration: ImageProcessingConfiguration;
  55590. /**
  55591. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  55592. */
  55593. attachedBlocks: NodeMaterialBlock[];
  55594. /**
  55595. * Create a new node based material
  55596. * @param name defines the material name
  55597. * @param scene defines the hosting scene
  55598. * @param options defines creation option
  55599. */
  55600. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  55601. /**
  55602. * Gets the current class name of the material e.g. "NodeMaterial"
  55603. * @returns the class name
  55604. */
  55605. getClassName(): string;
  55606. /**
  55607. * Keep track of the image processing observer to allow dispose and replace.
  55608. */
  55609. private _imageProcessingObserver;
  55610. /**
  55611. * Attaches a new image processing configuration to the Standard Material.
  55612. * @param configuration
  55613. */
  55614. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  55615. /**
  55616. * Get a block by its name
  55617. * @param name defines the name of the block to retrieve
  55618. * @returns the required block or null if not found
  55619. */
  55620. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  55621. /**
  55622. * Get a block by its name
  55623. * @param predicate defines the predicate used to find the good candidate
  55624. * @returns the required block or null if not found
  55625. */
  55626. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  55627. /**
  55628. * Get an input block by its name
  55629. * @param predicate defines the predicate used to find the good candidate
  55630. * @returns the required input block or null if not found
  55631. */
  55632. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  55633. /**
  55634. * Gets the list of input blocks attached to this material
  55635. * @returns an array of InputBlocks
  55636. */
  55637. getInputBlocks(): InputBlock[];
  55638. /**
  55639. * Adds a new optimizer to the list of optimizers
  55640. * @param optimizer defines the optimizers to add
  55641. * @returns the current material
  55642. */
  55643. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55644. /**
  55645. * Remove an optimizer from the list of optimizers
  55646. * @param optimizer defines the optimizers to remove
  55647. * @returns the current material
  55648. */
  55649. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55650. /**
  55651. * Add a new block to the list of output nodes
  55652. * @param node defines the node to add
  55653. * @returns the current material
  55654. */
  55655. addOutputNode(node: NodeMaterialBlock): this;
  55656. /**
  55657. * Remove a block from the list of root nodes
  55658. * @param node defines the node to remove
  55659. * @returns the current material
  55660. */
  55661. removeOutputNode(node: NodeMaterialBlock): this;
  55662. private _addVertexOutputNode;
  55663. private _removeVertexOutputNode;
  55664. private _addFragmentOutputNode;
  55665. private _removeFragmentOutputNode;
  55666. /**
  55667. * Specifies if the material will require alpha blending
  55668. * @returns a boolean specifying if alpha blending is needed
  55669. */
  55670. needAlphaBlending(): boolean;
  55671. /**
  55672. * Specifies if this material should be rendered in alpha test mode
  55673. * @returns a boolean specifying if an alpha test is needed.
  55674. */
  55675. needAlphaTesting(): boolean;
  55676. private _initializeBlock;
  55677. private _resetDualBlocks;
  55678. /**
  55679. * Build the material and generates the inner effect
  55680. * @param verbose defines if the build should log activity
  55681. */
  55682. build(verbose?: boolean): void;
  55683. /**
  55684. * Runs an otpimization phase to try to improve the shader code
  55685. */
  55686. optimize(): void;
  55687. private _prepareDefinesForAttributes;
  55688. /**
  55689. * Get if the submesh is ready to be used and all its information available.
  55690. * Child classes can use it to update shaders
  55691. * @param mesh defines the mesh to check
  55692. * @param subMesh defines which submesh to check
  55693. * @param useInstances specifies that instances should be used
  55694. * @returns a boolean indicating that the submesh is ready or not
  55695. */
  55696. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  55697. /**
  55698. * Get a string representing the shaders built by the current node graph
  55699. */
  55700. readonly compiledShaders: string;
  55701. /**
  55702. * Binds the world matrix to the material
  55703. * @param world defines the world transformation matrix
  55704. */
  55705. bindOnlyWorldMatrix(world: Matrix): void;
  55706. /**
  55707. * Binds the submesh to this material by preparing the effect and shader to draw
  55708. * @param world defines the world transformation matrix
  55709. * @param mesh defines the mesh containing the submesh
  55710. * @param subMesh defines the submesh to bind the material to
  55711. */
  55712. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  55713. /**
  55714. * Gets the active textures from the material
  55715. * @returns an array of textures
  55716. */
  55717. getActiveTextures(): BaseTexture[];
  55718. /**
  55719. * Gets the list of texture blocks
  55720. * @returns an array of texture blocks
  55721. */
  55722. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  55723. /**
  55724. * Specifies if the material uses a texture
  55725. * @param texture defines the texture to check against the material
  55726. * @returns a boolean specifying if the material uses the texture
  55727. */
  55728. hasTexture(texture: BaseTexture): boolean;
  55729. /**
  55730. * Disposes the material
  55731. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  55732. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  55733. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  55734. */
  55735. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  55736. /** Creates the node editor window. */
  55737. private _createNodeEditor;
  55738. /**
  55739. * Launch the node material editor
  55740. * @param config Define the configuration of the editor
  55741. * @return a promise fulfilled when the node editor is visible
  55742. */
  55743. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  55744. /**
  55745. * Clear the current material
  55746. */
  55747. clear(): void;
  55748. /**
  55749. * Clear the current material and set it to a default state
  55750. */
  55751. setToDefault(): void;
  55752. /**
  55753. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  55754. * @param url defines the url to load from
  55755. * @returns a promise that will fullfil when the material is fully loaded
  55756. */
  55757. loadAsync(url: string): Promise<void>;
  55758. private _gatherBlocks;
  55759. /**
  55760. * Generate a string containing the code declaration required to create an equivalent of this material
  55761. * @returns a string
  55762. */
  55763. generateCode(): string;
  55764. /**
  55765. * Serializes this material in a JSON representation
  55766. * @returns the serialized material object
  55767. */
  55768. serialize(): any;
  55769. private _restoreConnections;
  55770. /**
  55771. * Clear the current graph and load a new one from a serialization object
  55772. * @param source defines the JSON representation of the material
  55773. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55774. */
  55775. loadFromSerialization(source: any, rootUrl?: string): void;
  55776. /**
  55777. * Creates a node material from parsed material data
  55778. * @param source defines the JSON representation of the material
  55779. * @param scene defines the hosting scene
  55780. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55781. * @returns a new node material
  55782. */
  55783. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  55784. /**
  55785. * Creates a new node material set to default basic configuration
  55786. * @param name defines the name of the material
  55787. * @param scene defines the hosting scene
  55788. * @returns a new NodeMaterial
  55789. */
  55790. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  55791. }
  55792. }
  55793. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  55794. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55795. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55796. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55797. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55798. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55799. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55800. import { Effect } from "babylonjs/Materials/effect";
  55801. import { Mesh } from "babylonjs/Meshes/mesh";
  55802. import { Nullable } from "babylonjs/types";
  55803. import { Texture } from "babylonjs/Materials/Textures/texture";
  55804. import { Scene } from "babylonjs/scene";
  55805. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  55806. /**
  55807. * Block used to read a texture from a sampler
  55808. */
  55809. export class TextureBlock extends NodeMaterialBlock {
  55810. private _defineName;
  55811. private _linearDefineName;
  55812. private _samplerName;
  55813. private _transformedUVName;
  55814. private _textureTransformName;
  55815. private _textureInfoName;
  55816. private _mainUVName;
  55817. private _mainUVDefineName;
  55818. /**
  55819. * Gets or sets the texture associated with the node
  55820. */
  55821. texture: Nullable<Texture>;
  55822. /**
  55823. * Create a new TextureBlock
  55824. * @param name defines the block name
  55825. */
  55826. constructor(name: string);
  55827. /**
  55828. * Gets the current class name
  55829. * @returns the class name
  55830. */
  55831. getClassName(): string;
  55832. /**
  55833. * Gets the uv input component
  55834. */
  55835. readonly uv: NodeMaterialConnectionPoint;
  55836. /**
  55837. * Gets the rgba output component
  55838. */
  55839. readonly rgba: NodeMaterialConnectionPoint;
  55840. /**
  55841. * Gets the rgb output component
  55842. */
  55843. readonly rgb: NodeMaterialConnectionPoint;
  55844. /**
  55845. * Gets the r output component
  55846. */
  55847. readonly r: NodeMaterialConnectionPoint;
  55848. /**
  55849. * Gets the g output component
  55850. */
  55851. readonly g: NodeMaterialConnectionPoint;
  55852. /**
  55853. * Gets the b output component
  55854. */
  55855. readonly b: NodeMaterialConnectionPoint;
  55856. /**
  55857. * Gets the a output component
  55858. */
  55859. readonly a: NodeMaterialConnectionPoint;
  55860. readonly target: NodeMaterialBlockTargets;
  55861. autoConfigure(material: NodeMaterial): void;
  55862. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55863. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55864. isReady(): boolean;
  55865. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55866. private readonly _isMixed;
  55867. private _injectVertexCode;
  55868. private _writeOutput;
  55869. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55870. protected _dumpPropertiesCode(): string;
  55871. serialize(): any;
  55872. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55873. }
  55874. }
  55875. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55876. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55877. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55878. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55879. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55880. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55881. import { Scene } from "babylonjs/scene";
  55882. /**
  55883. * Class used to store shared data between 2 NodeMaterialBuildState
  55884. */
  55885. export class NodeMaterialBuildStateSharedData {
  55886. /**
  55887. * Gets the list of emitted varyings
  55888. */
  55889. temps: string[];
  55890. /**
  55891. * Gets the list of emitted varyings
  55892. */
  55893. varyings: string[];
  55894. /**
  55895. * Gets the varying declaration string
  55896. */
  55897. varyingDeclaration: string;
  55898. /**
  55899. * Input blocks
  55900. */
  55901. inputBlocks: InputBlock[];
  55902. /**
  55903. * Input blocks
  55904. */
  55905. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55906. /**
  55907. * Bindable blocks (Blocks that need to set data to the effect)
  55908. */
  55909. bindableBlocks: NodeMaterialBlock[];
  55910. /**
  55911. * List of blocks that can provide a compilation fallback
  55912. */
  55913. blocksWithFallbacks: NodeMaterialBlock[];
  55914. /**
  55915. * List of blocks that can provide a define update
  55916. */
  55917. blocksWithDefines: NodeMaterialBlock[];
  55918. /**
  55919. * List of blocks that can provide a repeatable content
  55920. */
  55921. repeatableContentBlocks: NodeMaterialBlock[];
  55922. /**
  55923. * List of blocks that can provide a dynamic list of uniforms
  55924. */
  55925. dynamicUniformBlocks: NodeMaterialBlock[];
  55926. /**
  55927. * List of blocks that can block the isReady function for the material
  55928. */
  55929. blockingBlocks: NodeMaterialBlock[];
  55930. /**
  55931. * Gets the list of animated inputs
  55932. */
  55933. animatedInputs: InputBlock[];
  55934. /**
  55935. * Build Id used to avoid multiple recompilations
  55936. */
  55937. buildId: number;
  55938. /** List of emitted variables */
  55939. variableNames: {
  55940. [key: string]: number;
  55941. };
  55942. /** List of emitted defines */
  55943. defineNames: {
  55944. [key: string]: number;
  55945. };
  55946. /** Should emit comments? */
  55947. emitComments: boolean;
  55948. /** Emit build activity */
  55949. verbose: boolean;
  55950. /** Gets or sets the hosting scene */
  55951. scene: Scene;
  55952. /**
  55953. * Gets the compilation hints emitted at compilation time
  55954. */
  55955. hints: {
  55956. needWorldViewMatrix: boolean;
  55957. needWorldViewProjectionMatrix: boolean;
  55958. needAlphaBlending: boolean;
  55959. needAlphaTesting: boolean;
  55960. };
  55961. /**
  55962. * List of compilation checks
  55963. */
  55964. checks: {
  55965. emitVertex: boolean;
  55966. emitFragment: boolean;
  55967. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55968. };
  55969. /** Creates a new shared data */
  55970. constructor();
  55971. /**
  55972. * Emits console errors and exceptions if there is a failing check
  55973. */
  55974. emitErrors(): void;
  55975. }
  55976. }
  55977. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55978. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55979. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55980. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55981. /**
  55982. * Class used to store node based material build state
  55983. */
  55984. export class NodeMaterialBuildState {
  55985. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55986. supportUniformBuffers: boolean;
  55987. /**
  55988. * Gets the list of emitted attributes
  55989. */
  55990. attributes: string[];
  55991. /**
  55992. * Gets the list of emitted uniforms
  55993. */
  55994. uniforms: string[];
  55995. /**
  55996. * Gets the list of emitted constants
  55997. */
  55998. constants: string[];
  55999. /**
  56000. * Gets the list of emitted samplers
  56001. */
  56002. samplers: string[];
  56003. /**
  56004. * Gets the list of emitted functions
  56005. */
  56006. functions: {
  56007. [key: string]: string;
  56008. };
  56009. /**
  56010. * Gets the list of emitted extensions
  56011. */
  56012. extensions: {
  56013. [key: string]: string;
  56014. };
  56015. /**
  56016. * Gets the target of the compilation state
  56017. */
  56018. target: NodeMaterialBlockTargets;
  56019. /**
  56020. * Gets the list of emitted counters
  56021. */
  56022. counters: {
  56023. [key: string]: number;
  56024. };
  56025. /**
  56026. * Shared data between multiple NodeMaterialBuildState instances
  56027. */
  56028. sharedData: NodeMaterialBuildStateSharedData;
  56029. /** @hidden */
  56030. _vertexState: NodeMaterialBuildState;
  56031. /** @hidden */
  56032. _attributeDeclaration: string;
  56033. /** @hidden */
  56034. _uniformDeclaration: string;
  56035. /** @hidden */
  56036. _constantDeclaration: string;
  56037. /** @hidden */
  56038. _samplerDeclaration: string;
  56039. /** @hidden */
  56040. _varyingTransfer: string;
  56041. private _repeatableContentAnchorIndex;
  56042. /** @hidden */
  56043. _builtCompilationString: string;
  56044. /**
  56045. * Gets the emitted compilation strings
  56046. */
  56047. compilationString: string;
  56048. /**
  56049. * Finalize the compilation strings
  56050. * @param state defines the current compilation state
  56051. */
  56052. finalize(state: NodeMaterialBuildState): void;
  56053. /** @hidden */
  56054. readonly _repeatableContentAnchor: string;
  56055. /** @hidden */
  56056. _getFreeVariableName(prefix: string): string;
  56057. /** @hidden */
  56058. _getFreeDefineName(prefix: string): string;
  56059. /** @hidden */
  56060. _excludeVariableName(name: string): void;
  56061. /** @hidden */
  56062. _emit2DSampler(name: string): void;
  56063. /** @hidden */
  56064. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56065. /** @hidden */
  56066. _emitExtension(name: string, extension: string): void;
  56067. /** @hidden */
  56068. _emitFunction(name: string, code: string, comments: string): void;
  56069. /** @hidden */
  56070. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56071. replaceStrings?: {
  56072. search: RegExp;
  56073. replace: string;
  56074. }[];
  56075. repeatKey?: string;
  56076. }): string;
  56077. /** @hidden */
  56078. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56079. repeatKey?: string;
  56080. removeAttributes?: boolean;
  56081. removeUniforms?: boolean;
  56082. removeVaryings?: boolean;
  56083. removeIfDef?: boolean;
  56084. replaceStrings?: {
  56085. search: RegExp;
  56086. replace: string;
  56087. }[];
  56088. }, storeKey?: string): void;
  56089. /** @hidden */
  56090. _registerTempVariable(name: string): boolean;
  56091. /** @hidden */
  56092. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56093. /** @hidden */
  56094. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56095. /** @hidden */
  56096. _emitFloat(value: number): string;
  56097. }
  56098. }
  56099. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56100. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56101. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56102. import { Nullable } from "babylonjs/types";
  56103. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56104. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56105. import { Effect } from "babylonjs/Materials/effect";
  56106. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56107. import { Mesh } from "babylonjs/Meshes/mesh";
  56108. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56109. import { Scene } from "babylonjs/scene";
  56110. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56111. /**
  56112. * Defines a block that can be used inside a node based material
  56113. */
  56114. export class NodeMaterialBlock {
  56115. private _buildId;
  56116. private _buildTarget;
  56117. private _target;
  56118. private _isFinalMerger;
  56119. private _isInput;
  56120. /** @hidden */
  56121. _codeVariableName: string;
  56122. /** @hidden */
  56123. _inputs: NodeMaterialConnectionPoint[];
  56124. /** @hidden */
  56125. _outputs: NodeMaterialConnectionPoint[];
  56126. /** @hidden */
  56127. _preparationId: number;
  56128. /**
  56129. * Gets or sets the name of the block
  56130. */
  56131. name: string;
  56132. /**
  56133. * Gets or sets the unique id of the node
  56134. */
  56135. uniqueId: number;
  56136. /**
  56137. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56138. */
  56139. readonly isFinalMerger: boolean;
  56140. /**
  56141. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56142. */
  56143. readonly isInput: boolean;
  56144. /**
  56145. * Gets or sets the build Id
  56146. */
  56147. buildId: number;
  56148. /**
  56149. * Gets or sets the target of the block
  56150. */
  56151. target: NodeMaterialBlockTargets;
  56152. /**
  56153. * Gets the list of input points
  56154. */
  56155. readonly inputs: NodeMaterialConnectionPoint[];
  56156. /** Gets the list of output points */
  56157. readonly outputs: NodeMaterialConnectionPoint[];
  56158. /**
  56159. * Find an input by its name
  56160. * @param name defines the name of the input to look for
  56161. * @returns the input or null if not found
  56162. */
  56163. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56164. /**
  56165. * Find an output by its name
  56166. * @param name defines the name of the outputto look for
  56167. * @returns the output or null if not found
  56168. */
  56169. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56170. /**
  56171. * Creates a new NodeMaterialBlock
  56172. * @param name defines the block name
  56173. * @param target defines the target of that block (Vertex by default)
  56174. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56175. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56176. */
  56177. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56178. /**
  56179. * Initialize the block and prepare the context for build
  56180. * @param state defines the state that will be used for the build
  56181. */
  56182. initialize(state: NodeMaterialBuildState): void;
  56183. /**
  56184. * Bind data to effect. Will only be called for blocks with isBindable === true
  56185. * @param effect defines the effect to bind data to
  56186. * @param nodeMaterial defines the hosting NodeMaterial
  56187. * @param mesh defines the mesh that will be rendered
  56188. */
  56189. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56190. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56191. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56192. protected _writeFloat(value: number): string;
  56193. /**
  56194. * Gets the current class name e.g. "NodeMaterialBlock"
  56195. * @returns the class name
  56196. */
  56197. getClassName(): string;
  56198. /**
  56199. * Register a new input. Must be called inside a block constructor
  56200. * @param name defines the connection point name
  56201. * @param type defines the connection point type
  56202. * @param isOptional defines a boolean indicating that this input can be omitted
  56203. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56204. * @returns the current block
  56205. */
  56206. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56207. /**
  56208. * Register a new output. Must be called inside a block constructor
  56209. * @param name defines the connection point name
  56210. * @param type defines the connection point type
  56211. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56212. * @returns the current block
  56213. */
  56214. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56215. /**
  56216. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56217. * @param forOutput defines an optional connection point to check compatibility with
  56218. * @returns the first available input or null
  56219. */
  56220. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56221. /**
  56222. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56223. * @param forBlock defines an optional block to check compatibility with
  56224. * @returns the first available input or null
  56225. */
  56226. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56227. /**
  56228. * Gets the sibling of the given output
  56229. * @param current defines the current output
  56230. * @returns the next output in the list or null
  56231. */
  56232. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56233. /**
  56234. * Connect current block with another block
  56235. * @param other defines the block to connect with
  56236. * @param options define the various options to help pick the right connections
  56237. * @returns the current block
  56238. */
  56239. connectTo(other: NodeMaterialBlock, options?: {
  56240. input?: string;
  56241. output?: string;
  56242. outputSwizzle?: string;
  56243. }): this | undefined;
  56244. protected _buildBlock(state: NodeMaterialBuildState): void;
  56245. /**
  56246. * Add uniforms, samplers and uniform buffers at compilation time
  56247. * @param state defines the state to update
  56248. * @param nodeMaterial defines the node material requesting the update
  56249. * @param defines defines the material defines to update
  56250. * @param uniformBuffers defines the list of uniform buffer names
  56251. */
  56252. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56253. /**
  56254. * Add potential fallbacks if shader compilation fails
  56255. * @param mesh defines the mesh to be rendered
  56256. * @param fallbacks defines the current prioritized list of fallbacks
  56257. */
  56258. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56259. /**
  56260. * Initialize defines for shader compilation
  56261. * @param mesh defines the mesh to be rendered
  56262. * @param nodeMaterial defines the node material requesting the update
  56263. * @param defines defines the material defines to update
  56264. * @param useInstances specifies that instances should be used
  56265. */
  56266. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56267. /**
  56268. * Update defines for shader compilation
  56269. * @param mesh defines the mesh to be rendered
  56270. * @param nodeMaterial defines the node material requesting the update
  56271. * @param defines defines the material defines to update
  56272. * @param useInstances specifies that instances should be used
  56273. */
  56274. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56275. /**
  56276. * Lets the block try to connect some inputs automatically
  56277. * @param material defines the hosting NodeMaterial
  56278. */
  56279. autoConfigure(material: NodeMaterial): void;
  56280. /**
  56281. * Function called when a block is declared as repeatable content generator
  56282. * @param vertexShaderState defines the current compilation state for the vertex shader
  56283. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56284. * @param mesh defines the mesh to be rendered
  56285. * @param defines defines the material defines to update
  56286. */
  56287. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56288. /**
  56289. * Checks if the block is ready
  56290. * @param mesh defines the mesh to be rendered
  56291. * @param nodeMaterial defines the node material requesting the update
  56292. * @param defines defines the material defines to update
  56293. * @param useInstances specifies that instances should be used
  56294. * @returns true if the block is ready
  56295. */
  56296. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56297. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56298. private _processBuild;
  56299. /**
  56300. * Compile the current node and generate the shader code
  56301. * @param state defines the current compilation state (uniforms, samplers, current string)
  56302. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56303. * @returns true if already built
  56304. */
  56305. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56306. protected _inputRename(name: string): string;
  56307. protected _outputRename(name: string): string;
  56308. protected _dumpPropertiesCode(): string;
  56309. /** @hidden */
  56310. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56311. /**
  56312. * Clone the current block to a new identical block
  56313. * @param scene defines the hosting scene
  56314. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56315. * @returns a copy of the current block
  56316. */
  56317. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56318. /**
  56319. * Serializes this block in a JSON representation
  56320. * @returns the serialized block object
  56321. */
  56322. serialize(): any;
  56323. /** @hidden */
  56324. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56325. /**
  56326. * Release resources
  56327. */
  56328. dispose(): void;
  56329. }
  56330. }
  56331. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56332. /**
  56333. * Enum defining the type of animations supported by InputBlock
  56334. */
  56335. export enum AnimatedInputBlockTypes {
  56336. /** No animation */
  56337. None = 0,
  56338. /** Time based animation. Will only work for floats */
  56339. Time = 1
  56340. }
  56341. }
  56342. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56343. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56344. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56345. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56346. import { Nullable } from "babylonjs/types";
  56347. import { Effect } from "babylonjs/Materials/effect";
  56348. import { Matrix } from "babylonjs/Maths/math.vector";
  56349. import { Scene } from "babylonjs/scene";
  56350. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56351. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56352. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56353. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56354. /**
  56355. * Block used to expose an input value
  56356. */
  56357. export class InputBlock extends NodeMaterialBlock {
  56358. private _mode;
  56359. private _associatedVariableName;
  56360. private _storedValue;
  56361. private _valueCallback;
  56362. private _type;
  56363. private _animationType;
  56364. /** Gets or set a value used to limit the range of float values */
  56365. min: number;
  56366. /** Gets or set a value used to limit the range of float values */
  56367. max: number;
  56368. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56369. matrixMode: number;
  56370. /** @hidden */
  56371. _systemValue: Nullable<NodeMaterialSystemValues>;
  56372. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56373. visibleInInspector: boolean;
  56374. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56375. isConstant: boolean;
  56376. /**
  56377. * Gets or sets the connection point type (default is float)
  56378. */
  56379. readonly type: NodeMaterialBlockConnectionPointTypes;
  56380. /**
  56381. * Creates a new InputBlock
  56382. * @param name defines the block name
  56383. * @param target defines the target of that block (Vertex by default)
  56384. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56385. */
  56386. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56387. /**
  56388. * Gets the output component
  56389. */
  56390. readonly output: NodeMaterialConnectionPoint;
  56391. /**
  56392. * Set the source of this connection point to a vertex attribute
  56393. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56394. * @returns the current connection point
  56395. */
  56396. setAsAttribute(attributeName?: string): InputBlock;
  56397. /**
  56398. * Set the source of this connection point to a system value
  56399. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56400. * @returns the current connection point
  56401. */
  56402. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56403. /**
  56404. * Gets or sets the value of that point.
  56405. * Please note that this value will be ignored if valueCallback is defined
  56406. */
  56407. value: any;
  56408. /**
  56409. * Gets or sets a callback used to get the value of that point.
  56410. * Please note that setting this value will force the connection point to ignore the value property
  56411. */
  56412. valueCallback: () => any;
  56413. /**
  56414. * Gets or sets the associated variable name in the shader
  56415. */
  56416. associatedVariableName: string;
  56417. /** Gets or sets the type of animation applied to the input */
  56418. animationType: AnimatedInputBlockTypes;
  56419. /**
  56420. * Gets a boolean indicating that this connection point not defined yet
  56421. */
  56422. readonly isUndefined: boolean;
  56423. /**
  56424. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56425. * In this case the connection point name must be the name of the uniform to use.
  56426. * Can only be set on inputs
  56427. */
  56428. isUniform: boolean;
  56429. /**
  56430. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56431. * In this case the connection point name must be the name of the attribute to use
  56432. * Can only be set on inputs
  56433. */
  56434. isAttribute: boolean;
  56435. /**
  56436. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56437. * Can only be set on exit points
  56438. */
  56439. isVarying: boolean;
  56440. /**
  56441. * Gets a boolean indicating that the current connection point is a system value
  56442. */
  56443. readonly isSystemValue: boolean;
  56444. /**
  56445. * Gets or sets the current well known value or null if not defined as a system value
  56446. */
  56447. systemValue: Nullable<NodeMaterialSystemValues>;
  56448. /**
  56449. * Gets the current class name
  56450. * @returns the class name
  56451. */
  56452. getClassName(): string;
  56453. /**
  56454. * Animate the input if animationType !== None
  56455. * @param scene defines the rendering scene
  56456. */
  56457. animate(scene: Scene): void;
  56458. private _emitDefine;
  56459. initialize(state: NodeMaterialBuildState): void;
  56460. /**
  56461. * Set the input block to its default value (based on its type)
  56462. */
  56463. setDefaultValue(): void;
  56464. private _emitConstant;
  56465. private _emit;
  56466. /** @hidden */
  56467. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56468. /** @hidden */
  56469. _transmit(effect: Effect, scene: Scene): void;
  56470. protected _buildBlock(state: NodeMaterialBuildState): void;
  56471. protected _dumpPropertiesCode(): string;
  56472. serialize(): any;
  56473. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56474. }
  56475. }
  56476. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56477. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56478. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56479. import { Nullable } from "babylonjs/types";
  56480. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56481. import { Observable } from "babylonjs/Misc/observable";
  56482. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56483. /**
  56484. * Defines a connection point for a block
  56485. */
  56486. export class NodeMaterialConnectionPoint {
  56487. /** @hidden */
  56488. _ownerBlock: NodeMaterialBlock;
  56489. /** @hidden */
  56490. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56491. private _endpoints;
  56492. private _associatedVariableName;
  56493. /** @hidden */
  56494. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56495. /** @hidden */
  56496. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56497. private _type;
  56498. /** @hidden */
  56499. _enforceAssociatedVariableName: boolean;
  56500. /**
  56501. * Gets or sets the additional types supported by this connection point
  56502. */
  56503. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56504. /**
  56505. * Gets or sets the additional types excluded by this connection point
  56506. */
  56507. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56508. /**
  56509. * Observable triggered when this point is connected
  56510. */
  56511. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  56512. /**
  56513. * Gets or sets the associated variable name in the shader
  56514. */
  56515. associatedVariableName: string;
  56516. /**
  56517. * Gets or sets the connection point type (default is float)
  56518. */
  56519. type: NodeMaterialBlockConnectionPointTypes;
  56520. /**
  56521. * Gets or sets the connection point name
  56522. */
  56523. name: string;
  56524. /**
  56525. * Gets or sets a boolean indicating that this connection point can be omitted
  56526. */
  56527. isOptional: boolean;
  56528. /**
  56529. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  56530. */
  56531. define: string;
  56532. /** @hidden */
  56533. _prioritizeVertex: boolean;
  56534. private _target;
  56535. /** Gets or sets the target of that connection point */
  56536. target: NodeMaterialBlockTargets;
  56537. /**
  56538. * Gets a boolean indicating that the current point is connected
  56539. */
  56540. readonly isConnected: boolean;
  56541. /**
  56542. * Gets a boolean indicating that the current point is connected to an input block
  56543. */
  56544. readonly isConnectedToInputBlock: boolean;
  56545. /**
  56546. * Gets a the connected input block (if any)
  56547. */
  56548. readonly connectInputBlock: Nullable<InputBlock>;
  56549. /** Get the other side of the connection (if any) */
  56550. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56551. /** Get the block that owns this connection point */
  56552. readonly ownerBlock: NodeMaterialBlock;
  56553. /** Get the block connected on the other side of this connection (if any) */
  56554. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  56555. /** Get the block connected on the endpoints of this connection (if any) */
  56556. readonly connectedBlocks: Array<NodeMaterialBlock>;
  56557. /** Gets the list of connected endpoints */
  56558. readonly endpoints: NodeMaterialConnectionPoint[];
  56559. /** Gets a boolean indicating if that output point is connected to at least one input */
  56560. readonly hasEndpoints: boolean;
  56561. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  56562. readonly isConnectedInVertexShader: boolean;
  56563. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  56564. readonly isConnectedInFragmentShader: boolean;
  56565. /**
  56566. * Creates a new connection point
  56567. * @param name defines the connection point name
  56568. * @param ownerBlock defines the block hosting this connection point
  56569. */
  56570. constructor(name: string, ownerBlock: NodeMaterialBlock);
  56571. /**
  56572. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  56573. * @returns the class name
  56574. */
  56575. getClassName(): string;
  56576. /**
  56577. * Gets an boolean indicating if the current point can be connected to another point
  56578. * @param connectionPoint defines the other connection point
  56579. * @returns true if the connection is possible
  56580. */
  56581. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  56582. /**
  56583. * Connect this point to another connection point
  56584. * @param connectionPoint defines the other connection point
  56585. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  56586. * @returns the current connection point
  56587. */
  56588. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  56589. /**
  56590. * Disconnect this point from one of his endpoint
  56591. * @param endpoint defines the other connection point
  56592. * @returns the current connection point
  56593. */
  56594. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  56595. /**
  56596. * Serializes this point in a JSON representation
  56597. * @returns the serialized point object
  56598. */
  56599. serialize(): any;
  56600. /**
  56601. * Release resources
  56602. */
  56603. dispose(): void;
  56604. }
  56605. }
  56606. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  56607. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56608. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56609. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56610. import { Mesh } from "babylonjs/Meshes/mesh";
  56611. import { Effect } from "babylonjs/Materials/effect";
  56612. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56613. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56614. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56615. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56616. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56617. /**
  56618. * Block used to add support for vertex skinning (bones)
  56619. */
  56620. export class BonesBlock extends NodeMaterialBlock {
  56621. /**
  56622. * Creates a new BonesBlock
  56623. * @param name defines the block name
  56624. */
  56625. constructor(name: string);
  56626. /**
  56627. * Initialize the block and prepare the context for build
  56628. * @param state defines the state that will be used for the build
  56629. */
  56630. initialize(state: NodeMaterialBuildState): void;
  56631. /**
  56632. * Gets the current class name
  56633. * @returns the class name
  56634. */
  56635. getClassName(): string;
  56636. /**
  56637. * Gets the matrix indices input component
  56638. */
  56639. readonly matricesIndices: NodeMaterialConnectionPoint;
  56640. /**
  56641. * Gets the matrix weights input component
  56642. */
  56643. readonly matricesWeights: NodeMaterialConnectionPoint;
  56644. /**
  56645. * Gets the extra matrix indices input component
  56646. */
  56647. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  56648. /**
  56649. * Gets the extra matrix weights input component
  56650. */
  56651. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  56652. /**
  56653. * Gets the world input component
  56654. */
  56655. readonly world: NodeMaterialConnectionPoint;
  56656. /**
  56657. * Gets the output component
  56658. */
  56659. readonly output: NodeMaterialConnectionPoint;
  56660. autoConfigure(material: NodeMaterial): void;
  56661. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56662. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56663. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56664. protected _buildBlock(state: NodeMaterialBuildState): this;
  56665. }
  56666. }
  56667. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  56668. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56669. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56670. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56671. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56672. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56673. /**
  56674. * Block used to add support for instances
  56675. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  56676. */
  56677. export class InstancesBlock extends NodeMaterialBlock {
  56678. /**
  56679. * Creates a new InstancesBlock
  56680. * @param name defines the block name
  56681. */
  56682. constructor(name: string);
  56683. /**
  56684. * Gets the current class name
  56685. * @returns the class name
  56686. */
  56687. getClassName(): string;
  56688. /**
  56689. * Gets the first world row input component
  56690. */
  56691. readonly world0: NodeMaterialConnectionPoint;
  56692. /**
  56693. * Gets the second world row input component
  56694. */
  56695. readonly world1: NodeMaterialConnectionPoint;
  56696. /**
  56697. * Gets the third world row input component
  56698. */
  56699. readonly world2: NodeMaterialConnectionPoint;
  56700. /**
  56701. * Gets the forth world row input component
  56702. */
  56703. readonly world3: NodeMaterialConnectionPoint;
  56704. /**
  56705. * Gets the world input component
  56706. */
  56707. readonly world: NodeMaterialConnectionPoint;
  56708. /**
  56709. * Gets the output component
  56710. */
  56711. readonly output: NodeMaterialConnectionPoint;
  56712. autoConfigure(material: NodeMaterial): void;
  56713. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56714. protected _buildBlock(state: NodeMaterialBuildState): this;
  56715. }
  56716. }
  56717. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  56718. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56719. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56720. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56721. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56722. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56723. import { Effect } from "babylonjs/Materials/effect";
  56724. import { Mesh } from "babylonjs/Meshes/mesh";
  56725. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56726. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56727. /**
  56728. * Block used to add morph targets support to vertex shader
  56729. */
  56730. export class MorphTargetsBlock extends NodeMaterialBlock {
  56731. private _repeatableContentAnchor;
  56732. private _repeatebleContentGenerated;
  56733. /**
  56734. * Create a new MorphTargetsBlock
  56735. * @param name defines the block name
  56736. */
  56737. constructor(name: string);
  56738. /**
  56739. * Gets the current class name
  56740. * @returns the class name
  56741. */
  56742. getClassName(): string;
  56743. /**
  56744. * Gets the position input component
  56745. */
  56746. readonly position: NodeMaterialConnectionPoint;
  56747. /**
  56748. * Gets the normal input component
  56749. */
  56750. readonly normal: NodeMaterialConnectionPoint;
  56751. /**
  56752. * Gets the tangent input component
  56753. */
  56754. readonly tangent: NodeMaterialConnectionPoint;
  56755. /**
  56756. * Gets the tangent input component
  56757. */
  56758. readonly uv: NodeMaterialConnectionPoint;
  56759. /**
  56760. * Gets the position output component
  56761. */
  56762. readonly positionOutput: NodeMaterialConnectionPoint;
  56763. /**
  56764. * Gets the normal output component
  56765. */
  56766. readonly normalOutput: NodeMaterialConnectionPoint;
  56767. /**
  56768. * Gets the tangent output component
  56769. */
  56770. readonly tangentOutput: NodeMaterialConnectionPoint;
  56771. /**
  56772. * Gets the tangent output component
  56773. */
  56774. readonly uvOutput: NodeMaterialConnectionPoint;
  56775. initialize(state: NodeMaterialBuildState): void;
  56776. autoConfigure(material: NodeMaterial): void;
  56777. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56778. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56779. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56780. protected _buildBlock(state: NodeMaterialBuildState): this;
  56781. }
  56782. }
  56783. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  56784. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56785. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56786. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56787. import { Nullable } from "babylonjs/types";
  56788. import { Scene } from "babylonjs/scene";
  56789. import { Effect } from "babylonjs/Materials/effect";
  56790. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56791. import { Mesh } from "babylonjs/Meshes/mesh";
  56792. import { Light } from "babylonjs/Lights/light";
  56793. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56794. /**
  56795. * Block used to get data information from a light
  56796. */
  56797. export class LightInformationBlock extends NodeMaterialBlock {
  56798. private _lightDataUniformName;
  56799. private _lightColorUniformName;
  56800. private _lightTypeDefineName;
  56801. /**
  56802. * Gets or sets the light associated with this block
  56803. */
  56804. light: Nullable<Light>;
  56805. /**
  56806. * Creates a new LightInformationBlock
  56807. * @param name defines the block name
  56808. */
  56809. constructor(name: string);
  56810. /**
  56811. * Gets the current class name
  56812. * @returns the class name
  56813. */
  56814. getClassName(): string;
  56815. /**
  56816. * Gets the world position input component
  56817. */
  56818. readonly worldPosition: NodeMaterialConnectionPoint;
  56819. /**
  56820. * Gets the direction output component
  56821. */
  56822. readonly direction: NodeMaterialConnectionPoint;
  56823. /**
  56824. * Gets the direction output component
  56825. */
  56826. readonly color: NodeMaterialConnectionPoint;
  56827. /**
  56828. * Gets the direction output component
  56829. */
  56830. readonly intensity: NodeMaterialConnectionPoint;
  56831. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56832. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56833. protected _buildBlock(state: NodeMaterialBuildState): this;
  56834. serialize(): any;
  56835. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56836. }
  56837. }
  56838. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  56839. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  56840. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  56841. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  56842. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  56843. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  56844. }
  56845. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  56846. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56847. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56848. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56849. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56850. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56851. import { Effect } from "babylonjs/Materials/effect";
  56852. import { Mesh } from "babylonjs/Meshes/mesh";
  56853. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56854. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  56855. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  56856. /**
  56857. * Block used to add image processing support to fragment shader
  56858. */
  56859. export class ImageProcessingBlock extends NodeMaterialBlock {
  56860. /**
  56861. * Create a new ImageProcessingBlock
  56862. * @param name defines the block name
  56863. */
  56864. constructor(name: string);
  56865. /**
  56866. * Gets the current class name
  56867. * @returns the class name
  56868. */
  56869. getClassName(): string;
  56870. /**
  56871. * Gets the color input component
  56872. */
  56873. readonly color: NodeMaterialConnectionPoint;
  56874. /**
  56875. * Gets the output component
  56876. */
  56877. readonly output: NodeMaterialConnectionPoint;
  56878. /**
  56879. * Initialize the block and prepare the context for build
  56880. * @param state defines the state that will be used for the build
  56881. */
  56882. initialize(state: NodeMaterialBuildState): void;
  56883. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56884. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56885. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56886. protected _buildBlock(state: NodeMaterialBuildState): this;
  56887. }
  56888. }
  56889. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  56890. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56891. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56892. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56893. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56895. import { Effect } from "babylonjs/Materials/effect";
  56896. import { Mesh } from "babylonjs/Meshes/mesh";
  56897. import { Scene } from "babylonjs/scene";
  56898. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  56899. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  56900. /**
  56901. * Block used to pertub normals based on a normal map
  56902. */
  56903. export class PerturbNormalBlock extends NodeMaterialBlock {
  56904. private _tangentSpaceParameterName;
  56905. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  56906. invertX: boolean;
  56907. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  56908. invertY: boolean;
  56909. /**
  56910. * Create a new PerturbNormalBlock
  56911. * @param name defines the block name
  56912. */
  56913. constructor(name: string);
  56914. /**
  56915. * Gets the current class name
  56916. * @returns the class name
  56917. */
  56918. getClassName(): string;
  56919. /**
  56920. * Gets the world position input component
  56921. */
  56922. readonly worldPosition: NodeMaterialConnectionPoint;
  56923. /**
  56924. * Gets the world normal input component
  56925. */
  56926. readonly worldNormal: NodeMaterialConnectionPoint;
  56927. /**
  56928. * Gets the uv input component
  56929. */
  56930. readonly uv: NodeMaterialConnectionPoint;
  56931. /**
  56932. * Gets the normal map color input component
  56933. */
  56934. readonly normalMapColor: NodeMaterialConnectionPoint;
  56935. /**
  56936. * Gets the strength input component
  56937. */
  56938. readonly strength: NodeMaterialConnectionPoint;
  56939. /**
  56940. * Gets the output component
  56941. */
  56942. readonly output: NodeMaterialConnectionPoint;
  56943. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56944. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56945. autoConfigure(material: NodeMaterial): void;
  56946. protected _buildBlock(state: NodeMaterialBuildState): this;
  56947. protected _dumpPropertiesCode(): string;
  56948. serialize(): any;
  56949. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56950. }
  56951. }
  56952. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  56953. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56954. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56955. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56956. /**
  56957. * Block used to discard a pixel if a value is smaller than a cutoff
  56958. */
  56959. export class DiscardBlock extends NodeMaterialBlock {
  56960. /**
  56961. * Create a new DiscardBlock
  56962. * @param name defines the block name
  56963. */
  56964. constructor(name: string);
  56965. /**
  56966. * Gets the current class name
  56967. * @returns the class name
  56968. */
  56969. getClassName(): string;
  56970. /**
  56971. * Gets the color input component
  56972. */
  56973. readonly value: NodeMaterialConnectionPoint;
  56974. /**
  56975. * Gets the cutoff input component
  56976. */
  56977. readonly cutoff: NodeMaterialConnectionPoint;
  56978. protected _buildBlock(state: NodeMaterialBuildState): this;
  56979. }
  56980. }
  56981. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56982. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56983. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56984. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  56985. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  56986. }
  56987. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56988. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56989. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56990. import { Mesh } from "babylonjs/Meshes/mesh";
  56991. import { Effect } from "babylonjs/Materials/effect";
  56992. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56994. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56995. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  56996. /**
  56997. * Block used to add support for scene fog
  56998. */
  56999. export class FogBlock extends NodeMaterialBlock {
  57000. private _fogDistanceName;
  57001. private _fogParameters;
  57002. /**
  57003. * Create a new FogBlock
  57004. * @param name defines the block name
  57005. */
  57006. constructor(name: string);
  57007. /**
  57008. * Gets the current class name
  57009. * @returns the class name
  57010. */
  57011. getClassName(): string;
  57012. /**
  57013. * Gets the world position input component
  57014. */
  57015. readonly worldPosition: NodeMaterialConnectionPoint;
  57016. /**
  57017. * Gets the view input component
  57018. */
  57019. readonly view: NodeMaterialConnectionPoint;
  57020. /**
  57021. * Gets the color input component
  57022. */
  57023. readonly input: NodeMaterialConnectionPoint;
  57024. /**
  57025. * Gets the fog color input component
  57026. */
  57027. readonly fogColor: NodeMaterialConnectionPoint;
  57028. /**
  57029. * Gets the output component
  57030. */
  57031. readonly output: NodeMaterialConnectionPoint;
  57032. autoConfigure(material: NodeMaterial): void;
  57033. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57034. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57035. protected _buildBlock(state: NodeMaterialBuildState): this;
  57036. }
  57037. }
  57038. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57039. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57040. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57041. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57042. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57043. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57044. import { Effect } from "babylonjs/Materials/effect";
  57045. import { Mesh } from "babylonjs/Meshes/mesh";
  57046. import { Light } from "babylonjs/Lights/light";
  57047. import { Nullable } from "babylonjs/types";
  57048. import { Scene } from "babylonjs/scene";
  57049. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57050. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57051. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57052. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57053. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57054. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57055. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57056. /**
  57057. * Block used to add light in the fragment shader
  57058. */
  57059. export class LightBlock extends NodeMaterialBlock {
  57060. private _lightId;
  57061. /**
  57062. * Gets or sets the light associated with this block
  57063. */
  57064. light: Nullable<Light>;
  57065. /**
  57066. * Create a new LightBlock
  57067. * @param name defines the block name
  57068. */
  57069. constructor(name: string);
  57070. /**
  57071. * Gets the current class name
  57072. * @returns the class name
  57073. */
  57074. getClassName(): string;
  57075. /**
  57076. * Gets the world position input component
  57077. */
  57078. readonly worldPosition: NodeMaterialConnectionPoint;
  57079. /**
  57080. * Gets the world normal input component
  57081. */
  57082. readonly worldNormal: NodeMaterialConnectionPoint;
  57083. /**
  57084. * Gets the camera (or eye) position component
  57085. */
  57086. readonly cameraPosition: NodeMaterialConnectionPoint;
  57087. /**
  57088. * Gets the glossiness component
  57089. */
  57090. readonly glossiness: NodeMaterialConnectionPoint;
  57091. /**
  57092. * Gets the glossinness power component
  57093. */
  57094. readonly glossPower: NodeMaterialConnectionPoint;
  57095. /**
  57096. * Gets the diffuse color component
  57097. */
  57098. readonly diffuseColor: NodeMaterialConnectionPoint;
  57099. /**
  57100. * Gets the specular color component
  57101. */
  57102. readonly specularColor: NodeMaterialConnectionPoint;
  57103. /**
  57104. * Gets the diffuse output component
  57105. */
  57106. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57107. /**
  57108. * Gets the specular output component
  57109. */
  57110. readonly specularOutput: NodeMaterialConnectionPoint;
  57111. autoConfigure(material: NodeMaterial): void;
  57112. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57113. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57114. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57115. private _injectVertexCode;
  57116. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57117. serialize(): any;
  57118. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57119. }
  57120. }
  57121. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57122. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57123. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57124. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57125. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57126. }
  57127. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57128. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57129. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57130. }
  57131. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57132. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57133. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57134. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57135. /**
  57136. * Block used to multiply 2 values
  57137. */
  57138. export class MultiplyBlock extends NodeMaterialBlock {
  57139. /**
  57140. * Creates a new MultiplyBlock
  57141. * @param name defines the block name
  57142. */
  57143. constructor(name: string);
  57144. /**
  57145. * Gets the current class name
  57146. * @returns the class name
  57147. */
  57148. getClassName(): string;
  57149. /**
  57150. * Gets the left operand input component
  57151. */
  57152. readonly left: NodeMaterialConnectionPoint;
  57153. /**
  57154. * Gets the right operand input component
  57155. */
  57156. readonly right: NodeMaterialConnectionPoint;
  57157. /**
  57158. * Gets the output component
  57159. */
  57160. readonly output: NodeMaterialConnectionPoint;
  57161. protected _buildBlock(state: NodeMaterialBuildState): this;
  57162. }
  57163. }
  57164. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57165. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57166. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57167. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57168. /**
  57169. * Block used to add 2 vectors
  57170. */
  57171. export class AddBlock extends NodeMaterialBlock {
  57172. /**
  57173. * Creates a new AddBlock
  57174. * @param name defines the block name
  57175. */
  57176. constructor(name: string);
  57177. /**
  57178. * Gets the current class name
  57179. * @returns the class name
  57180. */
  57181. getClassName(): string;
  57182. /**
  57183. * Gets the left operand input component
  57184. */
  57185. readonly left: NodeMaterialConnectionPoint;
  57186. /**
  57187. * Gets the right operand input component
  57188. */
  57189. readonly right: NodeMaterialConnectionPoint;
  57190. /**
  57191. * Gets the output component
  57192. */
  57193. readonly output: NodeMaterialConnectionPoint;
  57194. protected _buildBlock(state: NodeMaterialBuildState): this;
  57195. }
  57196. }
  57197. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57198. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57199. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57200. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57201. /**
  57202. * Block used to scale a vector by a float
  57203. */
  57204. export class ScaleBlock extends NodeMaterialBlock {
  57205. /**
  57206. * Creates a new ScaleBlock
  57207. * @param name defines the block name
  57208. */
  57209. constructor(name: string);
  57210. /**
  57211. * Gets the current class name
  57212. * @returns the class name
  57213. */
  57214. getClassName(): string;
  57215. /**
  57216. * Gets the input component
  57217. */
  57218. readonly input: NodeMaterialConnectionPoint;
  57219. /**
  57220. * Gets the factor input component
  57221. */
  57222. readonly factor: NodeMaterialConnectionPoint;
  57223. /**
  57224. * Gets the output component
  57225. */
  57226. readonly output: NodeMaterialConnectionPoint;
  57227. protected _buildBlock(state: NodeMaterialBuildState): this;
  57228. }
  57229. }
  57230. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57231. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57232. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57233. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57234. import { Scene } from "babylonjs/scene";
  57235. /**
  57236. * Block used to clamp a float
  57237. */
  57238. export class ClampBlock extends NodeMaterialBlock {
  57239. /** Gets or sets the minimum range */
  57240. minimum: number;
  57241. /** Gets or sets the maximum range */
  57242. maximum: number;
  57243. /**
  57244. * Creates a new ClampBlock
  57245. * @param name defines the block name
  57246. */
  57247. constructor(name: string);
  57248. /**
  57249. * Gets the current class name
  57250. * @returns the class name
  57251. */
  57252. getClassName(): string;
  57253. /**
  57254. * Gets the value input component
  57255. */
  57256. readonly value: NodeMaterialConnectionPoint;
  57257. /**
  57258. * Gets the output component
  57259. */
  57260. readonly output: NodeMaterialConnectionPoint;
  57261. protected _buildBlock(state: NodeMaterialBuildState): this;
  57262. protected _dumpPropertiesCode(): string;
  57263. serialize(): any;
  57264. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57265. }
  57266. }
  57267. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57268. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57269. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57270. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57271. /**
  57272. * Block used to apply a cross product between 2 vectors
  57273. */
  57274. export class CrossBlock extends NodeMaterialBlock {
  57275. /**
  57276. * Creates a new CrossBlock
  57277. * @param name defines the block name
  57278. */
  57279. constructor(name: string);
  57280. /**
  57281. * Gets the current class name
  57282. * @returns the class name
  57283. */
  57284. getClassName(): string;
  57285. /**
  57286. * Gets the left operand input component
  57287. */
  57288. readonly left: NodeMaterialConnectionPoint;
  57289. /**
  57290. * Gets the right operand input component
  57291. */
  57292. readonly right: NodeMaterialConnectionPoint;
  57293. /**
  57294. * Gets the output component
  57295. */
  57296. readonly output: NodeMaterialConnectionPoint;
  57297. protected _buildBlock(state: NodeMaterialBuildState): this;
  57298. }
  57299. }
  57300. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57301. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57302. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57303. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57304. /**
  57305. * Block used to apply a dot product between 2 vectors
  57306. */
  57307. export class DotBlock extends NodeMaterialBlock {
  57308. /**
  57309. * Creates a new DotBlock
  57310. * @param name defines the block name
  57311. */
  57312. constructor(name: string);
  57313. /**
  57314. * Gets the current class name
  57315. * @returns the class name
  57316. */
  57317. getClassName(): string;
  57318. /**
  57319. * Gets the left operand input component
  57320. */
  57321. readonly left: NodeMaterialConnectionPoint;
  57322. /**
  57323. * Gets the right operand input component
  57324. */
  57325. readonly right: NodeMaterialConnectionPoint;
  57326. /**
  57327. * Gets the output component
  57328. */
  57329. readonly output: NodeMaterialConnectionPoint;
  57330. protected _buildBlock(state: NodeMaterialBuildState): this;
  57331. }
  57332. }
  57333. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57334. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57335. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57336. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57337. import { Vector2 } from "babylonjs/Maths/math.vector";
  57338. import { Scene } from "babylonjs/scene";
  57339. /**
  57340. * Block used to remap a float from a range to a new one
  57341. */
  57342. export class RemapBlock extends NodeMaterialBlock {
  57343. /**
  57344. * Gets or sets the source range
  57345. */
  57346. sourceRange: Vector2;
  57347. /**
  57348. * Gets or sets the target range
  57349. */
  57350. targetRange: Vector2;
  57351. /**
  57352. * Creates a new RemapBlock
  57353. * @param name defines the block name
  57354. */
  57355. constructor(name: string);
  57356. /**
  57357. * Gets the current class name
  57358. * @returns the class name
  57359. */
  57360. getClassName(): string;
  57361. /**
  57362. * Gets the input component
  57363. */
  57364. readonly input: NodeMaterialConnectionPoint;
  57365. /**
  57366. * Gets the source min input component
  57367. */
  57368. readonly sourceMin: NodeMaterialConnectionPoint;
  57369. /**
  57370. * Gets the source max input component
  57371. */
  57372. readonly sourceMax: NodeMaterialConnectionPoint;
  57373. /**
  57374. * Gets the target min input component
  57375. */
  57376. readonly targetMin: NodeMaterialConnectionPoint;
  57377. /**
  57378. * Gets the target max input component
  57379. */
  57380. readonly targetMax: NodeMaterialConnectionPoint;
  57381. /**
  57382. * Gets the output component
  57383. */
  57384. readonly output: NodeMaterialConnectionPoint;
  57385. protected _buildBlock(state: NodeMaterialBuildState): this;
  57386. protected _dumpPropertiesCode(): string;
  57387. serialize(): any;
  57388. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57389. }
  57390. }
  57391. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57392. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57393. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57394. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57395. /**
  57396. * Block used to normalize a vector
  57397. */
  57398. export class NormalizeBlock extends NodeMaterialBlock {
  57399. /**
  57400. * Creates a new NormalizeBlock
  57401. * @param name defines the block name
  57402. */
  57403. constructor(name: string);
  57404. /**
  57405. * Gets the current class name
  57406. * @returns the class name
  57407. */
  57408. getClassName(): string;
  57409. /**
  57410. * Gets the input component
  57411. */
  57412. readonly input: NodeMaterialConnectionPoint;
  57413. /**
  57414. * Gets the output component
  57415. */
  57416. readonly output: NodeMaterialConnectionPoint;
  57417. protected _buildBlock(state: NodeMaterialBuildState): this;
  57418. }
  57419. }
  57420. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57421. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57422. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57423. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57424. import { Scene } from "babylonjs/scene";
  57425. /**
  57426. * Operations supported by the Trigonometry block
  57427. */
  57428. export enum TrigonometryBlockOperations {
  57429. /** Cos */
  57430. Cos = 0,
  57431. /** Sin */
  57432. Sin = 1,
  57433. /** Abs */
  57434. Abs = 2,
  57435. /** Exp */
  57436. Exp = 3,
  57437. /** Exp2 */
  57438. Exp2 = 4,
  57439. /** Round */
  57440. Round = 5,
  57441. /** Floor */
  57442. Floor = 6,
  57443. /** Ceiling */
  57444. Ceiling = 7,
  57445. /** Square root */
  57446. Sqrt = 8,
  57447. /** Log */
  57448. Log = 9,
  57449. /** Tangent */
  57450. Tan = 10,
  57451. /** Arc tangent */
  57452. ArcTan = 11,
  57453. /** Arc cosinus */
  57454. ArcCos = 12,
  57455. /** Arc sinus */
  57456. ArcSin = 13,
  57457. /** Fraction */
  57458. Fract = 14,
  57459. /** Sign */
  57460. Sign = 15,
  57461. /** To radians (from degrees) */
  57462. Radians = 16,
  57463. /** To degrees (from radians) */
  57464. Degrees = 17
  57465. }
  57466. /**
  57467. * Block used to apply trigonometry operation to floats
  57468. */
  57469. export class TrigonometryBlock extends NodeMaterialBlock {
  57470. /**
  57471. * Gets or sets the operation applied by the block
  57472. */
  57473. operation: TrigonometryBlockOperations;
  57474. /**
  57475. * Creates a new TrigonometryBlock
  57476. * @param name defines the block name
  57477. */
  57478. constructor(name: string);
  57479. /**
  57480. * Gets the current class name
  57481. * @returns the class name
  57482. */
  57483. getClassName(): string;
  57484. /**
  57485. * Gets the input component
  57486. */
  57487. readonly input: NodeMaterialConnectionPoint;
  57488. /**
  57489. * Gets the output component
  57490. */
  57491. readonly output: NodeMaterialConnectionPoint;
  57492. protected _buildBlock(state: NodeMaterialBuildState): this;
  57493. serialize(): any;
  57494. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57495. }
  57496. }
  57497. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  57498. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57499. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57500. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57501. /**
  57502. * Block used to create a Color3/4 out of individual inputs (one for each component)
  57503. */
  57504. export class ColorMergerBlock extends NodeMaterialBlock {
  57505. /**
  57506. * Create a new ColorMergerBlock
  57507. * @param name defines the block name
  57508. */
  57509. constructor(name: string);
  57510. /**
  57511. * Gets the current class name
  57512. * @returns the class name
  57513. */
  57514. getClassName(): string;
  57515. /**
  57516. * Gets the r component (input)
  57517. */
  57518. readonly r: NodeMaterialConnectionPoint;
  57519. /**
  57520. * Gets the g component (input)
  57521. */
  57522. readonly g: NodeMaterialConnectionPoint;
  57523. /**
  57524. * Gets the b component (input)
  57525. */
  57526. readonly b: NodeMaterialConnectionPoint;
  57527. /**
  57528. * Gets the a component (input)
  57529. */
  57530. readonly a: NodeMaterialConnectionPoint;
  57531. /**
  57532. * Gets the rgba component (output)
  57533. */
  57534. readonly rgba: NodeMaterialConnectionPoint;
  57535. /**
  57536. * Gets the rgb component (output)
  57537. */
  57538. readonly rgb: NodeMaterialConnectionPoint;
  57539. protected _buildBlock(state: NodeMaterialBuildState): this;
  57540. }
  57541. }
  57542. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  57543. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57544. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57545. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57546. /**
  57547. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  57548. */
  57549. export class VectorMergerBlock extends NodeMaterialBlock {
  57550. /**
  57551. * Create a new VectorMergerBlock
  57552. * @param name defines the block name
  57553. */
  57554. constructor(name: string);
  57555. /**
  57556. * Gets the current class name
  57557. * @returns the class name
  57558. */
  57559. getClassName(): string;
  57560. /**
  57561. * Gets the x component (input)
  57562. */
  57563. readonly x: NodeMaterialConnectionPoint;
  57564. /**
  57565. * Gets the y component (input)
  57566. */
  57567. readonly y: NodeMaterialConnectionPoint;
  57568. /**
  57569. * Gets the z component (input)
  57570. */
  57571. readonly z: NodeMaterialConnectionPoint;
  57572. /**
  57573. * Gets the w component (input)
  57574. */
  57575. readonly w: NodeMaterialConnectionPoint;
  57576. /**
  57577. * Gets the xyzw component (output)
  57578. */
  57579. readonly xyzw: NodeMaterialConnectionPoint;
  57580. /**
  57581. * Gets the xyz component (output)
  57582. */
  57583. readonly xyz: NodeMaterialConnectionPoint;
  57584. /**
  57585. * Gets the xy component (output)
  57586. */
  57587. readonly xy: NodeMaterialConnectionPoint;
  57588. protected _buildBlock(state: NodeMaterialBuildState): this;
  57589. }
  57590. }
  57591. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  57592. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57593. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57594. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57595. /**
  57596. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  57597. */
  57598. export class ColorSplitterBlock extends NodeMaterialBlock {
  57599. /**
  57600. * Create a new ColorSplitterBlock
  57601. * @param name defines the block name
  57602. */
  57603. constructor(name: string);
  57604. /**
  57605. * Gets the current class name
  57606. * @returns the class name
  57607. */
  57608. getClassName(): string;
  57609. /**
  57610. * Gets the rgba component (input)
  57611. */
  57612. readonly rgba: NodeMaterialConnectionPoint;
  57613. /**
  57614. * Gets the rgb component (input)
  57615. */
  57616. readonly rgbIn: NodeMaterialConnectionPoint;
  57617. /**
  57618. * Gets the rgb component (output)
  57619. */
  57620. readonly rgbOut: NodeMaterialConnectionPoint;
  57621. /**
  57622. * Gets the r component (output)
  57623. */
  57624. readonly r: NodeMaterialConnectionPoint;
  57625. /**
  57626. * Gets the g component (output)
  57627. */
  57628. readonly g: NodeMaterialConnectionPoint;
  57629. /**
  57630. * Gets the b component (output)
  57631. */
  57632. readonly b: NodeMaterialConnectionPoint;
  57633. /**
  57634. * Gets the a component (output)
  57635. */
  57636. readonly a: NodeMaterialConnectionPoint;
  57637. protected _inputRename(name: string): string;
  57638. protected _outputRename(name: string): string;
  57639. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57640. }
  57641. }
  57642. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  57643. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57644. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57645. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57646. /**
  57647. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  57648. */
  57649. export class VectorSplitterBlock extends NodeMaterialBlock {
  57650. /**
  57651. * Create a new VectorSplitterBlock
  57652. * @param name defines the block name
  57653. */
  57654. constructor(name: string);
  57655. /**
  57656. * Gets the current class name
  57657. * @returns the class name
  57658. */
  57659. getClassName(): string;
  57660. /**
  57661. * Gets the xyzw component (input)
  57662. */
  57663. readonly xyzw: NodeMaterialConnectionPoint;
  57664. /**
  57665. * Gets the xyz component (input)
  57666. */
  57667. readonly xyzIn: NodeMaterialConnectionPoint;
  57668. /**
  57669. * Gets the xy component (input)
  57670. */
  57671. readonly xyIn: NodeMaterialConnectionPoint;
  57672. /**
  57673. * Gets the xyz component (output)
  57674. */
  57675. readonly xyzOut: NodeMaterialConnectionPoint;
  57676. /**
  57677. * Gets the xy component (output)
  57678. */
  57679. readonly xyOut: NodeMaterialConnectionPoint;
  57680. /**
  57681. * Gets the x component (output)
  57682. */
  57683. readonly x: NodeMaterialConnectionPoint;
  57684. /**
  57685. * Gets the y component (output)
  57686. */
  57687. readonly y: NodeMaterialConnectionPoint;
  57688. /**
  57689. * Gets the z component (output)
  57690. */
  57691. readonly z: NodeMaterialConnectionPoint;
  57692. /**
  57693. * Gets the w component (output)
  57694. */
  57695. readonly w: NodeMaterialConnectionPoint;
  57696. protected _inputRename(name: string): string;
  57697. protected _outputRename(name: string): string;
  57698. protected _buildBlock(state: NodeMaterialBuildState): this;
  57699. }
  57700. }
  57701. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  57702. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57703. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57704. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57705. /**
  57706. * Block used to lerp between 2 values
  57707. */
  57708. export class LerpBlock extends NodeMaterialBlock {
  57709. /**
  57710. * Creates a new LerpBlock
  57711. * @param name defines the block name
  57712. */
  57713. constructor(name: string);
  57714. /**
  57715. * Gets the current class name
  57716. * @returns the class name
  57717. */
  57718. getClassName(): string;
  57719. /**
  57720. * Gets the left operand input component
  57721. */
  57722. readonly left: NodeMaterialConnectionPoint;
  57723. /**
  57724. * Gets the right operand input component
  57725. */
  57726. readonly right: NodeMaterialConnectionPoint;
  57727. /**
  57728. * Gets the gradient operand input component
  57729. */
  57730. readonly gradient: NodeMaterialConnectionPoint;
  57731. /**
  57732. * Gets the output component
  57733. */
  57734. readonly output: NodeMaterialConnectionPoint;
  57735. protected _buildBlock(state: NodeMaterialBuildState): this;
  57736. }
  57737. }
  57738. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  57739. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57740. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57741. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57742. /**
  57743. * Block used to divide 2 vectors
  57744. */
  57745. export class DivideBlock extends NodeMaterialBlock {
  57746. /**
  57747. * Creates a new DivideBlock
  57748. * @param name defines the block name
  57749. */
  57750. constructor(name: string);
  57751. /**
  57752. * Gets the current class name
  57753. * @returns the class name
  57754. */
  57755. getClassName(): string;
  57756. /**
  57757. * Gets the left operand input component
  57758. */
  57759. readonly left: NodeMaterialConnectionPoint;
  57760. /**
  57761. * Gets the right operand input component
  57762. */
  57763. readonly right: NodeMaterialConnectionPoint;
  57764. /**
  57765. * Gets the output component
  57766. */
  57767. readonly output: NodeMaterialConnectionPoint;
  57768. protected _buildBlock(state: NodeMaterialBuildState): this;
  57769. }
  57770. }
  57771. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  57772. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57773. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57774. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57775. /**
  57776. * Block used to subtract 2 vectors
  57777. */
  57778. export class SubtractBlock extends NodeMaterialBlock {
  57779. /**
  57780. * Creates a new SubtractBlock
  57781. * @param name defines the block name
  57782. */
  57783. constructor(name: string);
  57784. /**
  57785. * Gets the current class name
  57786. * @returns the class name
  57787. */
  57788. getClassName(): string;
  57789. /**
  57790. * Gets the left operand input component
  57791. */
  57792. readonly left: NodeMaterialConnectionPoint;
  57793. /**
  57794. * Gets the right operand input component
  57795. */
  57796. readonly right: NodeMaterialConnectionPoint;
  57797. /**
  57798. * Gets the output component
  57799. */
  57800. readonly output: NodeMaterialConnectionPoint;
  57801. protected _buildBlock(state: NodeMaterialBuildState): this;
  57802. }
  57803. }
  57804. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  57805. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57806. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57807. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57808. /**
  57809. * Block used to step a value
  57810. */
  57811. export class StepBlock extends NodeMaterialBlock {
  57812. /**
  57813. * Creates a new StepBlock
  57814. * @param name defines the block name
  57815. */
  57816. constructor(name: string);
  57817. /**
  57818. * Gets the current class name
  57819. * @returns the class name
  57820. */
  57821. getClassName(): string;
  57822. /**
  57823. * Gets the value operand input component
  57824. */
  57825. readonly value: NodeMaterialConnectionPoint;
  57826. /**
  57827. * Gets the edge operand input component
  57828. */
  57829. readonly edge: NodeMaterialConnectionPoint;
  57830. /**
  57831. * Gets the output component
  57832. */
  57833. readonly output: NodeMaterialConnectionPoint;
  57834. protected _buildBlock(state: NodeMaterialBuildState): this;
  57835. }
  57836. }
  57837. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  57838. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57839. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57840. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57841. /**
  57842. * Block used to get the opposite (1 - x) of a value
  57843. */
  57844. export class OneMinusBlock extends NodeMaterialBlock {
  57845. /**
  57846. * Creates a new OneMinusBlock
  57847. * @param name defines the block name
  57848. */
  57849. constructor(name: string);
  57850. /**
  57851. * Gets the current class name
  57852. * @returns the class name
  57853. */
  57854. getClassName(): string;
  57855. /**
  57856. * Gets the input component
  57857. */
  57858. readonly input: NodeMaterialConnectionPoint;
  57859. /**
  57860. * Gets the output component
  57861. */
  57862. readonly output: NodeMaterialConnectionPoint;
  57863. protected _buildBlock(state: NodeMaterialBuildState): this;
  57864. }
  57865. }
  57866. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  57867. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57868. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57869. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57870. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  57871. /**
  57872. * Block used to get the view direction
  57873. */
  57874. export class ViewDirectionBlock extends NodeMaterialBlock {
  57875. /**
  57876. * Creates a new ViewDirectionBlock
  57877. * @param name defines the block name
  57878. */
  57879. constructor(name: string);
  57880. /**
  57881. * Gets the current class name
  57882. * @returns the class name
  57883. */
  57884. getClassName(): string;
  57885. /**
  57886. * Gets the world position component
  57887. */
  57888. readonly worldPosition: NodeMaterialConnectionPoint;
  57889. /**
  57890. * Gets the camera position component
  57891. */
  57892. readonly cameraPosition: NodeMaterialConnectionPoint;
  57893. /**
  57894. * Gets the output component
  57895. */
  57896. readonly output: NodeMaterialConnectionPoint;
  57897. autoConfigure(material: NodeMaterial): void;
  57898. protected _buildBlock(state: NodeMaterialBuildState): this;
  57899. }
  57900. }
  57901. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  57902. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57903. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57904. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57905. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  57906. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  57907. /**
  57908. * Block used to compute fresnel value
  57909. */
  57910. export class FresnelBlock extends NodeMaterialBlock {
  57911. /**
  57912. * Create a new FresnelBlock
  57913. * @param name defines the block name
  57914. */
  57915. constructor(name: string);
  57916. /**
  57917. * Gets the current class name
  57918. * @returns the class name
  57919. */
  57920. getClassName(): string;
  57921. /**
  57922. * Gets the world normal input component
  57923. */
  57924. readonly worldNormal: NodeMaterialConnectionPoint;
  57925. /**
  57926. * Gets the view direction input component
  57927. */
  57928. readonly viewDirection: NodeMaterialConnectionPoint;
  57929. /**
  57930. * Gets the bias input component
  57931. */
  57932. readonly bias: NodeMaterialConnectionPoint;
  57933. /**
  57934. * Gets the camera (or eye) position component
  57935. */
  57936. readonly power: NodeMaterialConnectionPoint;
  57937. /**
  57938. * Gets the fresnel output component
  57939. */
  57940. readonly fresnel: NodeMaterialConnectionPoint;
  57941. autoConfigure(material: NodeMaterial): void;
  57942. protected _buildBlock(state: NodeMaterialBuildState): this;
  57943. }
  57944. }
  57945. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  57946. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57947. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57948. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57949. /**
  57950. * Block used to get the max of 2 values
  57951. */
  57952. export class MaxBlock extends NodeMaterialBlock {
  57953. /**
  57954. * Creates a new MaxBlock
  57955. * @param name defines the block name
  57956. */
  57957. constructor(name: string);
  57958. /**
  57959. * Gets the current class name
  57960. * @returns the class name
  57961. */
  57962. getClassName(): string;
  57963. /**
  57964. * Gets the left operand input component
  57965. */
  57966. readonly left: NodeMaterialConnectionPoint;
  57967. /**
  57968. * Gets the right operand input component
  57969. */
  57970. readonly right: NodeMaterialConnectionPoint;
  57971. /**
  57972. * Gets the output component
  57973. */
  57974. readonly output: NodeMaterialConnectionPoint;
  57975. protected _buildBlock(state: NodeMaterialBuildState): this;
  57976. }
  57977. }
  57978. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  57979. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57980. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57981. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57982. /**
  57983. * Block used to get the min of 2 values
  57984. */
  57985. export class MinBlock extends NodeMaterialBlock {
  57986. /**
  57987. * Creates a new MinBlock
  57988. * @param name defines the block name
  57989. */
  57990. constructor(name: string);
  57991. /**
  57992. * Gets the current class name
  57993. * @returns the class name
  57994. */
  57995. getClassName(): string;
  57996. /**
  57997. * Gets the left operand input component
  57998. */
  57999. readonly left: NodeMaterialConnectionPoint;
  58000. /**
  58001. * Gets the right operand input component
  58002. */
  58003. readonly right: NodeMaterialConnectionPoint;
  58004. /**
  58005. * Gets the output component
  58006. */
  58007. readonly output: NodeMaterialConnectionPoint;
  58008. protected _buildBlock(state: NodeMaterialBuildState): this;
  58009. }
  58010. }
  58011. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58012. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58013. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58014. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58015. /**
  58016. * Block used to get the distance between 2 values
  58017. */
  58018. export class DistanceBlock extends NodeMaterialBlock {
  58019. /**
  58020. * Creates a new DistanceBlock
  58021. * @param name defines the block name
  58022. */
  58023. constructor(name: string);
  58024. /**
  58025. * Gets the current class name
  58026. * @returns the class name
  58027. */
  58028. getClassName(): string;
  58029. /**
  58030. * Gets the left operand input component
  58031. */
  58032. readonly left: NodeMaterialConnectionPoint;
  58033. /**
  58034. * Gets the right operand input component
  58035. */
  58036. readonly right: NodeMaterialConnectionPoint;
  58037. /**
  58038. * Gets the output component
  58039. */
  58040. readonly output: NodeMaterialConnectionPoint;
  58041. protected _buildBlock(state: NodeMaterialBuildState): this;
  58042. }
  58043. }
  58044. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58045. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58046. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58047. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58048. /**
  58049. * Block used to get the length of a vector
  58050. */
  58051. export class LengthBlock extends NodeMaterialBlock {
  58052. /**
  58053. * Creates a new LengthBlock
  58054. * @param name defines the block name
  58055. */
  58056. constructor(name: string);
  58057. /**
  58058. * Gets the current class name
  58059. * @returns the class name
  58060. */
  58061. getClassName(): string;
  58062. /**
  58063. * Gets the value input component
  58064. */
  58065. readonly value: NodeMaterialConnectionPoint;
  58066. /**
  58067. * Gets the output component
  58068. */
  58069. readonly output: NodeMaterialConnectionPoint;
  58070. protected _buildBlock(state: NodeMaterialBuildState): this;
  58071. }
  58072. }
  58073. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58074. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58075. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58076. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58077. /**
  58078. * Block used to get negative version of a value (i.e. x * -1)
  58079. */
  58080. export class NegateBlock extends NodeMaterialBlock {
  58081. /**
  58082. * Creates a new NegateBlock
  58083. * @param name defines the block name
  58084. */
  58085. constructor(name: string);
  58086. /**
  58087. * Gets the current class name
  58088. * @returns the class name
  58089. */
  58090. getClassName(): string;
  58091. /**
  58092. * Gets the value input component
  58093. */
  58094. readonly value: NodeMaterialConnectionPoint;
  58095. /**
  58096. * Gets the output component
  58097. */
  58098. readonly output: NodeMaterialConnectionPoint;
  58099. protected _buildBlock(state: NodeMaterialBuildState): this;
  58100. }
  58101. }
  58102. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58103. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58104. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58105. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58106. /**
  58107. * Block used to get the value of the first parameter raised to the power of the second
  58108. */
  58109. export class PowBlock extends NodeMaterialBlock {
  58110. /**
  58111. * Creates a new PowBlock
  58112. * @param name defines the block name
  58113. */
  58114. constructor(name: string);
  58115. /**
  58116. * Gets the current class name
  58117. * @returns the class name
  58118. */
  58119. getClassName(): string;
  58120. /**
  58121. * Gets the value operand input component
  58122. */
  58123. readonly value: NodeMaterialConnectionPoint;
  58124. /**
  58125. * Gets the power operand input component
  58126. */
  58127. readonly power: NodeMaterialConnectionPoint;
  58128. /**
  58129. * Gets the output component
  58130. */
  58131. readonly output: NodeMaterialConnectionPoint;
  58132. protected _buildBlock(state: NodeMaterialBuildState): this;
  58133. }
  58134. }
  58135. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58136. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58137. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58138. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58139. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58140. /**
  58141. * Block used to get a random number
  58142. */
  58143. export class RandomNumberBlock extends NodeMaterialBlock {
  58144. /**
  58145. * Creates a new RandomNumberBlock
  58146. * @param name defines the block name
  58147. */
  58148. constructor(name: string);
  58149. /**
  58150. * Gets the current class name
  58151. * @returns the class name
  58152. */
  58153. getClassName(): string;
  58154. /**
  58155. * Gets the seed input component
  58156. */
  58157. readonly seed: NodeMaterialConnectionPoint;
  58158. /**
  58159. * Gets the output component
  58160. */
  58161. readonly output: NodeMaterialConnectionPoint;
  58162. protected _buildBlock(state: NodeMaterialBuildState): this;
  58163. }
  58164. }
  58165. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58166. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58167. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58168. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58169. /**
  58170. * Block used to compute arc tangent of 2 values
  58171. */
  58172. export class ArcTan2Block extends NodeMaterialBlock {
  58173. /**
  58174. * Creates a new ArcTan2Block
  58175. * @param name defines the block name
  58176. */
  58177. constructor(name: string);
  58178. /**
  58179. * Gets the current class name
  58180. * @returns the class name
  58181. */
  58182. getClassName(): string;
  58183. /**
  58184. * Gets the x operand input component
  58185. */
  58186. readonly x: NodeMaterialConnectionPoint;
  58187. /**
  58188. * Gets the y operand input component
  58189. */
  58190. readonly y: NodeMaterialConnectionPoint;
  58191. /**
  58192. * Gets the output component
  58193. */
  58194. readonly output: NodeMaterialConnectionPoint;
  58195. protected _buildBlock(state: NodeMaterialBuildState): this;
  58196. }
  58197. }
  58198. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58199. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58200. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58201. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58202. /**
  58203. * Block used to smooth step a value
  58204. */
  58205. export class SmoothStepBlock extends NodeMaterialBlock {
  58206. /**
  58207. * Creates a new SmoothStepBlock
  58208. * @param name defines the block name
  58209. */
  58210. constructor(name: string);
  58211. /**
  58212. * Gets the current class name
  58213. * @returns the class name
  58214. */
  58215. getClassName(): string;
  58216. /**
  58217. * Gets the value operand input component
  58218. */
  58219. readonly value: NodeMaterialConnectionPoint;
  58220. /**
  58221. * Gets the first edge operand input component
  58222. */
  58223. readonly edge0: NodeMaterialConnectionPoint;
  58224. /**
  58225. * Gets the second edge operand input component
  58226. */
  58227. readonly edge1: NodeMaterialConnectionPoint;
  58228. /**
  58229. * Gets the output component
  58230. */
  58231. readonly output: NodeMaterialConnectionPoint;
  58232. protected _buildBlock(state: NodeMaterialBuildState): this;
  58233. }
  58234. }
  58235. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58236. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58237. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58238. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58239. /**
  58240. * Block used to get the reciprocal (1 / x) of a value
  58241. */
  58242. export class ReciprocalBlock extends NodeMaterialBlock {
  58243. /**
  58244. * Creates a new ReciprocalBlock
  58245. * @param name defines the block name
  58246. */
  58247. constructor(name: string);
  58248. /**
  58249. * Gets the current class name
  58250. * @returns the class name
  58251. */
  58252. getClassName(): string;
  58253. /**
  58254. * Gets the input component
  58255. */
  58256. readonly input: NodeMaterialConnectionPoint;
  58257. /**
  58258. * Gets the output component
  58259. */
  58260. readonly output: NodeMaterialConnectionPoint;
  58261. protected _buildBlock(state: NodeMaterialBuildState): this;
  58262. }
  58263. }
  58264. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58265. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58266. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58267. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58268. /**
  58269. * Block used to replace a color by another one
  58270. */
  58271. export class ReplaceColorBlock extends NodeMaterialBlock {
  58272. /**
  58273. * Creates a new ReplaceColorBlock
  58274. * @param name defines the block name
  58275. */
  58276. constructor(name: string);
  58277. /**
  58278. * Gets the current class name
  58279. * @returns the class name
  58280. */
  58281. getClassName(): string;
  58282. /**
  58283. * Gets the value input component
  58284. */
  58285. readonly value: NodeMaterialConnectionPoint;
  58286. /**
  58287. * Gets the reference input component
  58288. */
  58289. readonly reference: NodeMaterialConnectionPoint;
  58290. /**
  58291. * Gets the distance input component
  58292. */
  58293. readonly distance: NodeMaterialConnectionPoint;
  58294. /**
  58295. * Gets the replacement input component
  58296. */
  58297. readonly replacement: NodeMaterialConnectionPoint;
  58298. /**
  58299. * Gets the output component
  58300. */
  58301. readonly output: NodeMaterialConnectionPoint;
  58302. protected _buildBlock(state: NodeMaterialBuildState): this;
  58303. }
  58304. }
  58305. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58306. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58307. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58308. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58309. /**
  58310. * Block used to posterize a value
  58311. * @see https://en.wikipedia.org/wiki/Posterization
  58312. */
  58313. export class PosterizeBlock extends NodeMaterialBlock {
  58314. /**
  58315. * Creates a new PosterizeBlock
  58316. * @param name defines the block name
  58317. */
  58318. constructor(name: string);
  58319. /**
  58320. * Gets the current class name
  58321. * @returns the class name
  58322. */
  58323. getClassName(): string;
  58324. /**
  58325. * Gets the value input component
  58326. */
  58327. readonly value: NodeMaterialConnectionPoint;
  58328. /**
  58329. * Gets the steps input component
  58330. */
  58331. readonly steps: NodeMaterialConnectionPoint;
  58332. /**
  58333. * Gets the output component
  58334. */
  58335. readonly output: NodeMaterialConnectionPoint;
  58336. protected _buildBlock(state: NodeMaterialBuildState): this;
  58337. }
  58338. }
  58339. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58340. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58341. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58342. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58343. import { Scene } from "babylonjs/scene";
  58344. /**
  58345. * Operations supported by the Wave block
  58346. */
  58347. export enum WaveBlockKind {
  58348. /** SawTooth */
  58349. SawTooth = 0,
  58350. /** Square */
  58351. Square = 1,
  58352. /** Triangle */
  58353. Triangle = 2
  58354. }
  58355. /**
  58356. * Block used to apply wave operation to floats
  58357. */
  58358. export class WaveBlock extends NodeMaterialBlock {
  58359. /**
  58360. * Gets or sets the kibnd of wave to be applied by the block
  58361. */
  58362. kind: WaveBlockKind;
  58363. /**
  58364. * Creates a new WaveBlock
  58365. * @param name defines the block name
  58366. */
  58367. constructor(name: string);
  58368. /**
  58369. * Gets the current class name
  58370. * @returns the class name
  58371. */
  58372. getClassName(): string;
  58373. /**
  58374. * Gets the input component
  58375. */
  58376. readonly input: NodeMaterialConnectionPoint;
  58377. /**
  58378. * Gets the output component
  58379. */
  58380. readonly output: NodeMaterialConnectionPoint;
  58381. protected _buildBlock(state: NodeMaterialBuildState): this;
  58382. serialize(): any;
  58383. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58384. }
  58385. }
  58386. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58387. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58388. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58389. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58390. import { Color3 } from "babylonjs/Maths/math.color";
  58391. import { Scene } from "babylonjs/scene";
  58392. /**
  58393. * Class used to store a color step for the GradientBlock
  58394. */
  58395. export class GradientBlockColorStep {
  58396. /**
  58397. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58398. */
  58399. step: number;
  58400. /**
  58401. * Gets or sets the color associated with this step
  58402. */
  58403. color: Color3;
  58404. /**
  58405. * Creates a new GradientBlockColorStep
  58406. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58407. * @param color defines the color associated with this step
  58408. */
  58409. constructor(
  58410. /**
  58411. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58412. */
  58413. step: number,
  58414. /**
  58415. * Gets or sets the color associated with this step
  58416. */
  58417. color: Color3);
  58418. }
  58419. /**
  58420. * Block used to return a color from a gradient based on an input value between 0 and 1
  58421. */
  58422. export class GradientBlock extends NodeMaterialBlock {
  58423. /**
  58424. * Gets or sets the list of color steps
  58425. */
  58426. colorSteps: GradientBlockColorStep[];
  58427. /**
  58428. * Creates a new GradientBlock
  58429. * @param name defines the block name
  58430. */
  58431. constructor(name: string);
  58432. /**
  58433. * Gets the current class name
  58434. * @returns the class name
  58435. */
  58436. getClassName(): string;
  58437. /**
  58438. * Gets the gradient input component
  58439. */
  58440. readonly gradient: NodeMaterialConnectionPoint;
  58441. /**
  58442. * Gets the output component
  58443. */
  58444. readonly output: NodeMaterialConnectionPoint;
  58445. private _writeColorConstant;
  58446. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58447. serialize(): any;
  58448. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58449. protected _dumpPropertiesCode(): string;
  58450. }
  58451. }
  58452. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58453. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58454. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58455. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58456. /**
  58457. * Block used to normalize lerp between 2 values
  58458. */
  58459. export class NLerpBlock extends NodeMaterialBlock {
  58460. /**
  58461. * Creates a new NLerpBlock
  58462. * @param name defines the block name
  58463. */
  58464. constructor(name: string);
  58465. /**
  58466. * Gets the current class name
  58467. * @returns the class name
  58468. */
  58469. getClassName(): string;
  58470. /**
  58471. * Gets the left operand input component
  58472. */
  58473. readonly left: NodeMaterialConnectionPoint;
  58474. /**
  58475. * Gets the right operand input component
  58476. */
  58477. readonly right: NodeMaterialConnectionPoint;
  58478. /**
  58479. * Gets the gradient operand input component
  58480. */
  58481. readonly gradient: NodeMaterialConnectionPoint;
  58482. /**
  58483. * Gets the output component
  58484. */
  58485. readonly output: NodeMaterialConnectionPoint;
  58486. protected _buildBlock(state: NodeMaterialBuildState): this;
  58487. }
  58488. }
  58489. declare module "babylonjs/Materials/Node/Blocks/frontFacingBlock" {
  58490. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58491. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58492. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58493. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58494. /**
  58495. * Block used to test if the fragment shader is front facing
  58496. */
  58497. export class FrontFacingBlock extends NodeMaterialBlock {
  58498. /**
  58499. * Creates a new FrontFacingBlock
  58500. * @param name defines the block name
  58501. */
  58502. constructor(name: string);
  58503. /**
  58504. * Gets the current class name
  58505. * @returns the class name
  58506. */
  58507. getClassName(): string;
  58508. /**
  58509. * Gets the world normal component
  58510. */
  58511. readonly worldNormal: NodeMaterialConnectionPoint;
  58512. /**
  58513. * Gets the view direction input component
  58514. */
  58515. readonly viewDirection: NodeMaterialConnectionPoint;
  58516. /**
  58517. * Gets the output component
  58518. */
  58519. readonly output: NodeMaterialConnectionPoint;
  58520. autoConfigure(material: NodeMaterial): void;
  58521. protected _buildBlock(state: NodeMaterialBuildState): this;
  58522. }
  58523. }
  58524. declare module "babylonjs/Materials/Node/Blocks/index" {
  58525. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  58526. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  58527. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  58528. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  58529. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  58530. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  58531. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  58532. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  58533. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  58534. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  58535. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  58536. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  58537. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  58538. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  58539. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  58540. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  58541. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  58542. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  58543. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  58544. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  58545. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  58546. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  58547. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  58548. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  58549. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  58550. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  58551. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  58552. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  58553. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  58554. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  58555. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  58556. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  58557. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  58558. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  58559. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  58560. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  58561. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  58562. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  58563. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  58564. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  58565. export * from "babylonjs/Materials/Node/Blocks/frontFacingBlock";
  58566. }
  58567. declare module "babylonjs/Materials/Node/Optimizers/index" {
  58568. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  58569. }
  58570. declare module "babylonjs/Materials/Node/index" {
  58571. export * from "babylonjs/Materials/Node/Enums/index";
  58572. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58573. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  58574. export * from "babylonjs/Materials/Node/nodeMaterial";
  58575. export * from "babylonjs/Materials/Node/Blocks/index";
  58576. export * from "babylonjs/Materials/Node/Optimizers/index";
  58577. }
  58578. declare module "babylonjs/Materials/effectRenderer" {
  58579. import { Nullable } from "babylonjs/types";
  58580. import { Texture } from "babylonjs/Materials/Textures/texture";
  58581. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  58582. import { Viewport } from "babylonjs/Maths/math.viewport";
  58583. import { Observable } from "babylonjs/Misc/observable";
  58584. import { Effect } from "babylonjs/Materials/effect";
  58585. import "babylonjs/Engines/Extensions/engine.renderTarget";
  58586. import "babylonjs/Shaders/postprocess.vertex";
  58587. /**
  58588. * Effect Render Options
  58589. */
  58590. export interface IEffectRendererOptions {
  58591. /**
  58592. * Defines the vertices positions.
  58593. */
  58594. positions?: number[];
  58595. /**
  58596. * Defines the indices.
  58597. */
  58598. indices?: number[];
  58599. }
  58600. /**
  58601. * Helper class to render one or more effects
  58602. */
  58603. export class EffectRenderer {
  58604. private engine;
  58605. private static _DefaultOptions;
  58606. private _vertexBuffers;
  58607. private _indexBuffer;
  58608. private _ringBufferIndex;
  58609. private _ringScreenBuffer;
  58610. private _fullscreenViewport;
  58611. private _getNextFrameBuffer;
  58612. /**
  58613. * Creates an effect renderer
  58614. * @param engine the engine to use for rendering
  58615. * @param options defines the options of the effect renderer
  58616. */
  58617. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  58618. /**
  58619. * Sets the current viewport in normalized coordinates 0-1
  58620. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  58621. */
  58622. setViewport(viewport?: Viewport): void;
  58623. /**
  58624. * Binds the embedded attributes buffer to the effect.
  58625. * @param effect Defines the effect to bind the attributes for
  58626. */
  58627. bindBuffers(effect: Effect): void;
  58628. /**
  58629. * Sets the current effect wrapper to use during draw.
  58630. * The effect needs to be ready before calling this api.
  58631. * This also sets the default full screen position attribute.
  58632. * @param effectWrapper Defines the effect to draw with
  58633. */
  58634. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  58635. /**
  58636. * Draws a full screen quad.
  58637. */
  58638. draw(): void;
  58639. /**
  58640. * renders one or more effects to a specified texture
  58641. * @param effectWrappers list of effects to renderer
  58642. * @param outputTexture texture to draw to, if null it will render to the screen
  58643. */
  58644. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  58645. /**
  58646. * Disposes of the effect renderer
  58647. */
  58648. dispose(): void;
  58649. }
  58650. /**
  58651. * Options to create an EffectWrapper
  58652. */
  58653. interface EffectWrapperCreationOptions {
  58654. /**
  58655. * Engine to use to create the effect
  58656. */
  58657. engine: ThinEngine;
  58658. /**
  58659. * Fragment shader for the effect
  58660. */
  58661. fragmentShader: string;
  58662. /**
  58663. * Vertex shader for the effect
  58664. */
  58665. vertexShader?: string;
  58666. /**
  58667. * Attributes to use in the shader
  58668. */
  58669. attributeNames?: Array<string>;
  58670. /**
  58671. * Uniforms to use in the shader
  58672. */
  58673. uniformNames?: Array<string>;
  58674. /**
  58675. * Texture sampler names to use in the shader
  58676. */
  58677. samplerNames?: Array<string>;
  58678. /**
  58679. * The friendly name of the effect displayed in Spector.
  58680. */
  58681. name?: string;
  58682. }
  58683. /**
  58684. * Wraps an effect to be used for rendering
  58685. */
  58686. export class EffectWrapper {
  58687. /**
  58688. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  58689. */
  58690. onApplyObservable: Observable<{}>;
  58691. /**
  58692. * The underlying effect
  58693. */
  58694. effect: Effect;
  58695. /**
  58696. * Creates an effect to be renderer
  58697. * @param creationOptions options to create the effect
  58698. */
  58699. constructor(creationOptions: EffectWrapperCreationOptions);
  58700. /**
  58701. * Disposes of the effect wrapper
  58702. */
  58703. dispose(): void;
  58704. }
  58705. }
  58706. declare module "babylonjs/Materials/index" {
  58707. export * from "babylonjs/Materials/Background/index";
  58708. export * from "babylonjs/Materials/colorCurves";
  58709. export * from "babylonjs/Materials/iEffectFallbacks";
  58710. export * from "babylonjs/Materials/effectFallbacks";
  58711. export * from "babylonjs/Materials/effect";
  58712. export * from "babylonjs/Materials/fresnelParameters";
  58713. export * from "babylonjs/Materials/imageProcessingConfiguration";
  58714. export * from "babylonjs/Materials/material";
  58715. export * from "babylonjs/Materials/materialDefines";
  58716. export * from "babylonjs/Materials/materialHelper";
  58717. export * from "babylonjs/Materials/multiMaterial";
  58718. export * from "babylonjs/Materials/PBR/index";
  58719. export * from "babylonjs/Materials/pushMaterial";
  58720. export * from "babylonjs/Materials/shaderMaterial";
  58721. export * from "babylonjs/Materials/standardMaterial";
  58722. export * from "babylonjs/Materials/Textures/index";
  58723. export * from "babylonjs/Materials/uniformBuffer";
  58724. export * from "babylonjs/Materials/materialFlags";
  58725. export * from "babylonjs/Materials/Node/index";
  58726. export * from "babylonjs/Materials/effectRenderer";
  58727. }
  58728. declare module "babylonjs/Maths/index" {
  58729. export * from "babylonjs/Maths/math.scalar";
  58730. export * from "babylonjs/Maths/math";
  58731. export * from "babylonjs/Maths/sphericalPolynomial";
  58732. }
  58733. declare module "babylonjs/Misc/workerPool" {
  58734. import { IDisposable } from "babylonjs/scene";
  58735. /**
  58736. * Helper class to push actions to a pool of workers.
  58737. */
  58738. export class WorkerPool implements IDisposable {
  58739. private _workerInfos;
  58740. private _pendingActions;
  58741. /**
  58742. * Constructor
  58743. * @param workers Array of workers to use for actions
  58744. */
  58745. constructor(workers: Array<Worker>);
  58746. /**
  58747. * Terminates all workers and clears any pending actions.
  58748. */
  58749. dispose(): void;
  58750. /**
  58751. * Pushes an action to the worker pool. If all the workers are active, the action will be
  58752. * pended until a worker has completed its action.
  58753. * @param action The action to perform. Call onComplete when the action is complete.
  58754. */
  58755. push(action: (worker: Worker, onComplete: () => void) => void): void;
  58756. private _execute;
  58757. }
  58758. }
  58759. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  58760. import { IDisposable } from "babylonjs/scene";
  58761. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  58762. /**
  58763. * Configuration for Draco compression
  58764. */
  58765. export interface IDracoCompressionConfiguration {
  58766. /**
  58767. * Configuration for the decoder.
  58768. */
  58769. decoder: {
  58770. /**
  58771. * The url to the WebAssembly module.
  58772. */
  58773. wasmUrl?: string;
  58774. /**
  58775. * The url to the WebAssembly binary.
  58776. */
  58777. wasmBinaryUrl?: string;
  58778. /**
  58779. * The url to the fallback JavaScript module.
  58780. */
  58781. fallbackUrl?: string;
  58782. };
  58783. }
  58784. /**
  58785. * Draco compression (https://google.github.io/draco/)
  58786. *
  58787. * This class wraps the Draco module.
  58788. *
  58789. * **Encoder**
  58790. *
  58791. * The encoder is not currently implemented.
  58792. *
  58793. * **Decoder**
  58794. *
  58795. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  58796. *
  58797. * To update the configuration, use the following code:
  58798. * ```javascript
  58799. * DracoCompression.Configuration = {
  58800. * decoder: {
  58801. * wasmUrl: "<url to the WebAssembly library>",
  58802. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  58803. * fallbackUrl: "<url to the fallback JavaScript library>",
  58804. * }
  58805. * };
  58806. * ```
  58807. *
  58808. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  58809. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  58810. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  58811. *
  58812. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  58813. * ```javascript
  58814. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  58815. * ```
  58816. *
  58817. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  58818. */
  58819. export class DracoCompression implements IDisposable {
  58820. private _workerPoolPromise?;
  58821. private _decoderModulePromise?;
  58822. /**
  58823. * The configuration. Defaults to the following urls:
  58824. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  58825. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  58826. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  58827. */
  58828. static Configuration: IDracoCompressionConfiguration;
  58829. /**
  58830. * Returns true if the decoder configuration is available.
  58831. */
  58832. static readonly DecoderAvailable: boolean;
  58833. /**
  58834. * Default number of workers to create when creating the draco compression object.
  58835. */
  58836. static DefaultNumWorkers: number;
  58837. private static GetDefaultNumWorkers;
  58838. private static _Default;
  58839. /**
  58840. * Default instance for the draco compression object.
  58841. */
  58842. static readonly Default: DracoCompression;
  58843. /**
  58844. * Constructor
  58845. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  58846. */
  58847. constructor(numWorkers?: number);
  58848. /**
  58849. * Stop all async operations and release resources.
  58850. */
  58851. dispose(): void;
  58852. /**
  58853. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  58854. * @returns a promise that resolves when ready
  58855. */
  58856. whenReadyAsync(): Promise<void>;
  58857. /**
  58858. * Decode Draco compressed mesh data to vertex data.
  58859. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  58860. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  58861. * @returns A promise that resolves with the decoded vertex data
  58862. */
  58863. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  58864. [kind: string]: number;
  58865. }): Promise<VertexData>;
  58866. }
  58867. }
  58868. declare module "babylonjs/Meshes/Compression/index" {
  58869. export * from "babylonjs/Meshes/Compression/dracoCompression";
  58870. }
  58871. declare module "babylonjs/Meshes/csg" {
  58872. import { Nullable } from "babylonjs/types";
  58873. import { Scene } from "babylonjs/scene";
  58874. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  58875. import { Mesh } from "babylonjs/Meshes/mesh";
  58876. import { Material } from "babylonjs/Materials/material";
  58877. /**
  58878. * Class for building Constructive Solid Geometry
  58879. */
  58880. export class CSG {
  58881. private polygons;
  58882. /**
  58883. * The world matrix
  58884. */
  58885. matrix: Matrix;
  58886. /**
  58887. * Stores the position
  58888. */
  58889. position: Vector3;
  58890. /**
  58891. * Stores the rotation
  58892. */
  58893. rotation: Vector3;
  58894. /**
  58895. * Stores the rotation quaternion
  58896. */
  58897. rotationQuaternion: Nullable<Quaternion>;
  58898. /**
  58899. * Stores the scaling vector
  58900. */
  58901. scaling: Vector3;
  58902. /**
  58903. * Convert the Mesh to CSG
  58904. * @param mesh The Mesh to convert to CSG
  58905. * @returns A new CSG from the Mesh
  58906. */
  58907. static FromMesh(mesh: Mesh): CSG;
  58908. /**
  58909. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  58910. * @param polygons Polygons used to construct a CSG solid
  58911. */
  58912. private static FromPolygons;
  58913. /**
  58914. * Clones, or makes a deep copy, of the CSG
  58915. * @returns A new CSG
  58916. */
  58917. clone(): CSG;
  58918. /**
  58919. * Unions this CSG with another CSG
  58920. * @param csg The CSG to union against this CSG
  58921. * @returns The unioned CSG
  58922. */
  58923. union(csg: CSG): CSG;
  58924. /**
  58925. * Unions this CSG with another CSG in place
  58926. * @param csg The CSG to union against this CSG
  58927. */
  58928. unionInPlace(csg: CSG): void;
  58929. /**
  58930. * Subtracts this CSG with another CSG
  58931. * @param csg The CSG to subtract against this CSG
  58932. * @returns A new CSG
  58933. */
  58934. subtract(csg: CSG): CSG;
  58935. /**
  58936. * Subtracts this CSG with another CSG in place
  58937. * @param csg The CSG to subtact against this CSG
  58938. */
  58939. subtractInPlace(csg: CSG): void;
  58940. /**
  58941. * Intersect this CSG with another CSG
  58942. * @param csg The CSG to intersect against this CSG
  58943. * @returns A new CSG
  58944. */
  58945. intersect(csg: CSG): CSG;
  58946. /**
  58947. * Intersects this CSG with another CSG in place
  58948. * @param csg The CSG to intersect against this CSG
  58949. */
  58950. intersectInPlace(csg: CSG): void;
  58951. /**
  58952. * Return a new CSG solid with solid and empty space switched. This solid is
  58953. * not modified.
  58954. * @returns A new CSG solid with solid and empty space switched
  58955. */
  58956. inverse(): CSG;
  58957. /**
  58958. * Inverses the CSG in place
  58959. */
  58960. inverseInPlace(): void;
  58961. /**
  58962. * This is used to keep meshes transformations so they can be restored
  58963. * when we build back a Babylon Mesh
  58964. * NB : All CSG operations are performed in world coordinates
  58965. * @param csg The CSG to copy the transform attributes from
  58966. * @returns This CSG
  58967. */
  58968. copyTransformAttributes(csg: CSG): CSG;
  58969. /**
  58970. * Build Raw mesh from CSG
  58971. * Coordinates here are in world space
  58972. * @param name The name of the mesh geometry
  58973. * @param scene The Scene
  58974. * @param keepSubMeshes Specifies if the submeshes should be kept
  58975. * @returns A new Mesh
  58976. */
  58977. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  58978. /**
  58979. * Build Mesh from CSG taking material and transforms into account
  58980. * @param name The name of the Mesh
  58981. * @param material The material of the Mesh
  58982. * @param scene The Scene
  58983. * @param keepSubMeshes Specifies if submeshes should be kept
  58984. * @returns The new Mesh
  58985. */
  58986. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  58987. }
  58988. }
  58989. declare module "babylonjs/Meshes/trailMesh" {
  58990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58991. import { Mesh } from "babylonjs/Meshes/mesh";
  58992. import { Scene } from "babylonjs/scene";
  58993. /**
  58994. * Class used to create a trail following a mesh
  58995. */
  58996. export class TrailMesh extends Mesh {
  58997. private _generator;
  58998. private _autoStart;
  58999. private _running;
  59000. private _diameter;
  59001. private _length;
  59002. private _sectionPolygonPointsCount;
  59003. private _sectionVectors;
  59004. private _sectionNormalVectors;
  59005. private _beforeRenderObserver;
  59006. /**
  59007. * @constructor
  59008. * @param name The value used by scene.getMeshByName() to do a lookup.
  59009. * @param generator The mesh to generate a trail.
  59010. * @param scene The scene to add this mesh to.
  59011. * @param diameter Diameter of trailing mesh. Default is 1.
  59012. * @param length Length of trailing mesh. Default is 60.
  59013. * @param autoStart Automatically start trailing mesh. Default true.
  59014. */
  59015. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59016. /**
  59017. * "TrailMesh"
  59018. * @returns "TrailMesh"
  59019. */
  59020. getClassName(): string;
  59021. private _createMesh;
  59022. /**
  59023. * Start trailing mesh.
  59024. */
  59025. start(): void;
  59026. /**
  59027. * Stop trailing mesh.
  59028. */
  59029. stop(): void;
  59030. /**
  59031. * Update trailing mesh geometry.
  59032. */
  59033. update(): void;
  59034. /**
  59035. * Returns a new TrailMesh object.
  59036. * @param name is a string, the name given to the new mesh
  59037. * @param newGenerator use new generator object for cloned trail mesh
  59038. * @returns a new mesh
  59039. */
  59040. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59041. /**
  59042. * Serializes this trail mesh
  59043. * @param serializationObject object to write serialization to
  59044. */
  59045. serialize(serializationObject: any): void;
  59046. /**
  59047. * Parses a serialized trail mesh
  59048. * @param parsedMesh the serialized mesh
  59049. * @param scene the scene to create the trail mesh in
  59050. * @returns the created trail mesh
  59051. */
  59052. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59053. }
  59054. }
  59055. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59056. import { Nullable } from "babylonjs/types";
  59057. import { Scene } from "babylonjs/scene";
  59058. import { Vector4 } from "babylonjs/Maths/math.vector";
  59059. import { Color4 } from "babylonjs/Maths/math.color";
  59060. import { Mesh } from "babylonjs/Meshes/mesh";
  59061. /**
  59062. * Class containing static functions to help procedurally build meshes
  59063. */
  59064. export class TiledBoxBuilder {
  59065. /**
  59066. * Creates a box mesh
  59067. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  59068. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59069. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59070. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59071. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59072. * @param name defines the name of the mesh
  59073. * @param options defines the options used to create the mesh
  59074. * @param scene defines the hosting scene
  59075. * @returns the box mesh
  59076. */
  59077. static CreateTiledBox(name: string, options: {
  59078. pattern?: number;
  59079. width?: number;
  59080. height?: number;
  59081. depth?: number;
  59082. tileSize?: number;
  59083. tileWidth?: number;
  59084. tileHeight?: number;
  59085. alignHorizontal?: number;
  59086. alignVertical?: number;
  59087. faceUV?: Vector4[];
  59088. faceColors?: Color4[];
  59089. sideOrientation?: number;
  59090. updatable?: boolean;
  59091. }, scene?: Nullable<Scene>): Mesh;
  59092. }
  59093. }
  59094. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59095. import { Vector4 } from "babylonjs/Maths/math.vector";
  59096. import { Mesh } from "babylonjs/Meshes/mesh";
  59097. /**
  59098. * Class containing static functions to help procedurally build meshes
  59099. */
  59100. export class TorusKnotBuilder {
  59101. /**
  59102. * Creates a torus knot mesh
  59103. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59104. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59105. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59106. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59107. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59108. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59109. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59110. * @param name defines the name of the mesh
  59111. * @param options defines the options used to create the mesh
  59112. * @param scene defines the hosting scene
  59113. * @returns the torus knot mesh
  59114. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59115. */
  59116. static CreateTorusKnot(name: string, options: {
  59117. radius?: number;
  59118. tube?: number;
  59119. radialSegments?: number;
  59120. tubularSegments?: number;
  59121. p?: number;
  59122. q?: number;
  59123. updatable?: boolean;
  59124. sideOrientation?: number;
  59125. frontUVs?: Vector4;
  59126. backUVs?: Vector4;
  59127. }, scene: any): Mesh;
  59128. }
  59129. }
  59130. declare module "babylonjs/Meshes/polygonMesh" {
  59131. import { Scene } from "babylonjs/scene";
  59132. import { Vector2 } from "babylonjs/Maths/math.vector";
  59133. import { Mesh } from "babylonjs/Meshes/mesh";
  59134. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59135. import { Path2 } from "babylonjs/Maths/math.path";
  59136. /**
  59137. * Polygon
  59138. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59139. */
  59140. export class Polygon {
  59141. /**
  59142. * Creates a rectangle
  59143. * @param xmin bottom X coord
  59144. * @param ymin bottom Y coord
  59145. * @param xmax top X coord
  59146. * @param ymax top Y coord
  59147. * @returns points that make the resulting rectation
  59148. */
  59149. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59150. /**
  59151. * Creates a circle
  59152. * @param radius radius of circle
  59153. * @param cx scale in x
  59154. * @param cy scale in y
  59155. * @param numberOfSides number of sides that make up the circle
  59156. * @returns points that make the resulting circle
  59157. */
  59158. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59159. /**
  59160. * Creates a polygon from input string
  59161. * @param input Input polygon data
  59162. * @returns the parsed points
  59163. */
  59164. static Parse(input: string): Vector2[];
  59165. /**
  59166. * Starts building a polygon from x and y coordinates
  59167. * @param x x coordinate
  59168. * @param y y coordinate
  59169. * @returns the started path2
  59170. */
  59171. static StartingAt(x: number, y: number): Path2;
  59172. }
  59173. /**
  59174. * Builds a polygon
  59175. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59176. */
  59177. export class PolygonMeshBuilder {
  59178. private _points;
  59179. private _outlinepoints;
  59180. private _holes;
  59181. private _name;
  59182. private _scene;
  59183. private _epoints;
  59184. private _eholes;
  59185. private _addToepoint;
  59186. /**
  59187. * Babylon reference to the earcut plugin.
  59188. */
  59189. bjsEarcut: any;
  59190. /**
  59191. * Creates a PolygonMeshBuilder
  59192. * @param name name of the builder
  59193. * @param contours Path of the polygon
  59194. * @param scene scene to add to when creating the mesh
  59195. * @param earcutInjection can be used to inject your own earcut reference
  59196. */
  59197. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59198. /**
  59199. * Adds a whole within the polygon
  59200. * @param hole Array of points defining the hole
  59201. * @returns this
  59202. */
  59203. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59204. /**
  59205. * Creates the polygon
  59206. * @param updatable If the mesh should be updatable
  59207. * @param depth The depth of the mesh created
  59208. * @returns the created mesh
  59209. */
  59210. build(updatable?: boolean, depth?: number): Mesh;
  59211. /**
  59212. * Creates the polygon
  59213. * @param depth The depth of the mesh created
  59214. * @returns the created VertexData
  59215. */
  59216. buildVertexData(depth?: number): VertexData;
  59217. /**
  59218. * Adds a side to the polygon
  59219. * @param positions points that make the polygon
  59220. * @param normals normals of the polygon
  59221. * @param uvs uvs of the polygon
  59222. * @param indices indices of the polygon
  59223. * @param bounds bounds of the polygon
  59224. * @param points points of the polygon
  59225. * @param depth depth of the polygon
  59226. * @param flip flip of the polygon
  59227. */
  59228. private addSide;
  59229. }
  59230. }
  59231. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59232. import { Scene } from "babylonjs/scene";
  59233. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59234. import { Color4 } from "babylonjs/Maths/math.color";
  59235. import { Mesh } from "babylonjs/Meshes/mesh";
  59236. import { Nullable } from "babylonjs/types";
  59237. /**
  59238. * Class containing static functions to help procedurally build meshes
  59239. */
  59240. export class PolygonBuilder {
  59241. /**
  59242. * Creates a polygon mesh
  59243. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59244. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  59245. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59247. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  59248. * * Remember you can only change the shape positions, not their number when updating a polygon
  59249. * @param name defines the name of the mesh
  59250. * @param options defines the options used to create the mesh
  59251. * @param scene defines the hosting scene
  59252. * @param earcutInjection can be used to inject your own earcut reference
  59253. * @returns the polygon mesh
  59254. */
  59255. static CreatePolygon(name: string, options: {
  59256. shape: Vector3[];
  59257. holes?: Vector3[][];
  59258. depth?: number;
  59259. faceUV?: Vector4[];
  59260. faceColors?: Color4[];
  59261. updatable?: boolean;
  59262. sideOrientation?: number;
  59263. frontUVs?: Vector4;
  59264. backUVs?: Vector4;
  59265. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59266. /**
  59267. * Creates an extruded polygon mesh, with depth in the Y direction.
  59268. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  59269. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59270. * @param name defines the name of the mesh
  59271. * @param options defines the options used to create the mesh
  59272. * @param scene defines the hosting scene
  59273. * @param earcutInjection can be used to inject your own earcut reference
  59274. * @returns the polygon mesh
  59275. */
  59276. static ExtrudePolygon(name: string, options: {
  59277. shape: Vector3[];
  59278. holes?: Vector3[][];
  59279. depth?: number;
  59280. faceUV?: Vector4[];
  59281. faceColors?: Color4[];
  59282. updatable?: boolean;
  59283. sideOrientation?: number;
  59284. frontUVs?: Vector4;
  59285. backUVs?: Vector4;
  59286. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59287. }
  59288. }
  59289. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59290. import { Scene } from "babylonjs/scene";
  59291. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59292. import { Mesh } from "babylonjs/Meshes/mesh";
  59293. import { Nullable } from "babylonjs/types";
  59294. /**
  59295. * Class containing static functions to help procedurally build meshes
  59296. */
  59297. export class LatheBuilder {
  59298. /**
  59299. * Creates lathe mesh.
  59300. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59301. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  59302. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59303. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59304. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59305. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  59306. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59307. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  59308. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59309. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59310. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59311. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59312. * @param name defines the name of the mesh
  59313. * @param options defines the options used to create the mesh
  59314. * @param scene defines the hosting scene
  59315. * @returns the lathe mesh
  59316. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59317. */
  59318. static CreateLathe(name: string, options: {
  59319. shape: Vector3[];
  59320. radius?: number;
  59321. tessellation?: number;
  59322. clip?: number;
  59323. arc?: number;
  59324. closed?: boolean;
  59325. updatable?: boolean;
  59326. sideOrientation?: number;
  59327. frontUVs?: Vector4;
  59328. backUVs?: Vector4;
  59329. cap?: number;
  59330. invertUV?: boolean;
  59331. }, scene?: Nullable<Scene>): Mesh;
  59332. }
  59333. }
  59334. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59335. import { Nullable } from "babylonjs/types";
  59336. import { Scene } from "babylonjs/scene";
  59337. import { Vector4 } from "babylonjs/Maths/math.vector";
  59338. import { Mesh } from "babylonjs/Meshes/mesh";
  59339. /**
  59340. * Class containing static functions to help procedurally build meshes
  59341. */
  59342. export class TiledPlaneBuilder {
  59343. /**
  59344. * Creates a tiled plane mesh
  59345. * * The parameter `pattern` will, depending on value, do nothing or
  59346. * * * flip (reflect about central vertical) alternate tiles across and up
  59347. * * * flip every tile on alternate rows
  59348. * * * rotate (180 degs) alternate tiles across and up
  59349. * * * rotate every tile on alternate rows
  59350. * * * flip and rotate alternate tiles across and up
  59351. * * * flip and rotate every tile on alternate rows
  59352. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59353. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59354. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59355. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59356. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  59357. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  59358. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59359. * @param name defines the name of the mesh
  59360. * @param options defines the options used to create the mesh
  59361. * @param scene defines the hosting scene
  59362. * @returns the box mesh
  59363. */
  59364. static CreateTiledPlane(name: string, options: {
  59365. pattern?: number;
  59366. tileSize?: number;
  59367. tileWidth?: number;
  59368. tileHeight?: number;
  59369. size?: number;
  59370. width?: number;
  59371. height?: number;
  59372. alignHorizontal?: number;
  59373. alignVertical?: number;
  59374. sideOrientation?: number;
  59375. frontUVs?: Vector4;
  59376. backUVs?: Vector4;
  59377. updatable?: boolean;
  59378. }, scene?: Nullable<Scene>): Mesh;
  59379. }
  59380. }
  59381. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59382. import { Nullable } from "babylonjs/types";
  59383. import { Scene } from "babylonjs/scene";
  59384. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59385. import { Mesh } from "babylonjs/Meshes/mesh";
  59386. /**
  59387. * Class containing static functions to help procedurally build meshes
  59388. */
  59389. export class TubeBuilder {
  59390. /**
  59391. * Creates a tube mesh.
  59392. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59393. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59394. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59395. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59396. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59397. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  59398. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59399. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  59400. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  59401. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59402. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59403. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59404. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59405. * @param name defines the name of the mesh
  59406. * @param options defines the options used to create the mesh
  59407. * @param scene defines the hosting scene
  59408. * @returns the tube mesh
  59409. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59410. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59411. */
  59412. static CreateTube(name: string, options: {
  59413. path: Vector3[];
  59414. radius?: number;
  59415. tessellation?: number;
  59416. radiusFunction?: {
  59417. (i: number, distance: number): number;
  59418. };
  59419. cap?: number;
  59420. arc?: number;
  59421. updatable?: boolean;
  59422. sideOrientation?: number;
  59423. frontUVs?: Vector4;
  59424. backUVs?: Vector4;
  59425. instance?: Mesh;
  59426. invertUV?: boolean;
  59427. }, scene?: Nullable<Scene>): Mesh;
  59428. }
  59429. }
  59430. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59431. import { Scene } from "babylonjs/scene";
  59432. import { Vector4 } from "babylonjs/Maths/math.vector";
  59433. import { Mesh } from "babylonjs/Meshes/mesh";
  59434. import { Nullable } from "babylonjs/types";
  59435. /**
  59436. * Class containing static functions to help procedurally build meshes
  59437. */
  59438. export class IcoSphereBuilder {
  59439. /**
  59440. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59441. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59442. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  59443. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59444. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  59445. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59446. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59447. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59448. * @param name defines the name of the mesh
  59449. * @param options defines the options used to create the mesh
  59450. * @param scene defines the hosting scene
  59451. * @returns the icosahedron mesh
  59452. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59453. */
  59454. static CreateIcoSphere(name: string, options: {
  59455. radius?: number;
  59456. radiusX?: number;
  59457. radiusY?: number;
  59458. radiusZ?: number;
  59459. flat?: boolean;
  59460. subdivisions?: number;
  59461. sideOrientation?: number;
  59462. frontUVs?: Vector4;
  59463. backUVs?: Vector4;
  59464. updatable?: boolean;
  59465. }, scene?: Nullable<Scene>): Mesh;
  59466. }
  59467. }
  59468. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59469. import { Vector3 } from "babylonjs/Maths/math.vector";
  59470. import { Mesh } from "babylonjs/Meshes/mesh";
  59471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59472. /**
  59473. * Class containing static functions to help procedurally build meshes
  59474. */
  59475. export class DecalBuilder {
  59476. /**
  59477. * Creates a decal mesh.
  59478. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  59479. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59480. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59481. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59482. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59483. * @param name defines the name of the mesh
  59484. * @param sourceMesh defines the mesh where the decal must be applied
  59485. * @param options defines the options used to create the mesh
  59486. * @param scene defines the hosting scene
  59487. * @returns the decal mesh
  59488. * @see https://doc.babylonjs.com/how_to/decals
  59489. */
  59490. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59491. position?: Vector3;
  59492. normal?: Vector3;
  59493. size?: Vector3;
  59494. angle?: number;
  59495. }): Mesh;
  59496. }
  59497. }
  59498. declare module "babylonjs/Meshes/meshBuilder" {
  59499. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  59500. import { Nullable } from "babylonjs/types";
  59501. import { Scene } from "babylonjs/scene";
  59502. import { Mesh } from "babylonjs/Meshes/mesh";
  59503. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  59504. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  59505. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59506. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59507. import { Plane } from "babylonjs/Maths/math.plane";
  59508. /**
  59509. * Class containing static functions to help procedurally build meshes
  59510. */
  59511. export class MeshBuilder {
  59512. /**
  59513. * Creates a box mesh
  59514. * * The parameter `size` sets the size (float) of each box side (default 1)
  59515. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  59516. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  59517. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59518. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59519. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59520. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59521. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59522. * @param name defines the name of the mesh
  59523. * @param options defines the options used to create the mesh
  59524. * @param scene defines the hosting scene
  59525. * @returns the box mesh
  59526. */
  59527. static CreateBox(name: string, options: {
  59528. size?: number;
  59529. width?: number;
  59530. height?: number;
  59531. depth?: number;
  59532. faceUV?: Vector4[];
  59533. faceColors?: Color4[];
  59534. sideOrientation?: number;
  59535. frontUVs?: Vector4;
  59536. backUVs?: Vector4;
  59537. updatable?: boolean;
  59538. }, scene?: Nullable<Scene>): Mesh;
  59539. /**
  59540. * Creates a tiled box mesh
  59541. * * faceTiles sets the pattern, tile size and number of tiles for a face
  59542. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59543. * @param name defines the name of the mesh
  59544. * @param options defines the options used to create the mesh
  59545. * @param scene defines the hosting scene
  59546. * @returns the tiled box mesh
  59547. */
  59548. static CreateTiledBox(name: string, options: {
  59549. pattern?: number;
  59550. size?: number;
  59551. width?: number;
  59552. height?: number;
  59553. depth: number;
  59554. tileSize?: number;
  59555. tileWidth?: number;
  59556. tileHeight?: number;
  59557. faceUV?: Vector4[];
  59558. faceColors?: Color4[];
  59559. alignHorizontal?: number;
  59560. alignVertical?: number;
  59561. sideOrientation?: number;
  59562. updatable?: boolean;
  59563. }, scene?: Nullable<Scene>): Mesh;
  59564. /**
  59565. * Creates a sphere mesh
  59566. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  59567. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  59568. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  59569. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  59570. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  59571. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59572. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59573. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59574. * @param name defines the name of the mesh
  59575. * @param options defines the options used to create the mesh
  59576. * @param scene defines the hosting scene
  59577. * @returns the sphere mesh
  59578. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  59579. */
  59580. static CreateSphere(name: string, options: {
  59581. segments?: number;
  59582. diameter?: number;
  59583. diameterX?: number;
  59584. diameterY?: number;
  59585. diameterZ?: number;
  59586. arc?: number;
  59587. slice?: number;
  59588. sideOrientation?: number;
  59589. frontUVs?: Vector4;
  59590. backUVs?: Vector4;
  59591. updatable?: boolean;
  59592. }, scene?: Nullable<Scene>): Mesh;
  59593. /**
  59594. * Creates a plane polygonal mesh. By default, this is a disc
  59595. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  59596. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  59597. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  59598. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59599. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59600. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59601. * @param name defines the name of the mesh
  59602. * @param options defines the options used to create the mesh
  59603. * @param scene defines the hosting scene
  59604. * @returns the plane polygonal mesh
  59605. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  59606. */
  59607. static CreateDisc(name: string, options: {
  59608. radius?: number;
  59609. tessellation?: number;
  59610. arc?: number;
  59611. updatable?: boolean;
  59612. sideOrientation?: number;
  59613. frontUVs?: Vector4;
  59614. backUVs?: Vector4;
  59615. }, scene?: Nullable<Scene>): Mesh;
  59616. /**
  59617. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59618. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59619. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  59620. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59621. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  59622. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59623. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59624. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59625. * @param name defines the name of the mesh
  59626. * @param options defines the options used to create the mesh
  59627. * @param scene defines the hosting scene
  59628. * @returns the icosahedron mesh
  59629. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59630. */
  59631. static CreateIcoSphere(name: string, options: {
  59632. radius?: number;
  59633. radiusX?: number;
  59634. radiusY?: number;
  59635. radiusZ?: number;
  59636. flat?: boolean;
  59637. subdivisions?: number;
  59638. sideOrientation?: number;
  59639. frontUVs?: Vector4;
  59640. backUVs?: Vector4;
  59641. updatable?: boolean;
  59642. }, scene?: Nullable<Scene>): Mesh;
  59643. /**
  59644. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59645. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  59646. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  59647. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  59648. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  59649. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  59650. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  59651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59652. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59653. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59654. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  59655. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  59656. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  59657. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  59658. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59659. * @param name defines the name of the mesh
  59660. * @param options defines the options used to create the mesh
  59661. * @param scene defines the hosting scene
  59662. * @returns the ribbon mesh
  59663. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  59664. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59665. */
  59666. static CreateRibbon(name: string, options: {
  59667. pathArray: Vector3[][];
  59668. closeArray?: boolean;
  59669. closePath?: boolean;
  59670. offset?: number;
  59671. updatable?: boolean;
  59672. sideOrientation?: number;
  59673. frontUVs?: Vector4;
  59674. backUVs?: Vector4;
  59675. instance?: Mesh;
  59676. invertUV?: boolean;
  59677. uvs?: Vector2[];
  59678. colors?: Color4[];
  59679. }, scene?: Nullable<Scene>): Mesh;
  59680. /**
  59681. * Creates a cylinder or a cone mesh
  59682. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  59683. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  59684. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  59685. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  59686. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  59687. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  59688. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  59689. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  59690. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  59691. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  59692. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  59693. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  59694. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  59695. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  59696. * * If `enclose` is false, a ring surface is one element.
  59697. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  59698. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  59699. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59700. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59701. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59702. * @param name defines the name of the mesh
  59703. * @param options defines the options used to create the mesh
  59704. * @param scene defines the hosting scene
  59705. * @returns the cylinder mesh
  59706. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  59707. */
  59708. static CreateCylinder(name: string, options: {
  59709. height?: number;
  59710. diameterTop?: number;
  59711. diameterBottom?: number;
  59712. diameter?: number;
  59713. tessellation?: number;
  59714. subdivisions?: number;
  59715. arc?: number;
  59716. faceColors?: Color4[];
  59717. faceUV?: Vector4[];
  59718. updatable?: boolean;
  59719. hasRings?: boolean;
  59720. enclose?: boolean;
  59721. cap?: number;
  59722. sideOrientation?: number;
  59723. frontUVs?: Vector4;
  59724. backUVs?: Vector4;
  59725. }, scene?: Nullable<Scene>): Mesh;
  59726. /**
  59727. * Creates a torus mesh
  59728. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  59729. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  59730. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  59731. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59732. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59733. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59734. * @param name defines the name of the mesh
  59735. * @param options defines the options used to create the mesh
  59736. * @param scene defines the hosting scene
  59737. * @returns the torus mesh
  59738. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  59739. */
  59740. static CreateTorus(name: string, options: {
  59741. diameter?: number;
  59742. thickness?: number;
  59743. tessellation?: number;
  59744. updatable?: boolean;
  59745. sideOrientation?: number;
  59746. frontUVs?: Vector4;
  59747. backUVs?: Vector4;
  59748. }, scene?: Nullable<Scene>): Mesh;
  59749. /**
  59750. * Creates a torus knot mesh
  59751. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59752. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59753. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59754. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59756. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59758. * @param name defines the name of the mesh
  59759. * @param options defines the options used to create the mesh
  59760. * @param scene defines the hosting scene
  59761. * @returns the torus knot mesh
  59762. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59763. */
  59764. static CreateTorusKnot(name: string, options: {
  59765. radius?: number;
  59766. tube?: number;
  59767. radialSegments?: number;
  59768. tubularSegments?: number;
  59769. p?: number;
  59770. q?: number;
  59771. updatable?: boolean;
  59772. sideOrientation?: number;
  59773. frontUVs?: Vector4;
  59774. backUVs?: Vector4;
  59775. }, scene?: Nullable<Scene>): Mesh;
  59776. /**
  59777. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  59778. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  59779. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  59780. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  59781. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  59782. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  59783. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  59784. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  59785. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  59786. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59787. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  59788. * @param name defines the name of the new line system
  59789. * @param options defines the options used to create the line system
  59790. * @param scene defines the hosting scene
  59791. * @returns a new line system mesh
  59792. */
  59793. static CreateLineSystem(name: string, options: {
  59794. lines: Vector3[][];
  59795. updatable?: boolean;
  59796. instance?: Nullable<LinesMesh>;
  59797. colors?: Nullable<Color4[][]>;
  59798. useVertexAlpha?: boolean;
  59799. }, scene: Nullable<Scene>): LinesMesh;
  59800. /**
  59801. * Creates a line mesh
  59802. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  59803. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59804. * * The parameter `points` is an array successive Vector3
  59805. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  59806. * * The optional parameter `colors` is an array of successive Color4, one per line point
  59807. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  59808. * * When updating an instance, remember that only point positions can change, not the number of points
  59809. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59810. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  59811. * @param name defines the name of the new line system
  59812. * @param options defines the options used to create the line system
  59813. * @param scene defines the hosting scene
  59814. * @returns a new line mesh
  59815. */
  59816. static CreateLines(name: string, options: {
  59817. points: Vector3[];
  59818. updatable?: boolean;
  59819. instance?: Nullable<LinesMesh>;
  59820. colors?: Color4[];
  59821. useVertexAlpha?: boolean;
  59822. }, scene?: Nullable<Scene>): LinesMesh;
  59823. /**
  59824. * Creates a dashed line mesh
  59825. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  59826. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59827. * * The parameter `points` is an array successive Vector3
  59828. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  59829. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  59830. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  59831. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  59832. * * When updating an instance, remember that only point positions can change, not the number of points
  59833. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59834. * @param name defines the name of the mesh
  59835. * @param options defines the options used to create the mesh
  59836. * @param scene defines the hosting scene
  59837. * @returns the dashed line mesh
  59838. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  59839. */
  59840. static CreateDashedLines(name: string, options: {
  59841. points: Vector3[];
  59842. dashSize?: number;
  59843. gapSize?: number;
  59844. dashNb?: number;
  59845. updatable?: boolean;
  59846. instance?: LinesMesh;
  59847. }, scene?: Nullable<Scene>): LinesMesh;
  59848. /**
  59849. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  59850. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  59851. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  59852. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  59853. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  59854. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  59855. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  59856. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  59857. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59858. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59859. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  59860. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59861. * @param name defines the name of the mesh
  59862. * @param options defines the options used to create the mesh
  59863. * @param scene defines the hosting scene
  59864. * @returns the extruded shape mesh
  59865. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59866. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  59867. */
  59868. static ExtrudeShape(name: string, options: {
  59869. shape: Vector3[];
  59870. path: Vector3[];
  59871. scale?: number;
  59872. rotation?: number;
  59873. cap?: number;
  59874. updatable?: boolean;
  59875. sideOrientation?: number;
  59876. frontUVs?: Vector4;
  59877. backUVs?: Vector4;
  59878. instance?: Mesh;
  59879. invertUV?: boolean;
  59880. }, scene?: Nullable<Scene>): Mesh;
  59881. /**
  59882. * Creates an custom extruded shape mesh.
  59883. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  59884. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  59885. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  59886. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  59887. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  59888. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  59889. * * It must returns a float value that will be the scale value applied to the shape on each path point
  59890. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  59891. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  59892. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  59893. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  59894. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  59895. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59896. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59897. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59898. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59899. * @param name defines the name of the mesh
  59900. * @param options defines the options used to create the mesh
  59901. * @param scene defines the hosting scene
  59902. * @returns the custom extruded shape mesh
  59903. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  59904. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59905. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  59906. */
  59907. static ExtrudeShapeCustom(name: string, options: {
  59908. shape: Vector3[];
  59909. path: Vector3[];
  59910. scaleFunction?: any;
  59911. rotationFunction?: any;
  59912. ribbonCloseArray?: boolean;
  59913. ribbonClosePath?: boolean;
  59914. cap?: number;
  59915. updatable?: boolean;
  59916. sideOrientation?: number;
  59917. frontUVs?: Vector4;
  59918. backUVs?: Vector4;
  59919. instance?: Mesh;
  59920. invertUV?: boolean;
  59921. }, scene?: Nullable<Scene>): Mesh;
  59922. /**
  59923. * Creates lathe mesh.
  59924. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59925. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  59926. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59927. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59928. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59929. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  59930. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59931. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  59932. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59933. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59934. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59935. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59936. * @param name defines the name of the mesh
  59937. * @param options defines the options used to create the mesh
  59938. * @param scene defines the hosting scene
  59939. * @returns the lathe mesh
  59940. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59941. */
  59942. static CreateLathe(name: string, options: {
  59943. shape: Vector3[];
  59944. radius?: number;
  59945. tessellation?: number;
  59946. clip?: number;
  59947. arc?: number;
  59948. closed?: boolean;
  59949. updatable?: boolean;
  59950. sideOrientation?: number;
  59951. frontUVs?: Vector4;
  59952. backUVs?: Vector4;
  59953. cap?: number;
  59954. invertUV?: boolean;
  59955. }, scene?: Nullable<Scene>): Mesh;
  59956. /**
  59957. * Creates a tiled plane mesh
  59958. * * You can set a limited pattern arrangement with the tiles
  59959. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59960. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59961. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59962. * @param name defines the name of the mesh
  59963. * @param options defines the options used to create the mesh
  59964. * @param scene defines the hosting scene
  59965. * @returns the plane mesh
  59966. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  59967. */
  59968. static CreateTiledPlane(name: string, options: {
  59969. pattern?: number;
  59970. tileSize?: number;
  59971. tileWidth?: number;
  59972. tileHeight?: number;
  59973. size?: number;
  59974. width?: number;
  59975. height?: number;
  59976. alignHorizontal?: number;
  59977. alignVertical?: number;
  59978. sideOrientation?: number;
  59979. frontUVs?: Vector4;
  59980. backUVs?: Vector4;
  59981. updatable?: boolean;
  59982. }, scene?: Nullable<Scene>): Mesh;
  59983. /**
  59984. * Creates a plane mesh
  59985. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  59986. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  59987. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  59988. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59989. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59991. * @param name defines the name of the mesh
  59992. * @param options defines the options used to create the mesh
  59993. * @param scene defines the hosting scene
  59994. * @returns the plane mesh
  59995. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  59996. */
  59997. static CreatePlane(name: string, options: {
  59998. size?: number;
  59999. width?: number;
  60000. height?: number;
  60001. sideOrientation?: number;
  60002. frontUVs?: Vector4;
  60003. backUVs?: Vector4;
  60004. updatable?: boolean;
  60005. sourcePlane?: Plane;
  60006. }, scene?: Nullable<Scene>): Mesh;
  60007. /**
  60008. * Creates a ground mesh
  60009. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60010. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60012. * @param name defines the name of the mesh
  60013. * @param options defines the options used to create the mesh
  60014. * @param scene defines the hosting scene
  60015. * @returns the ground mesh
  60016. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60017. */
  60018. static CreateGround(name: string, options: {
  60019. width?: number;
  60020. height?: number;
  60021. subdivisions?: number;
  60022. subdivisionsX?: number;
  60023. subdivisionsY?: number;
  60024. updatable?: boolean;
  60025. }, scene?: Nullable<Scene>): Mesh;
  60026. /**
  60027. * Creates a tiled ground mesh
  60028. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60029. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60030. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  60031. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  60032. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60033. * @param name defines the name of the mesh
  60034. * @param options defines the options used to create the mesh
  60035. * @param scene defines the hosting scene
  60036. * @returns the tiled ground mesh
  60037. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60038. */
  60039. static CreateTiledGround(name: string, options: {
  60040. xmin: number;
  60041. zmin: number;
  60042. xmax: number;
  60043. zmax: number;
  60044. subdivisions?: {
  60045. w: number;
  60046. h: number;
  60047. };
  60048. precision?: {
  60049. w: number;
  60050. h: number;
  60051. };
  60052. updatable?: boolean;
  60053. }, scene?: Nullable<Scene>): Mesh;
  60054. /**
  60055. * Creates a ground mesh from a height map
  60056. * * The parameter `url` sets the URL of the height map image resource.
  60057. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60058. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60059. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60060. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60061. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  60062. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  60063. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60064. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60065. * @param name defines the name of the mesh
  60066. * @param url defines the url to the height map
  60067. * @param options defines the options used to create the mesh
  60068. * @param scene defines the hosting scene
  60069. * @returns the ground mesh
  60070. * @see https://doc.babylonjs.com/babylon101/height_map
  60071. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60072. */
  60073. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60074. width?: number;
  60075. height?: number;
  60076. subdivisions?: number;
  60077. minHeight?: number;
  60078. maxHeight?: number;
  60079. colorFilter?: Color3;
  60080. alphaFilter?: number;
  60081. updatable?: boolean;
  60082. onReady?: (mesh: GroundMesh) => void;
  60083. }, scene?: Nullable<Scene>): GroundMesh;
  60084. /**
  60085. * Creates a polygon mesh
  60086. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60087. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  60088. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60089. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60090. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60091. * * Remember you can only change the shape positions, not their number when updating a polygon
  60092. * @param name defines the name of the mesh
  60093. * @param options defines the options used to create the mesh
  60094. * @param scene defines the hosting scene
  60095. * @param earcutInjection can be used to inject your own earcut reference
  60096. * @returns the polygon mesh
  60097. */
  60098. static CreatePolygon(name: string, options: {
  60099. shape: Vector3[];
  60100. holes?: Vector3[][];
  60101. depth?: number;
  60102. faceUV?: Vector4[];
  60103. faceColors?: Color4[];
  60104. updatable?: boolean;
  60105. sideOrientation?: number;
  60106. frontUVs?: Vector4;
  60107. backUVs?: Vector4;
  60108. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60109. /**
  60110. * Creates an extruded polygon mesh, with depth in the Y direction.
  60111. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  60112. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60113. * @param name defines the name of the mesh
  60114. * @param options defines the options used to create the mesh
  60115. * @param scene defines the hosting scene
  60116. * @param earcutInjection can be used to inject your own earcut reference
  60117. * @returns the polygon mesh
  60118. */
  60119. static ExtrudePolygon(name: string, options: {
  60120. shape: Vector3[];
  60121. holes?: Vector3[][];
  60122. depth?: number;
  60123. faceUV?: Vector4[];
  60124. faceColors?: Color4[];
  60125. updatable?: boolean;
  60126. sideOrientation?: number;
  60127. frontUVs?: Vector4;
  60128. backUVs?: Vector4;
  60129. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60130. /**
  60131. * Creates a tube mesh.
  60132. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60133. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60134. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60135. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60136. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60137. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  60138. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60139. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60140. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  60141. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60142. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60143. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60144. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60145. * @param name defines the name of the mesh
  60146. * @param options defines the options used to create the mesh
  60147. * @param scene defines the hosting scene
  60148. * @returns the tube mesh
  60149. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60150. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60151. */
  60152. static CreateTube(name: string, options: {
  60153. path: Vector3[];
  60154. radius?: number;
  60155. tessellation?: number;
  60156. radiusFunction?: {
  60157. (i: number, distance: number): number;
  60158. };
  60159. cap?: number;
  60160. arc?: number;
  60161. updatable?: boolean;
  60162. sideOrientation?: number;
  60163. frontUVs?: Vector4;
  60164. backUVs?: Vector4;
  60165. instance?: Mesh;
  60166. invertUV?: boolean;
  60167. }, scene?: Nullable<Scene>): Mesh;
  60168. /**
  60169. * Creates a polyhedron mesh
  60170. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  60171. * * The parameter `size` (positive float, default 1) sets the polygon size
  60172. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60173. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  60174. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  60175. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  60176. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60177. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  60178. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60179. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60181. * @param name defines the name of the mesh
  60182. * @param options defines the options used to create the mesh
  60183. * @param scene defines the hosting scene
  60184. * @returns the polyhedron mesh
  60185. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60186. */
  60187. static CreatePolyhedron(name: string, options: {
  60188. type?: number;
  60189. size?: number;
  60190. sizeX?: number;
  60191. sizeY?: number;
  60192. sizeZ?: number;
  60193. custom?: any;
  60194. faceUV?: Vector4[];
  60195. faceColors?: Color4[];
  60196. flat?: boolean;
  60197. updatable?: boolean;
  60198. sideOrientation?: number;
  60199. frontUVs?: Vector4;
  60200. backUVs?: Vector4;
  60201. }, scene?: Nullable<Scene>): Mesh;
  60202. /**
  60203. * Creates a decal mesh.
  60204. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  60205. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60206. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60207. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60208. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60209. * @param name defines the name of the mesh
  60210. * @param sourceMesh defines the mesh where the decal must be applied
  60211. * @param options defines the options used to create the mesh
  60212. * @param scene defines the hosting scene
  60213. * @returns the decal mesh
  60214. * @see https://doc.babylonjs.com/how_to/decals
  60215. */
  60216. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60217. position?: Vector3;
  60218. normal?: Vector3;
  60219. size?: Vector3;
  60220. angle?: number;
  60221. }): Mesh;
  60222. }
  60223. }
  60224. declare module "babylonjs/Meshes/meshSimplification" {
  60225. import { Mesh } from "babylonjs/Meshes/mesh";
  60226. /**
  60227. * A simplifier interface for future simplification implementations
  60228. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60229. */
  60230. export interface ISimplifier {
  60231. /**
  60232. * Simplification of a given mesh according to the given settings.
  60233. * Since this requires computation, it is assumed that the function runs async.
  60234. * @param settings The settings of the simplification, including quality and distance
  60235. * @param successCallback A callback that will be called after the mesh was simplified.
  60236. * @param errorCallback in case of an error, this callback will be called. optional.
  60237. */
  60238. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60239. }
  60240. /**
  60241. * Expected simplification settings.
  60242. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60243. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60244. */
  60245. export interface ISimplificationSettings {
  60246. /**
  60247. * Gets or sets the expected quality
  60248. */
  60249. quality: number;
  60250. /**
  60251. * Gets or sets the distance when this optimized version should be used
  60252. */
  60253. distance: number;
  60254. /**
  60255. * Gets an already optimized mesh
  60256. */
  60257. optimizeMesh?: boolean;
  60258. }
  60259. /**
  60260. * Class used to specify simplification options
  60261. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60262. */
  60263. export class SimplificationSettings implements ISimplificationSettings {
  60264. /** expected quality */
  60265. quality: number;
  60266. /** distance when this optimized version should be used */
  60267. distance: number;
  60268. /** already optimized mesh */
  60269. optimizeMesh?: boolean | undefined;
  60270. /**
  60271. * Creates a SimplificationSettings
  60272. * @param quality expected quality
  60273. * @param distance distance when this optimized version should be used
  60274. * @param optimizeMesh already optimized mesh
  60275. */
  60276. constructor(
  60277. /** expected quality */
  60278. quality: number,
  60279. /** distance when this optimized version should be used */
  60280. distance: number,
  60281. /** already optimized mesh */
  60282. optimizeMesh?: boolean | undefined);
  60283. }
  60284. /**
  60285. * Interface used to define a simplification task
  60286. */
  60287. export interface ISimplificationTask {
  60288. /**
  60289. * Array of settings
  60290. */
  60291. settings: Array<ISimplificationSettings>;
  60292. /**
  60293. * Simplification type
  60294. */
  60295. simplificationType: SimplificationType;
  60296. /**
  60297. * Mesh to simplify
  60298. */
  60299. mesh: Mesh;
  60300. /**
  60301. * Callback called on success
  60302. */
  60303. successCallback?: () => void;
  60304. /**
  60305. * Defines if parallel processing can be used
  60306. */
  60307. parallelProcessing: boolean;
  60308. }
  60309. /**
  60310. * Queue used to order the simplification tasks
  60311. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60312. */
  60313. export class SimplificationQueue {
  60314. private _simplificationArray;
  60315. /**
  60316. * Gets a boolean indicating that the process is still running
  60317. */
  60318. running: boolean;
  60319. /**
  60320. * Creates a new queue
  60321. */
  60322. constructor();
  60323. /**
  60324. * Adds a new simplification task
  60325. * @param task defines a task to add
  60326. */
  60327. addTask(task: ISimplificationTask): void;
  60328. /**
  60329. * Execute next task
  60330. */
  60331. executeNext(): void;
  60332. /**
  60333. * Execute a simplification task
  60334. * @param task defines the task to run
  60335. */
  60336. runSimplification(task: ISimplificationTask): void;
  60337. private getSimplifier;
  60338. }
  60339. /**
  60340. * The implemented types of simplification
  60341. * At the moment only Quadratic Error Decimation is implemented
  60342. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60343. */
  60344. export enum SimplificationType {
  60345. /** Quadratic error decimation */
  60346. QUADRATIC = 0
  60347. }
  60348. }
  60349. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60350. import { Scene } from "babylonjs/scene";
  60351. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60352. import { ISceneComponent } from "babylonjs/sceneComponent";
  60353. module "babylonjs/scene" {
  60354. interface Scene {
  60355. /** @hidden (Backing field) */
  60356. _simplificationQueue: SimplificationQueue;
  60357. /**
  60358. * Gets or sets the simplification queue attached to the scene
  60359. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60360. */
  60361. simplificationQueue: SimplificationQueue;
  60362. }
  60363. }
  60364. module "babylonjs/Meshes/mesh" {
  60365. interface Mesh {
  60366. /**
  60367. * Simplify the mesh according to the given array of settings.
  60368. * Function will return immediately and will simplify async
  60369. * @param settings a collection of simplification settings
  60370. * @param parallelProcessing should all levels calculate parallel or one after the other
  60371. * @param simplificationType the type of simplification to run
  60372. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60373. * @returns the current mesh
  60374. */
  60375. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60376. }
  60377. }
  60378. /**
  60379. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60380. * created in a scene
  60381. */
  60382. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60383. /**
  60384. * The component name helpfull to identify the component in the list of scene components.
  60385. */
  60386. readonly name: string;
  60387. /**
  60388. * The scene the component belongs to.
  60389. */
  60390. scene: Scene;
  60391. /**
  60392. * Creates a new instance of the component for the given scene
  60393. * @param scene Defines the scene to register the component in
  60394. */
  60395. constructor(scene: Scene);
  60396. /**
  60397. * Registers the component in a given scene
  60398. */
  60399. register(): void;
  60400. /**
  60401. * Rebuilds the elements related to this component in case of
  60402. * context lost for instance.
  60403. */
  60404. rebuild(): void;
  60405. /**
  60406. * Disposes the component and the associated ressources
  60407. */
  60408. dispose(): void;
  60409. private _beforeCameraUpdate;
  60410. }
  60411. }
  60412. declare module "babylonjs/Meshes/Builders/index" {
  60413. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60414. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60415. export * from "babylonjs/Meshes/Builders/discBuilder";
  60416. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60417. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60418. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60419. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60420. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60421. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60422. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60423. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60424. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60425. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60426. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60427. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60428. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60429. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60430. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60431. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60432. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60433. }
  60434. declare module "babylonjs/Meshes/index" {
  60435. export * from "babylonjs/Meshes/abstractMesh";
  60436. export * from "babylonjs/Meshes/buffer";
  60437. export * from "babylonjs/Meshes/Compression/index";
  60438. export * from "babylonjs/Meshes/csg";
  60439. export * from "babylonjs/Meshes/geometry";
  60440. export * from "babylonjs/Meshes/groundMesh";
  60441. export * from "babylonjs/Meshes/trailMesh";
  60442. export * from "babylonjs/Meshes/instancedMesh";
  60443. export * from "babylonjs/Meshes/linesMesh";
  60444. export * from "babylonjs/Meshes/mesh";
  60445. export * from "babylonjs/Meshes/mesh.vertexData";
  60446. export * from "babylonjs/Meshes/meshBuilder";
  60447. export * from "babylonjs/Meshes/meshSimplification";
  60448. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60449. export * from "babylonjs/Meshes/polygonMesh";
  60450. export * from "babylonjs/Meshes/subMesh";
  60451. export * from "babylonjs/Meshes/meshLODLevel";
  60452. export * from "babylonjs/Meshes/transformNode";
  60453. export * from "babylonjs/Meshes/Builders/index";
  60454. export * from "babylonjs/Meshes/dataBuffer";
  60455. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60456. }
  60457. declare module "babylonjs/Morph/index" {
  60458. export * from "babylonjs/Morph/morphTarget";
  60459. export * from "babylonjs/Morph/morphTargetManager";
  60460. }
  60461. declare module "babylonjs/Navigation/INavigationEngine" {
  60462. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60463. import { Vector3 } from "babylonjs/Maths/math";
  60464. import { Mesh } from "babylonjs/Meshes/mesh";
  60465. import { Scene } from "babylonjs/scene";
  60466. /**
  60467. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60468. */
  60469. export interface INavigationEnginePlugin {
  60470. /**
  60471. * plugin name
  60472. */
  60473. name: string;
  60474. /**
  60475. * Creates a navigation mesh
  60476. * @param meshes array of all the geometry used to compute the navigatio mesh
  60477. * @param parameters bunch of parameters used to filter geometry
  60478. */
  60479. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60480. /**
  60481. * Create a navigation mesh debug mesh
  60482. * @param scene is where the mesh will be added
  60483. * @returns debug display mesh
  60484. */
  60485. createDebugNavMesh(scene: Scene): Mesh;
  60486. /**
  60487. * Get a navigation mesh constrained position, closest to the parameter position
  60488. * @param position world position
  60489. * @returns the closest point to position constrained by the navigation mesh
  60490. */
  60491. getClosestPoint(position: Vector3): Vector3;
  60492. /**
  60493. * Get a navigation mesh constrained position, within a particular radius
  60494. * @param position world position
  60495. * @param maxRadius the maximum distance to the constrained world position
  60496. * @returns the closest point to position constrained by the navigation mesh
  60497. */
  60498. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60499. /**
  60500. * Compute the final position from a segment made of destination-position
  60501. * @param position world position
  60502. * @param destination world position
  60503. * @returns the resulting point along the navmesh
  60504. */
  60505. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60506. /**
  60507. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60508. * @param start world position
  60509. * @param end world position
  60510. * @returns array containing world position composing the path
  60511. */
  60512. computePath(start: Vector3, end: Vector3): Vector3[];
  60513. /**
  60514. * If this plugin is supported
  60515. * @returns true if plugin is supported
  60516. */
  60517. isSupported(): boolean;
  60518. /**
  60519. * Create a new Crowd so you can add agents
  60520. * @param maxAgents the maximum agent count in the crowd
  60521. * @param maxAgentRadius the maximum radius an agent can have
  60522. * @param scene to attach the crowd to
  60523. * @returns the crowd you can add agents to
  60524. */
  60525. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60526. /**
  60527. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60528. * The queries will try to find a solution within those bounds
  60529. * default is (1,1,1)
  60530. * @param extent x,y,z value that define the extent around the queries point of reference
  60531. */
  60532. setDefaultQueryExtent(extent: Vector3): void;
  60533. /**
  60534. * Get the Bounding box extent specified by setDefaultQueryExtent
  60535. * @returns the box extent values
  60536. */
  60537. getDefaultQueryExtent(): Vector3;
  60538. /**
  60539. * Release all resources
  60540. */
  60541. dispose(): void;
  60542. }
  60543. /**
  60544. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  60545. */
  60546. export interface ICrowd {
  60547. /**
  60548. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60549. * You can attach anything to that node. The node position is updated in the scene update tick.
  60550. * @param pos world position that will be constrained by the navigation mesh
  60551. * @param parameters agent parameters
  60552. * @param transform hooked to the agent that will be update by the scene
  60553. * @returns agent index
  60554. */
  60555. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60556. /**
  60557. * Returns the agent position in world space
  60558. * @param index agent index returned by addAgent
  60559. * @returns world space position
  60560. */
  60561. getAgentPosition(index: number): Vector3;
  60562. /**
  60563. * Gets the agent velocity in world space
  60564. * @param index agent index returned by addAgent
  60565. * @returns world space velocity
  60566. */
  60567. getAgentVelocity(index: number): Vector3;
  60568. /**
  60569. * remove a particular agent previously created
  60570. * @param index agent index returned by addAgent
  60571. */
  60572. removeAgent(index: number): void;
  60573. /**
  60574. * get the list of all agents attached to this crowd
  60575. * @returns list of agent indices
  60576. */
  60577. getAgents(): number[];
  60578. /**
  60579. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60580. * @param deltaTime in seconds
  60581. */
  60582. update(deltaTime: number): void;
  60583. /**
  60584. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60585. * @param index agent index returned by addAgent
  60586. * @param destination targeted world position
  60587. */
  60588. agentGoto(index: number, destination: Vector3): void;
  60589. /**
  60590. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60591. * The queries will try to find a solution within those bounds
  60592. * default is (1,1,1)
  60593. * @param extent x,y,z value that define the extent around the queries point of reference
  60594. */
  60595. setDefaultQueryExtent(extent: Vector3): void;
  60596. /**
  60597. * Get the Bounding box extent specified by setDefaultQueryExtent
  60598. * @returns the box extent values
  60599. */
  60600. getDefaultQueryExtent(): Vector3;
  60601. /**
  60602. * Release all resources
  60603. */
  60604. dispose(): void;
  60605. }
  60606. /**
  60607. * Configures an agent
  60608. */
  60609. export interface IAgentParameters {
  60610. /**
  60611. * Agent radius. [Limit: >= 0]
  60612. */
  60613. radius: number;
  60614. /**
  60615. * Agent height. [Limit: > 0]
  60616. */
  60617. height: number;
  60618. /**
  60619. * Maximum allowed acceleration. [Limit: >= 0]
  60620. */
  60621. maxAcceleration: number;
  60622. /**
  60623. * Maximum allowed speed. [Limit: >= 0]
  60624. */
  60625. maxSpeed: number;
  60626. /**
  60627. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  60628. */
  60629. collisionQueryRange: number;
  60630. /**
  60631. * The path visibility optimization range. [Limit: > 0]
  60632. */
  60633. pathOptimizationRange: number;
  60634. /**
  60635. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  60636. */
  60637. separationWeight: number;
  60638. }
  60639. /**
  60640. * Configures the navigation mesh creation
  60641. */
  60642. export interface INavMeshParameters {
  60643. /**
  60644. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  60645. */
  60646. cs: number;
  60647. /**
  60648. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  60649. */
  60650. ch: number;
  60651. /**
  60652. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  60653. */
  60654. walkableSlopeAngle: number;
  60655. /**
  60656. * Minimum floor to 'ceiling' height that will still allow the floor area to
  60657. * be considered walkable. [Limit: >= 3] [Units: vx]
  60658. */
  60659. walkableHeight: number;
  60660. /**
  60661. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  60662. */
  60663. walkableClimb: number;
  60664. /**
  60665. * The distance to erode/shrink the walkable area of the heightfield away from
  60666. * obstructions. [Limit: >=0] [Units: vx]
  60667. */
  60668. walkableRadius: number;
  60669. /**
  60670. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  60671. */
  60672. maxEdgeLen: number;
  60673. /**
  60674. * The maximum distance a simplfied contour's border edges should deviate
  60675. * the original raw contour. [Limit: >=0] [Units: vx]
  60676. */
  60677. maxSimplificationError: number;
  60678. /**
  60679. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  60680. */
  60681. minRegionArea: number;
  60682. /**
  60683. * Any regions with a span count smaller than this value will, if possible,
  60684. * be merged with larger regions. [Limit: >=0] [Units: vx]
  60685. */
  60686. mergeRegionArea: number;
  60687. /**
  60688. * The maximum number of vertices allowed for polygons generated during the
  60689. * contour to polygon conversion process. [Limit: >= 3]
  60690. */
  60691. maxVertsPerPoly: number;
  60692. /**
  60693. * Sets the sampling distance to use when generating the detail mesh.
  60694. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  60695. */
  60696. detailSampleDist: number;
  60697. /**
  60698. * The maximum distance the detail mesh surface should deviate from heightfield
  60699. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  60700. */
  60701. detailSampleMaxError: number;
  60702. }
  60703. }
  60704. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  60705. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  60706. import { Mesh } from "babylonjs/Meshes/mesh";
  60707. import { Scene } from "babylonjs/scene";
  60708. import { Vector3 } from "babylonjs/Maths/math";
  60709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60710. /**
  60711. * RecastJS navigation plugin
  60712. */
  60713. export class RecastJSPlugin implements INavigationEnginePlugin {
  60714. /**
  60715. * Reference to the Recast library
  60716. */
  60717. bjsRECAST: any;
  60718. /**
  60719. * plugin name
  60720. */
  60721. name: string;
  60722. /**
  60723. * the first navmesh created. We might extend this to support multiple navmeshes
  60724. */
  60725. navMesh: any;
  60726. /**
  60727. * Initializes the recastJS plugin
  60728. * @param recastInjection can be used to inject your own recast reference
  60729. */
  60730. constructor(recastInjection?: any);
  60731. /**
  60732. * Creates a navigation mesh
  60733. * @param meshes array of all the geometry used to compute the navigatio mesh
  60734. * @param parameters bunch of parameters used to filter geometry
  60735. */
  60736. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60737. /**
  60738. * Create a navigation mesh debug mesh
  60739. * @param scene is where the mesh will be added
  60740. * @returns debug display mesh
  60741. */
  60742. createDebugNavMesh(scene: Scene): Mesh;
  60743. /**
  60744. * Get a navigation mesh constrained position, closest to the parameter position
  60745. * @param position world position
  60746. * @returns the closest point to position constrained by the navigation mesh
  60747. */
  60748. getClosestPoint(position: Vector3): Vector3;
  60749. /**
  60750. * Get a navigation mesh constrained position, within a particular radius
  60751. * @param position world position
  60752. * @param maxRadius the maximum distance to the constrained world position
  60753. * @returns the closest point to position constrained by the navigation mesh
  60754. */
  60755. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60756. /**
  60757. * Compute the final position from a segment made of destination-position
  60758. * @param position world position
  60759. * @param destination world position
  60760. * @returns the resulting point along the navmesh
  60761. */
  60762. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60763. /**
  60764. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60765. * @param start world position
  60766. * @param end world position
  60767. * @returns array containing world position composing the path
  60768. */
  60769. computePath(start: Vector3, end: Vector3): Vector3[];
  60770. /**
  60771. * Create a new Crowd so you can add agents
  60772. * @param maxAgents the maximum agent count in the crowd
  60773. * @param maxAgentRadius the maximum radius an agent can have
  60774. * @param scene to attach the crowd to
  60775. * @returns the crowd you can add agents to
  60776. */
  60777. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60778. /**
  60779. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60780. * The queries will try to find a solution within those bounds
  60781. * default is (1,1,1)
  60782. * @param extent x,y,z value that define the extent around the queries point of reference
  60783. */
  60784. setDefaultQueryExtent(extent: Vector3): void;
  60785. /**
  60786. * Get the Bounding box extent specified by setDefaultQueryExtent
  60787. * @returns the box extent values
  60788. */
  60789. getDefaultQueryExtent(): Vector3;
  60790. /**
  60791. * Disposes
  60792. */
  60793. dispose(): void;
  60794. /**
  60795. * If this plugin is supported
  60796. * @returns true if plugin is supported
  60797. */
  60798. isSupported(): boolean;
  60799. }
  60800. /**
  60801. * Recast detour crowd implementation
  60802. */
  60803. export class RecastJSCrowd implements ICrowd {
  60804. /**
  60805. * Recast/detour plugin
  60806. */
  60807. bjsRECASTPlugin: RecastJSPlugin;
  60808. /**
  60809. * Link to the detour crowd
  60810. */
  60811. recastCrowd: any;
  60812. /**
  60813. * One transform per agent
  60814. */
  60815. transforms: TransformNode[];
  60816. /**
  60817. * All agents created
  60818. */
  60819. agents: number[];
  60820. /**
  60821. * Link to the scene is kept to unregister the crowd from the scene
  60822. */
  60823. private _scene;
  60824. /**
  60825. * Observer for crowd updates
  60826. */
  60827. private _onBeforeAnimationsObserver;
  60828. /**
  60829. * Constructor
  60830. * @param plugin recastJS plugin
  60831. * @param maxAgents the maximum agent count in the crowd
  60832. * @param maxAgentRadius the maximum radius an agent can have
  60833. * @param scene to attach the crowd to
  60834. * @returns the crowd you can add agents to
  60835. */
  60836. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  60837. /**
  60838. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60839. * You can attach anything to that node. The node position is updated in the scene update tick.
  60840. * @param pos world position that will be constrained by the navigation mesh
  60841. * @param parameters agent parameters
  60842. * @param transform hooked to the agent that will be update by the scene
  60843. * @returns agent index
  60844. */
  60845. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60846. /**
  60847. * Returns the agent position in world space
  60848. * @param index agent index returned by addAgent
  60849. * @returns world space position
  60850. */
  60851. getAgentPosition(index: number): Vector3;
  60852. /**
  60853. * Returns the agent velocity in world space
  60854. * @param index agent index returned by addAgent
  60855. * @returns world space velocity
  60856. */
  60857. getAgentVelocity(index: number): Vector3;
  60858. /**
  60859. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60860. * @param index agent index returned by addAgent
  60861. * @param destination targeted world position
  60862. */
  60863. agentGoto(index: number, destination: Vector3): void;
  60864. /**
  60865. * remove a particular agent previously created
  60866. * @param index agent index returned by addAgent
  60867. */
  60868. removeAgent(index: number): void;
  60869. /**
  60870. * get the list of all agents attached to this crowd
  60871. * @returns list of agent indices
  60872. */
  60873. getAgents(): number[];
  60874. /**
  60875. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60876. * @param deltaTime in seconds
  60877. */
  60878. update(deltaTime: number): void;
  60879. /**
  60880. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60881. * The queries will try to find a solution within those bounds
  60882. * default is (1,1,1)
  60883. * @param extent x,y,z value that define the extent around the queries point of reference
  60884. */
  60885. setDefaultQueryExtent(extent: Vector3): void;
  60886. /**
  60887. * Get the Bounding box extent specified by setDefaultQueryExtent
  60888. * @returns the box extent values
  60889. */
  60890. getDefaultQueryExtent(): Vector3;
  60891. /**
  60892. * Release all resources
  60893. */
  60894. dispose(): void;
  60895. }
  60896. }
  60897. declare module "babylonjs/Navigation/Plugins/index" {
  60898. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  60899. }
  60900. declare module "babylonjs/Navigation/index" {
  60901. export * from "babylonjs/Navigation/INavigationEngine";
  60902. export * from "babylonjs/Navigation/Plugins/index";
  60903. }
  60904. declare module "babylonjs/Offline/database" {
  60905. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  60906. /**
  60907. * Class used to enable access to IndexedDB
  60908. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  60909. */
  60910. export class Database implements IOfflineProvider {
  60911. private _callbackManifestChecked;
  60912. private _currentSceneUrl;
  60913. private _db;
  60914. private _enableSceneOffline;
  60915. private _enableTexturesOffline;
  60916. private _manifestVersionFound;
  60917. private _mustUpdateRessources;
  60918. private _hasReachedQuota;
  60919. private _isSupported;
  60920. private _idbFactory;
  60921. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  60922. private static IsUASupportingBlobStorage;
  60923. /**
  60924. * Gets a boolean indicating if Database storate is enabled (off by default)
  60925. */
  60926. static IDBStorageEnabled: boolean;
  60927. /**
  60928. * Gets a boolean indicating if scene must be saved in the database
  60929. */
  60930. readonly enableSceneOffline: boolean;
  60931. /**
  60932. * Gets a boolean indicating if textures must be saved in the database
  60933. */
  60934. readonly enableTexturesOffline: boolean;
  60935. /**
  60936. * Creates a new Database
  60937. * @param urlToScene defines the url to load the scene
  60938. * @param callbackManifestChecked defines the callback to use when manifest is checked
  60939. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  60940. */
  60941. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  60942. private static _ParseURL;
  60943. private static _ReturnFullUrlLocation;
  60944. private _checkManifestFile;
  60945. /**
  60946. * Open the database and make it available
  60947. * @param successCallback defines the callback to call on success
  60948. * @param errorCallback defines the callback to call on error
  60949. */
  60950. open(successCallback: () => void, errorCallback: () => void): void;
  60951. /**
  60952. * Loads an image from the database
  60953. * @param url defines the url to load from
  60954. * @param image defines the target DOM image
  60955. */
  60956. loadImage(url: string, image: HTMLImageElement): void;
  60957. private _loadImageFromDBAsync;
  60958. private _saveImageIntoDBAsync;
  60959. private _checkVersionFromDB;
  60960. private _loadVersionFromDBAsync;
  60961. private _saveVersionIntoDBAsync;
  60962. /**
  60963. * Loads a file from database
  60964. * @param url defines the URL to load from
  60965. * @param sceneLoaded defines a callback to call on success
  60966. * @param progressCallBack defines a callback to call when progress changed
  60967. * @param errorCallback defines a callback to call on error
  60968. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  60969. */
  60970. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  60971. private _loadFileAsync;
  60972. private _saveFileAsync;
  60973. /**
  60974. * Validates if xhr data is correct
  60975. * @param xhr defines the request to validate
  60976. * @param dataType defines the expected data type
  60977. * @returns true if data is correct
  60978. */
  60979. private static _ValidateXHRData;
  60980. }
  60981. }
  60982. declare module "babylonjs/Offline/index" {
  60983. export * from "babylonjs/Offline/database";
  60984. export * from "babylonjs/Offline/IOfflineProvider";
  60985. }
  60986. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  60987. /** @hidden */
  60988. export var gpuUpdateParticlesPixelShader: {
  60989. name: string;
  60990. shader: string;
  60991. };
  60992. }
  60993. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  60994. /** @hidden */
  60995. export var gpuUpdateParticlesVertexShader: {
  60996. name: string;
  60997. shader: string;
  60998. };
  60999. }
  61000. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61001. /** @hidden */
  61002. export var clipPlaneFragmentDeclaration2: {
  61003. name: string;
  61004. shader: string;
  61005. };
  61006. }
  61007. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61008. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61009. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61010. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61011. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61012. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61013. /** @hidden */
  61014. export var gpuRenderParticlesPixelShader: {
  61015. name: string;
  61016. shader: string;
  61017. };
  61018. }
  61019. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61020. /** @hidden */
  61021. export var clipPlaneVertexDeclaration2: {
  61022. name: string;
  61023. shader: string;
  61024. };
  61025. }
  61026. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61027. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61028. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61029. /** @hidden */
  61030. export var gpuRenderParticlesVertexShader: {
  61031. name: string;
  61032. shader: string;
  61033. };
  61034. }
  61035. declare module "babylonjs/Particles/gpuParticleSystem" {
  61036. import { Nullable } from "babylonjs/types";
  61037. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61038. import { Observable } from "babylonjs/Misc/observable";
  61039. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61040. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61041. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61042. import { Scene, IDisposable } from "babylonjs/scene";
  61043. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61044. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61045. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61046. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61047. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61048. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61049. /**
  61050. * This represents a GPU particle system in Babylon
  61051. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61052. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61053. */
  61054. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61055. /**
  61056. * The layer mask we are rendering the particles through.
  61057. */
  61058. layerMask: number;
  61059. private _capacity;
  61060. private _activeCount;
  61061. private _currentActiveCount;
  61062. private _accumulatedCount;
  61063. private _renderEffect;
  61064. private _updateEffect;
  61065. private _buffer0;
  61066. private _buffer1;
  61067. private _spriteBuffer;
  61068. private _updateVAO;
  61069. private _renderVAO;
  61070. private _targetIndex;
  61071. private _sourceBuffer;
  61072. private _targetBuffer;
  61073. private _engine;
  61074. private _currentRenderId;
  61075. private _started;
  61076. private _stopped;
  61077. private _timeDelta;
  61078. private _randomTexture;
  61079. private _randomTexture2;
  61080. private _attributesStrideSize;
  61081. private _updateEffectOptions;
  61082. private _randomTextureSize;
  61083. private _actualFrame;
  61084. private readonly _rawTextureWidth;
  61085. /**
  61086. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61087. */
  61088. static readonly IsSupported: boolean;
  61089. /**
  61090. * An event triggered when the system is disposed.
  61091. */
  61092. onDisposeObservable: Observable<GPUParticleSystem>;
  61093. /**
  61094. * Gets the maximum number of particles active at the same time.
  61095. * @returns The max number of active particles.
  61096. */
  61097. getCapacity(): number;
  61098. /**
  61099. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61100. * to override the particles.
  61101. */
  61102. forceDepthWrite: boolean;
  61103. /**
  61104. * Gets or set the number of active particles
  61105. */
  61106. activeParticleCount: number;
  61107. private _preWarmDone;
  61108. /**
  61109. * Is this system ready to be used/rendered
  61110. * @return true if the system is ready
  61111. */
  61112. isReady(): boolean;
  61113. /**
  61114. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61115. * @returns True if it has been started, otherwise false.
  61116. */
  61117. isStarted(): boolean;
  61118. /**
  61119. * Starts the particle system and begins to emit
  61120. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61121. */
  61122. start(delay?: number): void;
  61123. /**
  61124. * Stops the particle system.
  61125. */
  61126. stop(): void;
  61127. /**
  61128. * Remove all active particles
  61129. */
  61130. reset(): void;
  61131. /**
  61132. * Returns the string "GPUParticleSystem"
  61133. * @returns a string containing the class name
  61134. */
  61135. getClassName(): string;
  61136. private _colorGradientsTexture;
  61137. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61138. /**
  61139. * Adds a new color gradient
  61140. * @param gradient defines the gradient to use (between 0 and 1)
  61141. * @param color1 defines the color to affect to the specified gradient
  61142. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61143. * @returns the current particle system
  61144. */
  61145. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61146. /**
  61147. * Remove a specific color gradient
  61148. * @param gradient defines the gradient to remove
  61149. * @returns the current particle system
  61150. */
  61151. removeColorGradient(gradient: number): GPUParticleSystem;
  61152. private _angularSpeedGradientsTexture;
  61153. private _sizeGradientsTexture;
  61154. private _velocityGradientsTexture;
  61155. private _limitVelocityGradientsTexture;
  61156. private _dragGradientsTexture;
  61157. private _addFactorGradient;
  61158. /**
  61159. * Adds a new size gradient
  61160. * @param gradient defines the gradient to use (between 0 and 1)
  61161. * @param factor defines the size factor to affect to the specified gradient
  61162. * @returns the current particle system
  61163. */
  61164. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61165. /**
  61166. * Remove a specific size gradient
  61167. * @param gradient defines the gradient to remove
  61168. * @returns the current particle system
  61169. */
  61170. removeSizeGradient(gradient: number): GPUParticleSystem;
  61171. /**
  61172. * Adds a new angular speed gradient
  61173. * @param gradient defines the gradient to use (between 0 and 1)
  61174. * @param factor defines the angular speed to affect to the specified gradient
  61175. * @returns the current particle system
  61176. */
  61177. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61178. /**
  61179. * Remove a specific angular speed gradient
  61180. * @param gradient defines the gradient to remove
  61181. * @returns the current particle system
  61182. */
  61183. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61184. /**
  61185. * Adds a new velocity gradient
  61186. * @param gradient defines the gradient to use (between 0 and 1)
  61187. * @param factor defines the velocity to affect to the specified gradient
  61188. * @returns the current particle system
  61189. */
  61190. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61191. /**
  61192. * Remove a specific velocity gradient
  61193. * @param gradient defines the gradient to remove
  61194. * @returns the current particle system
  61195. */
  61196. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61197. /**
  61198. * Adds a new limit velocity gradient
  61199. * @param gradient defines the gradient to use (between 0 and 1)
  61200. * @param factor defines the limit velocity value to affect to the specified gradient
  61201. * @returns the current particle system
  61202. */
  61203. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61204. /**
  61205. * Remove a specific limit velocity gradient
  61206. * @param gradient defines the gradient to remove
  61207. * @returns the current particle system
  61208. */
  61209. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61210. /**
  61211. * Adds a new drag gradient
  61212. * @param gradient defines the gradient to use (between 0 and 1)
  61213. * @param factor defines the drag value to affect to the specified gradient
  61214. * @returns the current particle system
  61215. */
  61216. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61217. /**
  61218. * Remove a specific drag gradient
  61219. * @param gradient defines the gradient to remove
  61220. * @returns the current particle system
  61221. */
  61222. removeDragGradient(gradient: number): GPUParticleSystem;
  61223. /**
  61224. * Not supported by GPUParticleSystem
  61225. * @param gradient defines the gradient to use (between 0 and 1)
  61226. * @param factor defines the emit rate value to affect to the specified gradient
  61227. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61228. * @returns the current particle system
  61229. */
  61230. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61231. /**
  61232. * Not supported by GPUParticleSystem
  61233. * @param gradient defines the gradient to remove
  61234. * @returns the current particle system
  61235. */
  61236. removeEmitRateGradient(gradient: number): IParticleSystem;
  61237. /**
  61238. * Not supported by GPUParticleSystem
  61239. * @param gradient defines the gradient to use (between 0 and 1)
  61240. * @param factor defines the start size value to affect to the specified gradient
  61241. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61242. * @returns the current particle system
  61243. */
  61244. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61245. /**
  61246. * Not supported by GPUParticleSystem
  61247. * @param gradient defines the gradient to remove
  61248. * @returns the current particle system
  61249. */
  61250. removeStartSizeGradient(gradient: number): IParticleSystem;
  61251. /**
  61252. * Not supported by GPUParticleSystem
  61253. * @param gradient defines the gradient to use (between 0 and 1)
  61254. * @param min defines the color remap minimal range
  61255. * @param max defines the color remap maximal range
  61256. * @returns the current particle system
  61257. */
  61258. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61259. /**
  61260. * Not supported by GPUParticleSystem
  61261. * @param gradient defines the gradient to remove
  61262. * @returns the current particle system
  61263. */
  61264. removeColorRemapGradient(): IParticleSystem;
  61265. /**
  61266. * Not supported by GPUParticleSystem
  61267. * @param gradient defines the gradient to use (between 0 and 1)
  61268. * @param min defines the alpha remap minimal range
  61269. * @param max defines the alpha remap maximal range
  61270. * @returns the current particle system
  61271. */
  61272. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61273. /**
  61274. * Not supported by GPUParticleSystem
  61275. * @param gradient defines the gradient to remove
  61276. * @returns the current particle system
  61277. */
  61278. removeAlphaRemapGradient(): IParticleSystem;
  61279. /**
  61280. * Not supported by GPUParticleSystem
  61281. * @param gradient defines the gradient to use (between 0 and 1)
  61282. * @param color defines the color to affect to the specified gradient
  61283. * @returns the current particle system
  61284. */
  61285. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61286. /**
  61287. * Not supported by GPUParticleSystem
  61288. * @param gradient defines the gradient to remove
  61289. * @returns the current particle system
  61290. */
  61291. removeRampGradient(): IParticleSystem;
  61292. /**
  61293. * Not supported by GPUParticleSystem
  61294. * @returns the list of ramp gradients
  61295. */
  61296. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61297. /**
  61298. * Not supported by GPUParticleSystem
  61299. * Gets or sets a boolean indicating that ramp gradients must be used
  61300. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61301. */
  61302. useRampGradients: boolean;
  61303. /**
  61304. * Not supported by GPUParticleSystem
  61305. * @param gradient defines the gradient to use (between 0 and 1)
  61306. * @param factor defines the life time factor to affect to the specified gradient
  61307. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61308. * @returns the current particle system
  61309. */
  61310. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61311. /**
  61312. * Not supported by GPUParticleSystem
  61313. * @param gradient defines the gradient to remove
  61314. * @returns the current particle system
  61315. */
  61316. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61317. /**
  61318. * Instantiates a GPU particle system.
  61319. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  61320. * @param name The name of the particle system
  61321. * @param options The options used to create the system
  61322. * @param scene The scene the particle system belongs to
  61323. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61324. */
  61325. constructor(name: string, options: Partial<{
  61326. capacity: number;
  61327. randomTextureSize: number;
  61328. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61329. protected _reset(): void;
  61330. private _createUpdateVAO;
  61331. private _createRenderVAO;
  61332. private _initialize;
  61333. /** @hidden */
  61334. _recreateUpdateEffect(): void;
  61335. /** @hidden */
  61336. _recreateRenderEffect(): void;
  61337. /**
  61338. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61339. * @param preWarm defines if we are in the pre-warmimg phase
  61340. */
  61341. animate(preWarm?: boolean): void;
  61342. private _createFactorGradientTexture;
  61343. private _createSizeGradientTexture;
  61344. private _createAngularSpeedGradientTexture;
  61345. private _createVelocityGradientTexture;
  61346. private _createLimitVelocityGradientTexture;
  61347. private _createDragGradientTexture;
  61348. private _createColorGradientTexture;
  61349. /**
  61350. * Renders the particle system in its current state
  61351. * @param preWarm defines if the system should only update the particles but not render them
  61352. * @returns the current number of particles
  61353. */
  61354. render(preWarm?: boolean): number;
  61355. /**
  61356. * Rebuilds the particle system
  61357. */
  61358. rebuild(): void;
  61359. private _releaseBuffers;
  61360. private _releaseVAOs;
  61361. /**
  61362. * Disposes the particle system and free the associated resources
  61363. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61364. */
  61365. dispose(disposeTexture?: boolean): void;
  61366. /**
  61367. * Clones the particle system.
  61368. * @param name The name of the cloned object
  61369. * @param newEmitter The new emitter to use
  61370. * @returns the cloned particle system
  61371. */
  61372. clone(name: string, newEmitter: any): GPUParticleSystem;
  61373. /**
  61374. * Serializes the particle system to a JSON object.
  61375. * @returns the JSON object
  61376. */
  61377. serialize(): any;
  61378. /**
  61379. * Parses a JSON object to create a GPU particle system.
  61380. * @param parsedParticleSystem The JSON object to parse
  61381. * @param scene The scene to create the particle system in
  61382. * @param rootUrl The root url to use to load external dependencies like texture
  61383. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61384. * @returns the parsed GPU particle system
  61385. */
  61386. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61387. }
  61388. }
  61389. declare module "babylonjs/Particles/particleSystemSet" {
  61390. import { Nullable } from "babylonjs/types";
  61391. import { Color3 } from "babylonjs/Maths/math.color";
  61392. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61393. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61394. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61395. import { Scene, IDisposable } from "babylonjs/scene";
  61396. /**
  61397. * Represents a set of particle systems working together to create a specific effect
  61398. */
  61399. export class ParticleSystemSet implements IDisposable {
  61400. /**
  61401. * Gets or sets base Assets URL
  61402. */
  61403. static BaseAssetsUrl: string;
  61404. private _emitterCreationOptions;
  61405. private _emitterNode;
  61406. /**
  61407. * Gets the particle system list
  61408. */
  61409. systems: IParticleSystem[];
  61410. /**
  61411. * Gets the emitter node used with this set
  61412. */
  61413. readonly emitterNode: Nullable<TransformNode>;
  61414. /**
  61415. * Creates a new emitter mesh as a sphere
  61416. * @param options defines the options used to create the sphere
  61417. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61418. * @param scene defines the hosting scene
  61419. */
  61420. setEmitterAsSphere(options: {
  61421. diameter: number;
  61422. segments: number;
  61423. color: Color3;
  61424. }, renderingGroupId: number, scene: Scene): void;
  61425. /**
  61426. * Starts all particle systems of the set
  61427. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61428. */
  61429. start(emitter?: AbstractMesh): void;
  61430. /**
  61431. * Release all associated resources
  61432. */
  61433. dispose(): void;
  61434. /**
  61435. * Serialize the set into a JSON compatible object
  61436. * @returns a JSON compatible representation of the set
  61437. */
  61438. serialize(): any;
  61439. /**
  61440. * Parse a new ParticleSystemSet from a serialized source
  61441. * @param data defines a JSON compatible representation of the set
  61442. * @param scene defines the hosting scene
  61443. * @param gpu defines if we want GPU particles or CPU particles
  61444. * @returns a new ParticleSystemSet
  61445. */
  61446. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61447. }
  61448. }
  61449. declare module "babylonjs/Particles/particleHelper" {
  61450. import { Nullable } from "babylonjs/types";
  61451. import { Scene } from "babylonjs/scene";
  61452. import { Vector3 } from "babylonjs/Maths/math.vector";
  61453. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61454. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61455. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61456. /**
  61457. * This class is made for on one-liner static method to help creating particle system set.
  61458. */
  61459. export class ParticleHelper {
  61460. /**
  61461. * Gets or sets base Assets URL
  61462. */
  61463. static BaseAssetsUrl: string;
  61464. /**
  61465. * Create a default particle system that you can tweak
  61466. * @param emitter defines the emitter to use
  61467. * @param capacity defines the system capacity (default is 500 particles)
  61468. * @param scene defines the hosting scene
  61469. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61470. * @returns the new Particle system
  61471. */
  61472. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61473. /**
  61474. * This is the main static method (one-liner) of this helper to create different particle systems
  61475. * @param type This string represents the type to the particle system to create
  61476. * @param scene The scene where the particle system should live
  61477. * @param gpu If the system will use gpu
  61478. * @returns the ParticleSystemSet created
  61479. */
  61480. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61481. /**
  61482. * Static function used to export a particle system to a ParticleSystemSet variable.
  61483. * Please note that the emitter shape is not exported
  61484. * @param systems defines the particle systems to export
  61485. * @returns the created particle system set
  61486. */
  61487. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61488. }
  61489. }
  61490. declare module "babylonjs/Particles/particleSystemComponent" {
  61491. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61492. import { Effect } from "babylonjs/Materials/effect";
  61493. import "babylonjs/Shaders/particles.vertex";
  61494. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61495. module "babylonjs/Engines/engine" {
  61496. interface Engine {
  61497. /**
  61498. * Create an effect to use with particle systems.
  61499. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  61500. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  61501. * @param uniformsNames defines a list of attribute names
  61502. * @param samplers defines an array of string used to represent textures
  61503. * @param defines defines the string containing the defines to use to compile the shaders
  61504. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  61505. * @param onCompiled defines a function to call when the effect creation is successful
  61506. * @param onError defines a function to call when the effect creation has failed
  61507. * @returns the new Effect
  61508. */
  61509. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  61510. }
  61511. }
  61512. module "babylonjs/Meshes/mesh" {
  61513. interface Mesh {
  61514. /**
  61515. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  61516. * @returns an array of IParticleSystem
  61517. */
  61518. getEmittedParticleSystems(): IParticleSystem[];
  61519. /**
  61520. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  61521. * @returns an array of IParticleSystem
  61522. */
  61523. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  61524. }
  61525. }
  61526. /**
  61527. * @hidden
  61528. */
  61529. export var _IDoNeedToBeInTheBuild: number;
  61530. }
  61531. declare module "babylonjs/Particles/pointsCloudSystem" {
  61532. import { Color4 } from "babylonjs/Maths/math";
  61533. import { Mesh } from "babylonjs/Meshes/mesh";
  61534. import { Scene, IDisposable } from "babylonjs/scene";
  61535. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  61536. /** Defines the 4 color options */
  61537. export enum PointColor {
  61538. /** color value */
  61539. Color = 2,
  61540. /** uv value */
  61541. UV = 1,
  61542. /** random value */
  61543. Random = 0,
  61544. /** stated value */
  61545. Stated = 3
  61546. }
  61547. /**
  61548. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  61549. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  61550. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  61551. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  61552. *
  61553. * Full documentation here : TO BE ENTERED
  61554. */
  61555. export class PointsCloudSystem implements IDisposable {
  61556. /**
  61557. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  61558. * Example : var p = SPS.particles[i];
  61559. */
  61560. particles: CloudPoint[];
  61561. /**
  61562. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  61563. */
  61564. nbParticles: number;
  61565. /**
  61566. * This a counter for your own usage. It's not set by any SPS functions.
  61567. */
  61568. counter: number;
  61569. /**
  61570. * The PCS name. This name is also given to the underlying mesh.
  61571. */
  61572. name: string;
  61573. /**
  61574. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  61575. */
  61576. mesh: Mesh;
  61577. /**
  61578. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  61579. * Please read :
  61580. */
  61581. vars: any;
  61582. /**
  61583. * @hidden
  61584. */
  61585. _size: number;
  61586. private _scene;
  61587. private _promises;
  61588. private _positions;
  61589. private _indices;
  61590. private _normals;
  61591. private _colors;
  61592. private _uvs;
  61593. private _indices32;
  61594. private _positions32;
  61595. private _colors32;
  61596. private _uvs32;
  61597. private _updatable;
  61598. private _isVisibilityBoxLocked;
  61599. private _alwaysVisible;
  61600. private _groups;
  61601. private _groupCounter;
  61602. private _computeParticleColor;
  61603. private _computeParticleTexture;
  61604. private _computeParticleRotation;
  61605. private _computeBoundingBox;
  61606. private _isReady;
  61607. /**
  61608. * Creates a PCS (Points Cloud System) object
  61609. * @param name (String) is the PCS name, this will be the underlying mesh name
  61610. * @param pointSize (number) is the size for each point
  61611. * @param scene (Scene) is the scene in which the PCS is added
  61612. * @param options defines the options of the PCS e.g.
  61613. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  61614. */
  61615. constructor(name: string, pointSize: number, scene: Scene, options?: {
  61616. updatable?: boolean;
  61617. });
  61618. /**
  61619. * Builds the PCS underlying mesh. Returns a standard Mesh.
  61620. * If no points were added to the PCS, the returned mesh is just a single point.
  61621. * @returns a promise for the created mesh
  61622. */
  61623. buildMeshAsync(): Promise<Mesh>;
  61624. /**
  61625. * @hidden
  61626. */
  61627. private _buildMesh;
  61628. private _addParticle;
  61629. private _randomUnitVector;
  61630. private _getColorIndicesForCoord;
  61631. private _setPointsColorOrUV;
  61632. private _colorFromTexture;
  61633. private _calculateDensity;
  61634. /**
  61635. * Adds points to the PCS in random positions within a unit sphere
  61636. * @param nb (positive integer) the number of particles to be created from this model
  61637. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  61638. * @returns the number of groups in the system
  61639. */
  61640. addPoints(nb: number, pointFunction?: any): number;
  61641. /**
  61642. * Adds points to the PCS from the surface of the model shape
  61643. * @param mesh is any Mesh object that will be used as a surface model for the points
  61644. * @param nb (positive integer) the number of particles to be created from this model
  61645. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  61646. * @param color (color3) to be used when colorWith is stated
  61647. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61648. * @returns the number of groups in the system
  61649. */
  61650. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61651. /**
  61652. * Adds points to the PCS inside the model shape
  61653. * @param mesh is any Mesh object that will be used as a surface model for the points
  61654. * @param nb (positive integer) the number of particles to be created from this model
  61655. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  61656. * @param color (color4) to be used when colorWith is stated
  61657. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61658. * @returns the number of groups in the system
  61659. */
  61660. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61661. /**
  61662. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  61663. * This method calls `updateParticle()` for each particle of the SPS.
  61664. * For an animated SPS, it is usually called within the render loop.
  61665. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  61666. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  61667. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  61668. * @returns the PCS.
  61669. */
  61670. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  61671. /**
  61672. * Disposes the PCS.
  61673. */
  61674. dispose(): void;
  61675. /**
  61676. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  61677. * doc :
  61678. * @returns the PCS.
  61679. */
  61680. refreshVisibleSize(): PointsCloudSystem;
  61681. /**
  61682. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  61683. * @param size the size (float) of the visibility box
  61684. * note : this doesn't lock the PCS mesh bounding box.
  61685. * doc :
  61686. */
  61687. setVisibilityBox(size: number): void;
  61688. /**
  61689. * Gets whether the PCS is always visible or not
  61690. * doc :
  61691. */
  61692. /**
  61693. * Sets the PCS as always visible or not
  61694. * doc :
  61695. */
  61696. isAlwaysVisible: boolean;
  61697. /**
  61698. * Tells to `setParticles()` to compute the particle rotations or not
  61699. * Default value : false. The PCS is faster when it's set to false
  61700. * Note : particle rotations are only applied to parent particles
  61701. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  61702. */
  61703. computeParticleRotation: boolean;
  61704. /**
  61705. * Tells to `setParticles()` to compute the particle colors or not.
  61706. * Default value : true. The PCS is faster when it's set to false.
  61707. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61708. */
  61709. /**
  61710. * Gets if `setParticles()` computes the particle colors or not.
  61711. * Default value : false. The PCS is faster when it's set to false.
  61712. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61713. */
  61714. computeParticleColor: boolean;
  61715. /**
  61716. * Gets if `setParticles()` computes the particle textures or not.
  61717. * Default value : false. The PCS is faster when it's set to false.
  61718. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  61719. */
  61720. computeParticleTexture: boolean;
  61721. /**
  61722. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  61723. */
  61724. /**
  61725. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  61726. */
  61727. computeBoundingBox: boolean;
  61728. /**
  61729. * This function does nothing. It may be overwritten to set all the particle first values.
  61730. * The PCS doesn't call this function, you may have to call it by your own.
  61731. * doc :
  61732. */
  61733. initParticles(): void;
  61734. /**
  61735. * This function does nothing. It may be overwritten to recycle a particle
  61736. * The PCS doesn't call this function, you can to call it
  61737. * doc :
  61738. * @param particle The particle to recycle
  61739. * @returns the recycled particle
  61740. */
  61741. recycleParticle(particle: CloudPoint): CloudPoint;
  61742. /**
  61743. * Updates a particle : this function should be overwritten by the user.
  61744. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  61745. * doc :
  61746. * @example : just set a particle position or velocity and recycle conditions
  61747. * @param particle The particle to update
  61748. * @returns the updated particle
  61749. */
  61750. updateParticle(particle: CloudPoint): CloudPoint;
  61751. /**
  61752. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  61753. * This does nothing and may be overwritten by the user.
  61754. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61755. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61756. * @param update the boolean update value actually passed to setParticles()
  61757. */
  61758. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61759. /**
  61760. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  61761. * This will be passed three parameters.
  61762. * This does nothing and may be overwritten by the user.
  61763. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61764. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61765. * @param update the boolean update value actually passed to setParticles()
  61766. */
  61767. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61768. }
  61769. }
  61770. declare module "babylonjs/Particles/cloudPoint" {
  61771. import { Nullable } from "babylonjs/types";
  61772. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  61773. import { Mesh } from "babylonjs/Meshes/mesh";
  61774. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  61775. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  61776. /**
  61777. * Represents one particle of a points cloud system.
  61778. */
  61779. export class CloudPoint {
  61780. /**
  61781. * particle global index
  61782. */
  61783. idx: number;
  61784. /**
  61785. * The color of the particle
  61786. */
  61787. color: Nullable<Color4>;
  61788. /**
  61789. * The world space position of the particle.
  61790. */
  61791. position: Vector3;
  61792. /**
  61793. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  61794. */
  61795. rotation: Vector3;
  61796. /**
  61797. * The world space rotation quaternion of the particle.
  61798. */
  61799. rotationQuaternion: Nullable<Quaternion>;
  61800. /**
  61801. * The uv of the particle.
  61802. */
  61803. uv: Nullable<Vector2>;
  61804. /**
  61805. * The current speed of the particle.
  61806. */
  61807. velocity: Vector3;
  61808. /**
  61809. * The pivot point in the particle local space.
  61810. */
  61811. pivot: Vector3;
  61812. /**
  61813. * Must the particle be translated from its pivot point in its local space ?
  61814. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  61815. * Default : false
  61816. */
  61817. translateFromPivot: boolean;
  61818. /**
  61819. * Index of this particle in the global "positions" array (Internal use)
  61820. * @hidden
  61821. */
  61822. _pos: number;
  61823. /**
  61824. * @hidden Index of this particle in the global "indices" array (Internal use)
  61825. */
  61826. _ind: number;
  61827. /**
  61828. * Group this particle belongs to
  61829. */
  61830. _group: PointsGroup;
  61831. /**
  61832. * Group id of this particle
  61833. */
  61834. groupId: number;
  61835. /**
  61836. * Index of the particle in its group id (Internal use)
  61837. */
  61838. idxInGroup: number;
  61839. /**
  61840. * @hidden Particle BoundingInfo object (Internal use)
  61841. */
  61842. _boundingInfo: BoundingInfo;
  61843. /**
  61844. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  61845. */
  61846. _pcs: PointsCloudSystem;
  61847. /**
  61848. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  61849. */
  61850. _stillInvisible: boolean;
  61851. /**
  61852. * @hidden Last computed particle rotation matrix
  61853. */
  61854. _rotationMatrix: number[];
  61855. /**
  61856. * Parent particle Id, if any.
  61857. * Default null.
  61858. */
  61859. parentId: Nullable<number>;
  61860. /**
  61861. * @hidden Internal global position in the PCS.
  61862. */
  61863. _globalPosition: Vector3;
  61864. /**
  61865. * Creates a Point Cloud object.
  61866. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  61867. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  61868. * @param group (PointsGroup) is the group the particle belongs to
  61869. * @param groupId (integer) is the group identifier in the PCS.
  61870. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  61871. * @param pcs defines the PCS it is associated to
  61872. */
  61873. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  61874. /**
  61875. * get point size
  61876. */
  61877. /**
  61878. * Set point size
  61879. */
  61880. size: Vector3;
  61881. /**
  61882. * Legacy support, changed quaternion to rotationQuaternion
  61883. */
  61884. /**
  61885. * Legacy support, changed quaternion to rotationQuaternion
  61886. */
  61887. quaternion: Nullable<Quaternion>;
  61888. /**
  61889. * Returns a boolean. True if the particle intersects a mesh, else false
  61890. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  61891. * @param target is the object (point or mesh) what the intersection is computed against
  61892. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  61893. * @returns true if it intersects
  61894. */
  61895. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  61896. /**
  61897. * get the rotation matrix of the particle
  61898. * @hidden
  61899. */
  61900. getRotationMatrix(m: Matrix): void;
  61901. }
  61902. /**
  61903. * Represents a group of points in a points cloud system
  61904. * * PCS internal tool, don't use it manually.
  61905. */
  61906. export class PointsGroup {
  61907. /**
  61908. * The group id
  61909. * @hidden
  61910. */
  61911. groupID: number;
  61912. /**
  61913. * image data for group (internal use)
  61914. * @hidden
  61915. */
  61916. _groupImageData: Nullable<ArrayBufferView>;
  61917. /**
  61918. * Image Width (internal use)
  61919. * @hidden
  61920. */
  61921. _groupImgWidth: number;
  61922. /**
  61923. * Image Height (internal use)
  61924. * @hidden
  61925. */
  61926. _groupImgHeight: number;
  61927. /**
  61928. * Custom position function (internal use)
  61929. * @hidden
  61930. */
  61931. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  61932. /**
  61933. * density per facet for surface points
  61934. * @hidden
  61935. */
  61936. _groupDensity: number[];
  61937. /**
  61938. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  61939. * PCS internal tool, don't use it manually.
  61940. * @hidden
  61941. */
  61942. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  61943. }
  61944. }
  61945. declare module "babylonjs/Particles/index" {
  61946. export * from "babylonjs/Particles/baseParticleSystem";
  61947. export * from "babylonjs/Particles/EmitterTypes/index";
  61948. export * from "babylonjs/Particles/gpuParticleSystem";
  61949. export * from "babylonjs/Particles/IParticleSystem";
  61950. export * from "babylonjs/Particles/particle";
  61951. export * from "babylonjs/Particles/particleHelper";
  61952. export * from "babylonjs/Particles/particleSystem";
  61953. export * from "babylonjs/Particles/particleSystemComponent";
  61954. export * from "babylonjs/Particles/particleSystemSet";
  61955. export * from "babylonjs/Particles/solidParticle";
  61956. export * from "babylonjs/Particles/solidParticleSystem";
  61957. export * from "babylonjs/Particles/cloudPoint";
  61958. export * from "babylonjs/Particles/pointsCloudSystem";
  61959. export * from "babylonjs/Particles/subEmitter";
  61960. }
  61961. declare module "babylonjs/Physics/physicsEngineComponent" {
  61962. import { Nullable } from "babylonjs/types";
  61963. import { Observable, Observer } from "babylonjs/Misc/observable";
  61964. import { Vector3 } from "babylonjs/Maths/math.vector";
  61965. import { Mesh } from "babylonjs/Meshes/mesh";
  61966. import { ISceneComponent } from "babylonjs/sceneComponent";
  61967. import { Scene } from "babylonjs/scene";
  61968. import { Node } from "babylonjs/node";
  61969. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  61970. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  61971. module "babylonjs/scene" {
  61972. interface Scene {
  61973. /** @hidden (Backing field) */
  61974. _physicsEngine: Nullable<IPhysicsEngine>;
  61975. /**
  61976. * Gets the current physics engine
  61977. * @returns a IPhysicsEngine or null if none attached
  61978. */
  61979. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  61980. /**
  61981. * Enables physics to the current scene
  61982. * @param gravity defines the scene's gravity for the physics engine
  61983. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  61984. * @return a boolean indicating if the physics engine was initialized
  61985. */
  61986. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  61987. /**
  61988. * Disables and disposes the physics engine associated with the scene
  61989. */
  61990. disablePhysicsEngine(): void;
  61991. /**
  61992. * Gets a boolean indicating if there is an active physics engine
  61993. * @returns a boolean indicating if there is an active physics engine
  61994. */
  61995. isPhysicsEnabled(): boolean;
  61996. /**
  61997. * Deletes a physics compound impostor
  61998. * @param compound defines the compound to delete
  61999. */
  62000. deleteCompoundImpostor(compound: any): void;
  62001. /**
  62002. * An event triggered when physic simulation is about to be run
  62003. */
  62004. onBeforePhysicsObservable: Observable<Scene>;
  62005. /**
  62006. * An event triggered when physic simulation has been done
  62007. */
  62008. onAfterPhysicsObservable: Observable<Scene>;
  62009. }
  62010. }
  62011. module "babylonjs/Meshes/abstractMesh" {
  62012. interface AbstractMesh {
  62013. /** @hidden */
  62014. _physicsImpostor: Nullable<PhysicsImpostor>;
  62015. /**
  62016. * Gets or sets impostor used for physic simulation
  62017. * @see http://doc.babylonjs.com/features/physics_engine
  62018. */
  62019. physicsImpostor: Nullable<PhysicsImpostor>;
  62020. /**
  62021. * Gets the current physics impostor
  62022. * @see http://doc.babylonjs.com/features/physics_engine
  62023. * @returns a physics impostor or null
  62024. */
  62025. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62026. /** Apply a physic impulse to the mesh
  62027. * @param force defines the force to apply
  62028. * @param contactPoint defines where to apply the force
  62029. * @returns the current mesh
  62030. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62031. */
  62032. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62033. /**
  62034. * Creates a physic joint between two meshes
  62035. * @param otherMesh defines the other mesh to use
  62036. * @param pivot1 defines the pivot to use on this mesh
  62037. * @param pivot2 defines the pivot to use on the other mesh
  62038. * @param options defines additional options (can be plugin dependent)
  62039. * @returns the current mesh
  62040. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62041. */
  62042. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62043. /** @hidden */
  62044. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62045. }
  62046. }
  62047. /**
  62048. * Defines the physics engine scene component responsible to manage a physics engine
  62049. */
  62050. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62051. /**
  62052. * The component name helpful to identify the component in the list of scene components.
  62053. */
  62054. readonly name: string;
  62055. /**
  62056. * The scene the component belongs to.
  62057. */
  62058. scene: Scene;
  62059. /**
  62060. * Creates a new instance of the component for the given scene
  62061. * @param scene Defines the scene to register the component in
  62062. */
  62063. constructor(scene: Scene);
  62064. /**
  62065. * Registers the component in a given scene
  62066. */
  62067. register(): void;
  62068. /**
  62069. * Rebuilds the elements related to this component in case of
  62070. * context lost for instance.
  62071. */
  62072. rebuild(): void;
  62073. /**
  62074. * Disposes the component and the associated ressources
  62075. */
  62076. dispose(): void;
  62077. }
  62078. }
  62079. declare module "babylonjs/Physics/physicsHelper" {
  62080. import { Nullable } from "babylonjs/types";
  62081. import { Vector3 } from "babylonjs/Maths/math.vector";
  62082. import { Mesh } from "babylonjs/Meshes/mesh";
  62083. import { Scene } from "babylonjs/scene";
  62084. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62085. /**
  62086. * A helper for physics simulations
  62087. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62088. */
  62089. export class PhysicsHelper {
  62090. private _scene;
  62091. private _physicsEngine;
  62092. /**
  62093. * Initializes the Physics helper
  62094. * @param scene Babylon.js scene
  62095. */
  62096. constructor(scene: Scene);
  62097. /**
  62098. * Applies a radial explosion impulse
  62099. * @param origin the origin of the explosion
  62100. * @param radiusOrEventOptions the radius or the options of radial explosion
  62101. * @param strength the explosion strength
  62102. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62103. * @returns A physics radial explosion event, or null
  62104. */
  62105. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62106. /**
  62107. * Applies a radial explosion force
  62108. * @param origin the origin of the explosion
  62109. * @param radiusOrEventOptions the radius or the options of radial explosion
  62110. * @param strength the explosion strength
  62111. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62112. * @returns A physics radial explosion event, or null
  62113. */
  62114. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62115. /**
  62116. * Creates a gravitational field
  62117. * @param origin the origin of the explosion
  62118. * @param radiusOrEventOptions the radius or the options of radial explosion
  62119. * @param strength the explosion strength
  62120. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62121. * @returns A physics gravitational field event, or null
  62122. */
  62123. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62124. /**
  62125. * Creates a physics updraft event
  62126. * @param origin the origin of the updraft
  62127. * @param radiusOrEventOptions the radius or the options of the updraft
  62128. * @param strength the strength of the updraft
  62129. * @param height the height of the updraft
  62130. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62131. * @returns A physics updraft event, or null
  62132. */
  62133. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62134. /**
  62135. * Creates a physics vortex event
  62136. * @param origin the of the vortex
  62137. * @param radiusOrEventOptions the radius or the options of the vortex
  62138. * @param strength the strength of the vortex
  62139. * @param height the height of the vortex
  62140. * @returns a Physics vortex event, or null
  62141. * A physics vortex event or null
  62142. */
  62143. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62144. }
  62145. /**
  62146. * Represents a physics radial explosion event
  62147. */
  62148. class PhysicsRadialExplosionEvent {
  62149. private _scene;
  62150. private _options;
  62151. private _sphere;
  62152. private _dataFetched;
  62153. /**
  62154. * Initializes a radial explosioin event
  62155. * @param _scene BabylonJS scene
  62156. * @param _options The options for the vortex event
  62157. */
  62158. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62159. /**
  62160. * Returns the data related to the radial explosion event (sphere).
  62161. * @returns The radial explosion event data
  62162. */
  62163. getData(): PhysicsRadialExplosionEventData;
  62164. /**
  62165. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62166. * @param impostor A physics imposter
  62167. * @param origin the origin of the explosion
  62168. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62169. */
  62170. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62171. /**
  62172. * Triggers affecterd impostors callbacks
  62173. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62174. */
  62175. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62176. /**
  62177. * Disposes the sphere.
  62178. * @param force Specifies if the sphere should be disposed by force
  62179. */
  62180. dispose(force?: boolean): void;
  62181. /*** Helpers ***/
  62182. private _prepareSphere;
  62183. private _intersectsWithSphere;
  62184. }
  62185. /**
  62186. * Represents a gravitational field event
  62187. */
  62188. class PhysicsGravitationalFieldEvent {
  62189. private _physicsHelper;
  62190. private _scene;
  62191. private _origin;
  62192. private _options;
  62193. private _tickCallback;
  62194. private _sphere;
  62195. private _dataFetched;
  62196. /**
  62197. * Initializes the physics gravitational field event
  62198. * @param _physicsHelper A physics helper
  62199. * @param _scene BabylonJS scene
  62200. * @param _origin The origin position of the gravitational field event
  62201. * @param _options The options for the vortex event
  62202. */
  62203. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62204. /**
  62205. * Returns the data related to the gravitational field event (sphere).
  62206. * @returns A gravitational field event
  62207. */
  62208. getData(): PhysicsGravitationalFieldEventData;
  62209. /**
  62210. * Enables the gravitational field.
  62211. */
  62212. enable(): void;
  62213. /**
  62214. * Disables the gravitational field.
  62215. */
  62216. disable(): void;
  62217. /**
  62218. * Disposes the sphere.
  62219. * @param force The force to dispose from the gravitational field event
  62220. */
  62221. dispose(force?: boolean): void;
  62222. private _tick;
  62223. }
  62224. /**
  62225. * Represents a physics updraft event
  62226. */
  62227. class PhysicsUpdraftEvent {
  62228. private _scene;
  62229. private _origin;
  62230. private _options;
  62231. private _physicsEngine;
  62232. private _originTop;
  62233. private _originDirection;
  62234. private _tickCallback;
  62235. private _cylinder;
  62236. private _cylinderPosition;
  62237. private _dataFetched;
  62238. /**
  62239. * Initializes the physics updraft event
  62240. * @param _scene BabylonJS scene
  62241. * @param _origin The origin position of the updraft
  62242. * @param _options The options for the updraft event
  62243. */
  62244. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62245. /**
  62246. * Returns the data related to the updraft event (cylinder).
  62247. * @returns A physics updraft event
  62248. */
  62249. getData(): PhysicsUpdraftEventData;
  62250. /**
  62251. * Enables the updraft.
  62252. */
  62253. enable(): void;
  62254. /**
  62255. * Disables the updraft.
  62256. */
  62257. disable(): void;
  62258. /**
  62259. * Disposes the cylinder.
  62260. * @param force Specifies if the updraft should be disposed by force
  62261. */
  62262. dispose(force?: boolean): void;
  62263. private getImpostorHitData;
  62264. private _tick;
  62265. /*** Helpers ***/
  62266. private _prepareCylinder;
  62267. private _intersectsWithCylinder;
  62268. }
  62269. /**
  62270. * Represents a physics vortex event
  62271. */
  62272. class PhysicsVortexEvent {
  62273. private _scene;
  62274. private _origin;
  62275. private _options;
  62276. private _physicsEngine;
  62277. private _originTop;
  62278. private _tickCallback;
  62279. private _cylinder;
  62280. private _cylinderPosition;
  62281. private _dataFetched;
  62282. /**
  62283. * Initializes the physics vortex event
  62284. * @param _scene The BabylonJS scene
  62285. * @param _origin The origin position of the vortex
  62286. * @param _options The options for the vortex event
  62287. */
  62288. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62289. /**
  62290. * Returns the data related to the vortex event (cylinder).
  62291. * @returns The physics vortex event data
  62292. */
  62293. getData(): PhysicsVortexEventData;
  62294. /**
  62295. * Enables the vortex.
  62296. */
  62297. enable(): void;
  62298. /**
  62299. * Disables the cortex.
  62300. */
  62301. disable(): void;
  62302. /**
  62303. * Disposes the sphere.
  62304. * @param force
  62305. */
  62306. dispose(force?: boolean): void;
  62307. private getImpostorHitData;
  62308. private _tick;
  62309. /*** Helpers ***/
  62310. private _prepareCylinder;
  62311. private _intersectsWithCylinder;
  62312. }
  62313. /**
  62314. * Options fot the radial explosion event
  62315. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62316. */
  62317. export class PhysicsRadialExplosionEventOptions {
  62318. /**
  62319. * The radius of the sphere for the radial explosion.
  62320. */
  62321. radius: number;
  62322. /**
  62323. * The strenth of the explosion.
  62324. */
  62325. strength: number;
  62326. /**
  62327. * The strenght of the force in correspondence to the distance of the affected object
  62328. */
  62329. falloff: PhysicsRadialImpulseFalloff;
  62330. /**
  62331. * Sphere options for the radial explosion.
  62332. */
  62333. sphere: {
  62334. segments: number;
  62335. diameter: number;
  62336. };
  62337. /**
  62338. * Sphere options for the radial explosion.
  62339. */
  62340. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62341. }
  62342. /**
  62343. * Options fot the updraft event
  62344. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62345. */
  62346. export class PhysicsUpdraftEventOptions {
  62347. /**
  62348. * The radius of the cylinder for the vortex
  62349. */
  62350. radius: number;
  62351. /**
  62352. * The strenth of the updraft.
  62353. */
  62354. strength: number;
  62355. /**
  62356. * The height of the cylinder for the updraft.
  62357. */
  62358. height: number;
  62359. /**
  62360. * The mode for the the updraft.
  62361. */
  62362. updraftMode: PhysicsUpdraftMode;
  62363. }
  62364. /**
  62365. * Options fot the vortex event
  62366. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62367. */
  62368. export class PhysicsVortexEventOptions {
  62369. /**
  62370. * The radius of the cylinder for the vortex
  62371. */
  62372. radius: number;
  62373. /**
  62374. * The strenth of the vortex.
  62375. */
  62376. strength: number;
  62377. /**
  62378. * The height of the cylinder for the vortex.
  62379. */
  62380. height: number;
  62381. /**
  62382. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62383. */
  62384. centripetalForceThreshold: number;
  62385. /**
  62386. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62387. */
  62388. centripetalForceMultiplier: number;
  62389. /**
  62390. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62391. */
  62392. centrifugalForceMultiplier: number;
  62393. /**
  62394. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62395. */
  62396. updraftForceMultiplier: number;
  62397. }
  62398. /**
  62399. * The strenght of the force in correspondence to the distance of the affected object
  62400. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62401. */
  62402. export enum PhysicsRadialImpulseFalloff {
  62403. /** Defines that impulse is constant in strength across it's whole radius */
  62404. Constant = 0,
  62405. /** Defines that impulse gets weaker if it's further from the origin */
  62406. Linear = 1
  62407. }
  62408. /**
  62409. * The strength of the force in correspondence to the distance of the affected object
  62410. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62411. */
  62412. export enum PhysicsUpdraftMode {
  62413. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62414. Center = 0,
  62415. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62416. Perpendicular = 1
  62417. }
  62418. /**
  62419. * Interface for a physics hit data
  62420. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62421. */
  62422. export interface PhysicsHitData {
  62423. /**
  62424. * The force applied at the contact point
  62425. */
  62426. force: Vector3;
  62427. /**
  62428. * The contact point
  62429. */
  62430. contactPoint: Vector3;
  62431. /**
  62432. * The distance from the origin to the contact point
  62433. */
  62434. distanceFromOrigin: number;
  62435. }
  62436. /**
  62437. * Interface for radial explosion event data
  62438. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62439. */
  62440. export interface PhysicsRadialExplosionEventData {
  62441. /**
  62442. * A sphere used for the radial explosion event
  62443. */
  62444. sphere: Mesh;
  62445. }
  62446. /**
  62447. * Interface for gravitational field event data
  62448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62449. */
  62450. export interface PhysicsGravitationalFieldEventData {
  62451. /**
  62452. * A sphere mesh used for the gravitational field event
  62453. */
  62454. sphere: Mesh;
  62455. }
  62456. /**
  62457. * Interface for updraft event data
  62458. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62459. */
  62460. export interface PhysicsUpdraftEventData {
  62461. /**
  62462. * A cylinder used for the updraft event
  62463. */
  62464. cylinder: Mesh;
  62465. }
  62466. /**
  62467. * Interface for vortex event data
  62468. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62469. */
  62470. export interface PhysicsVortexEventData {
  62471. /**
  62472. * A cylinder used for the vortex event
  62473. */
  62474. cylinder: Mesh;
  62475. }
  62476. /**
  62477. * Interface for an affected physics impostor
  62478. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62479. */
  62480. export interface PhysicsAffectedImpostorWithData {
  62481. /**
  62482. * The impostor affected by the effect
  62483. */
  62484. impostor: PhysicsImpostor;
  62485. /**
  62486. * The data about the hit/horce from the explosion
  62487. */
  62488. hitData: PhysicsHitData;
  62489. }
  62490. }
  62491. declare module "babylonjs/Physics/Plugins/index" {
  62492. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62493. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  62494. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  62495. }
  62496. declare module "babylonjs/Physics/index" {
  62497. export * from "babylonjs/Physics/IPhysicsEngine";
  62498. export * from "babylonjs/Physics/physicsEngine";
  62499. export * from "babylonjs/Physics/physicsEngineComponent";
  62500. export * from "babylonjs/Physics/physicsHelper";
  62501. export * from "babylonjs/Physics/physicsImpostor";
  62502. export * from "babylonjs/Physics/physicsJoint";
  62503. export * from "babylonjs/Physics/Plugins/index";
  62504. }
  62505. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  62506. /** @hidden */
  62507. export var blackAndWhitePixelShader: {
  62508. name: string;
  62509. shader: string;
  62510. };
  62511. }
  62512. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  62513. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62514. import { Camera } from "babylonjs/Cameras/camera";
  62515. import { Engine } from "babylonjs/Engines/engine";
  62516. import "babylonjs/Shaders/blackAndWhite.fragment";
  62517. /**
  62518. * Post process used to render in black and white
  62519. */
  62520. export class BlackAndWhitePostProcess extends PostProcess {
  62521. /**
  62522. * Linear about to convert he result to black and white (default: 1)
  62523. */
  62524. degree: number;
  62525. /**
  62526. * Creates a black and white post process
  62527. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  62528. * @param name The name of the effect.
  62529. * @param options The required width/height ratio to downsize to before computing the render pass.
  62530. * @param camera The camera to apply the render pass to.
  62531. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62532. * @param engine The engine which the post process will be applied. (default: current engine)
  62533. * @param reusable If the post process can be reused on the same frame. (default: false)
  62534. */
  62535. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62536. }
  62537. }
  62538. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  62539. import { Nullable } from "babylonjs/types";
  62540. import { Camera } from "babylonjs/Cameras/camera";
  62541. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62542. import { Engine } from "babylonjs/Engines/engine";
  62543. /**
  62544. * This represents a set of one or more post processes in Babylon.
  62545. * A post process can be used to apply a shader to a texture after it is rendered.
  62546. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62547. */
  62548. export class PostProcessRenderEffect {
  62549. private _postProcesses;
  62550. private _getPostProcesses;
  62551. private _singleInstance;
  62552. private _cameras;
  62553. private _indicesForCamera;
  62554. /**
  62555. * Name of the effect
  62556. * @hidden
  62557. */
  62558. _name: string;
  62559. /**
  62560. * Instantiates a post process render effect.
  62561. * A post process can be used to apply a shader to a texture after it is rendered.
  62562. * @param engine The engine the effect is tied to
  62563. * @param name The name of the effect
  62564. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  62565. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  62566. */
  62567. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  62568. /**
  62569. * Checks if all the post processes in the effect are supported.
  62570. */
  62571. readonly isSupported: boolean;
  62572. /**
  62573. * Updates the current state of the effect
  62574. * @hidden
  62575. */
  62576. _update(): void;
  62577. /**
  62578. * Attaches the effect on cameras
  62579. * @param cameras The camera to attach to.
  62580. * @hidden
  62581. */
  62582. _attachCameras(cameras: Camera): void;
  62583. /**
  62584. * Attaches the effect on cameras
  62585. * @param cameras The camera to attach to.
  62586. * @hidden
  62587. */
  62588. _attachCameras(cameras: Camera[]): void;
  62589. /**
  62590. * Detaches the effect on cameras
  62591. * @param cameras The camera to detatch from.
  62592. * @hidden
  62593. */
  62594. _detachCameras(cameras: Camera): void;
  62595. /**
  62596. * Detatches the effect on cameras
  62597. * @param cameras The camera to detatch from.
  62598. * @hidden
  62599. */
  62600. _detachCameras(cameras: Camera[]): void;
  62601. /**
  62602. * Enables the effect on given cameras
  62603. * @param cameras The camera to enable.
  62604. * @hidden
  62605. */
  62606. _enable(cameras: Camera): void;
  62607. /**
  62608. * Enables the effect on given cameras
  62609. * @param cameras The camera to enable.
  62610. * @hidden
  62611. */
  62612. _enable(cameras: Nullable<Camera[]>): void;
  62613. /**
  62614. * Disables the effect on the given cameras
  62615. * @param cameras The camera to disable.
  62616. * @hidden
  62617. */
  62618. _disable(cameras: Camera): void;
  62619. /**
  62620. * Disables the effect on the given cameras
  62621. * @param cameras The camera to disable.
  62622. * @hidden
  62623. */
  62624. _disable(cameras: Nullable<Camera[]>): void;
  62625. /**
  62626. * Gets a list of the post processes contained in the effect.
  62627. * @param camera The camera to get the post processes on.
  62628. * @returns The list of the post processes in the effect.
  62629. */
  62630. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  62631. }
  62632. }
  62633. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  62634. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62635. /** @hidden */
  62636. export var extractHighlightsPixelShader: {
  62637. name: string;
  62638. shader: string;
  62639. };
  62640. }
  62641. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  62642. import { Nullable } from "babylonjs/types";
  62643. import { Camera } from "babylonjs/Cameras/camera";
  62644. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62645. import { Engine } from "babylonjs/Engines/engine";
  62646. import "babylonjs/Shaders/extractHighlights.fragment";
  62647. /**
  62648. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  62649. */
  62650. export class ExtractHighlightsPostProcess extends PostProcess {
  62651. /**
  62652. * The luminance threshold, pixels below this value will be set to black.
  62653. */
  62654. threshold: number;
  62655. /** @hidden */
  62656. _exposure: number;
  62657. /**
  62658. * Post process which has the input texture to be used when performing highlight extraction
  62659. * @hidden
  62660. */
  62661. _inputPostProcess: Nullable<PostProcess>;
  62662. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62663. }
  62664. }
  62665. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  62666. /** @hidden */
  62667. export var bloomMergePixelShader: {
  62668. name: string;
  62669. shader: string;
  62670. };
  62671. }
  62672. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  62673. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62674. import { Nullable } from "babylonjs/types";
  62675. import { Engine } from "babylonjs/Engines/engine";
  62676. import { Camera } from "babylonjs/Cameras/camera";
  62677. import "babylonjs/Shaders/bloomMerge.fragment";
  62678. /**
  62679. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  62680. */
  62681. export class BloomMergePostProcess extends PostProcess {
  62682. /** Weight of the bloom to be added to the original input. */
  62683. weight: number;
  62684. /**
  62685. * Creates a new instance of @see BloomMergePostProcess
  62686. * @param name The name of the effect.
  62687. * @param originalFromInput Post process which's input will be used for the merge.
  62688. * @param blurred Blurred highlights post process which's output will be used.
  62689. * @param weight Weight of the bloom to be added to the original input.
  62690. * @param options The required width/height ratio to downsize to before computing the render pass.
  62691. * @param camera The camera to apply the render pass to.
  62692. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62693. * @param engine The engine which the post process will be applied. (default: current engine)
  62694. * @param reusable If the post process can be reused on the same frame. (default: false)
  62695. * @param textureType Type of textures used when performing the post process. (default: 0)
  62696. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  62697. */
  62698. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  62699. /** Weight of the bloom to be added to the original input. */
  62700. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62701. }
  62702. }
  62703. declare module "babylonjs/PostProcesses/bloomEffect" {
  62704. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62705. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62706. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62707. import { Camera } from "babylonjs/Cameras/camera";
  62708. import { Scene } from "babylonjs/scene";
  62709. /**
  62710. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  62711. */
  62712. export class BloomEffect extends PostProcessRenderEffect {
  62713. private bloomScale;
  62714. /**
  62715. * @hidden Internal
  62716. */
  62717. _effects: Array<PostProcess>;
  62718. /**
  62719. * @hidden Internal
  62720. */
  62721. _downscale: ExtractHighlightsPostProcess;
  62722. private _blurX;
  62723. private _blurY;
  62724. private _merge;
  62725. /**
  62726. * The luminance threshold to find bright areas of the image to bloom.
  62727. */
  62728. threshold: number;
  62729. /**
  62730. * The strength of the bloom.
  62731. */
  62732. weight: number;
  62733. /**
  62734. * Specifies the size of the bloom blur kernel, relative to the final output size
  62735. */
  62736. kernel: number;
  62737. /**
  62738. * Creates a new instance of @see BloomEffect
  62739. * @param scene The scene the effect belongs to.
  62740. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  62741. * @param bloomKernel The size of the kernel to be used when applying the blur.
  62742. * @param bloomWeight The the strength of bloom.
  62743. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  62744. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  62745. */
  62746. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  62747. /**
  62748. * Disposes each of the internal effects for a given camera.
  62749. * @param camera The camera to dispose the effect on.
  62750. */
  62751. disposeEffects(camera: Camera): void;
  62752. /**
  62753. * @hidden Internal
  62754. */
  62755. _updateEffects(): void;
  62756. /**
  62757. * Internal
  62758. * @returns if all the contained post processes are ready.
  62759. * @hidden
  62760. */
  62761. _isReady(): boolean;
  62762. }
  62763. }
  62764. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  62765. /** @hidden */
  62766. export var chromaticAberrationPixelShader: {
  62767. name: string;
  62768. shader: string;
  62769. };
  62770. }
  62771. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  62772. import { Vector2 } from "babylonjs/Maths/math.vector";
  62773. import { Nullable } from "babylonjs/types";
  62774. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62775. import { Camera } from "babylonjs/Cameras/camera";
  62776. import { Engine } from "babylonjs/Engines/engine";
  62777. import "babylonjs/Shaders/chromaticAberration.fragment";
  62778. /**
  62779. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  62780. */
  62781. export class ChromaticAberrationPostProcess extends PostProcess {
  62782. /**
  62783. * The amount of seperation of rgb channels (default: 30)
  62784. */
  62785. aberrationAmount: number;
  62786. /**
  62787. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  62788. */
  62789. radialIntensity: number;
  62790. /**
  62791. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  62792. */
  62793. direction: Vector2;
  62794. /**
  62795. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  62796. */
  62797. centerPosition: Vector2;
  62798. /**
  62799. * Creates a new instance ChromaticAberrationPostProcess
  62800. * @param name The name of the effect.
  62801. * @param screenWidth The width of the screen to apply the effect on.
  62802. * @param screenHeight The height of the screen to apply the effect on.
  62803. * @param options The required width/height ratio to downsize to before computing the render pass.
  62804. * @param camera The camera to apply the render pass to.
  62805. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62806. * @param engine The engine which the post process will be applied. (default: current engine)
  62807. * @param reusable If the post process can be reused on the same frame. (default: false)
  62808. * @param textureType Type of textures used when performing the post process. (default: 0)
  62809. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  62810. */
  62811. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62812. }
  62813. }
  62814. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  62815. /** @hidden */
  62816. export var circleOfConfusionPixelShader: {
  62817. name: string;
  62818. shader: string;
  62819. };
  62820. }
  62821. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  62822. import { Nullable } from "babylonjs/types";
  62823. import { Engine } from "babylonjs/Engines/engine";
  62824. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62826. import { Camera } from "babylonjs/Cameras/camera";
  62827. import "babylonjs/Shaders/circleOfConfusion.fragment";
  62828. /**
  62829. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  62830. */
  62831. export class CircleOfConfusionPostProcess extends PostProcess {
  62832. /**
  62833. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  62834. */
  62835. lensSize: number;
  62836. /**
  62837. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  62838. */
  62839. fStop: number;
  62840. /**
  62841. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  62842. */
  62843. focusDistance: number;
  62844. /**
  62845. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  62846. */
  62847. focalLength: number;
  62848. private _depthTexture;
  62849. /**
  62850. * Creates a new instance CircleOfConfusionPostProcess
  62851. * @param name The name of the effect.
  62852. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  62853. * @param options The required width/height ratio to downsize to before computing the render pass.
  62854. * @param camera The camera to apply the render pass to.
  62855. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62856. * @param engine The engine which the post process will be applied. (default: current engine)
  62857. * @param reusable If the post process can be reused on the same frame. (default: false)
  62858. * @param textureType Type of textures used when performing the post process. (default: 0)
  62859. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  62860. */
  62861. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62862. /**
  62863. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  62864. */
  62865. depthTexture: RenderTargetTexture;
  62866. }
  62867. }
  62868. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  62869. /** @hidden */
  62870. export var colorCorrectionPixelShader: {
  62871. name: string;
  62872. shader: string;
  62873. };
  62874. }
  62875. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  62876. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62877. import { Engine } from "babylonjs/Engines/engine";
  62878. import { Camera } from "babylonjs/Cameras/camera";
  62879. import "babylonjs/Shaders/colorCorrection.fragment";
  62880. /**
  62881. *
  62882. * This post-process allows the modification of rendered colors by using
  62883. * a 'look-up table' (LUT). This effect is also called Color Grading.
  62884. *
  62885. * The object needs to be provided an url to a texture containing the color
  62886. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  62887. * Use an image editing software to tweak the LUT to match your needs.
  62888. *
  62889. * For an example of a color LUT, see here:
  62890. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  62891. * For explanations on color grading, see here:
  62892. * @see http://udn.epicgames.com/Three/ColorGrading.html
  62893. *
  62894. */
  62895. export class ColorCorrectionPostProcess extends PostProcess {
  62896. private _colorTableTexture;
  62897. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62898. }
  62899. }
  62900. declare module "babylonjs/Shaders/convolution.fragment" {
  62901. /** @hidden */
  62902. export var convolutionPixelShader: {
  62903. name: string;
  62904. shader: string;
  62905. };
  62906. }
  62907. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  62908. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62909. import { Nullable } from "babylonjs/types";
  62910. import { Camera } from "babylonjs/Cameras/camera";
  62911. import { Engine } from "babylonjs/Engines/engine";
  62912. import "babylonjs/Shaders/convolution.fragment";
  62913. /**
  62914. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  62915. * input texture to perform effects such as edge detection or sharpening
  62916. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  62917. */
  62918. export class ConvolutionPostProcess extends PostProcess {
  62919. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  62920. kernel: number[];
  62921. /**
  62922. * Creates a new instance ConvolutionPostProcess
  62923. * @param name The name of the effect.
  62924. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  62925. * @param options The required width/height ratio to downsize to before computing the render pass.
  62926. * @param camera The camera to apply the render pass to.
  62927. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62928. * @param engine The engine which the post process will be applied. (default: current engine)
  62929. * @param reusable If the post process can be reused on the same frame. (default: false)
  62930. * @param textureType Type of textures used when performing the post process. (default: 0)
  62931. */
  62932. constructor(name: string,
  62933. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  62934. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  62935. /**
  62936. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62937. */
  62938. static EdgeDetect0Kernel: number[];
  62939. /**
  62940. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62941. */
  62942. static EdgeDetect1Kernel: number[];
  62943. /**
  62944. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62945. */
  62946. static EdgeDetect2Kernel: number[];
  62947. /**
  62948. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62949. */
  62950. static SharpenKernel: number[];
  62951. /**
  62952. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62953. */
  62954. static EmbossKernel: number[];
  62955. /**
  62956. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62957. */
  62958. static GaussianKernel: number[];
  62959. }
  62960. }
  62961. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  62962. import { Nullable } from "babylonjs/types";
  62963. import { Vector2 } from "babylonjs/Maths/math.vector";
  62964. import { Camera } from "babylonjs/Cameras/camera";
  62965. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62966. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62967. import { Engine } from "babylonjs/Engines/engine";
  62968. import { Scene } from "babylonjs/scene";
  62969. /**
  62970. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  62971. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  62972. * based on samples that have a large difference in distance than the center pixel.
  62973. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  62974. */
  62975. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  62976. direction: Vector2;
  62977. /**
  62978. * Creates a new instance CircleOfConfusionPostProcess
  62979. * @param name The name of the effect.
  62980. * @param scene The scene the effect belongs to.
  62981. * @param direction The direction the blur should be applied.
  62982. * @param kernel The size of the kernel used to blur.
  62983. * @param options The required width/height ratio to downsize to before computing the render pass.
  62984. * @param camera The camera to apply the render pass to.
  62985. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  62986. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  62987. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62988. * @param engine The engine which the post process will be applied. (default: current engine)
  62989. * @param reusable If the post process can be reused on the same frame. (default: false)
  62990. * @param textureType Type of textures used when performing the post process. (default: 0)
  62991. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  62992. */
  62993. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62994. }
  62995. }
  62996. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  62997. /** @hidden */
  62998. export var depthOfFieldMergePixelShader: {
  62999. name: string;
  63000. shader: string;
  63001. };
  63002. }
  63003. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63004. import { Nullable } from "babylonjs/types";
  63005. import { Camera } from "babylonjs/Cameras/camera";
  63006. import { Effect } from "babylonjs/Materials/effect";
  63007. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63008. import { Engine } from "babylonjs/Engines/engine";
  63009. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63010. /**
  63011. * Options to be set when merging outputs from the default pipeline.
  63012. */
  63013. export class DepthOfFieldMergePostProcessOptions {
  63014. /**
  63015. * The original image to merge on top of
  63016. */
  63017. originalFromInput: PostProcess;
  63018. /**
  63019. * Parameters to perform the merge of the depth of field effect
  63020. */
  63021. depthOfField?: {
  63022. circleOfConfusion: PostProcess;
  63023. blurSteps: Array<PostProcess>;
  63024. };
  63025. /**
  63026. * Parameters to perform the merge of bloom effect
  63027. */
  63028. bloom?: {
  63029. blurred: PostProcess;
  63030. weight: number;
  63031. };
  63032. }
  63033. /**
  63034. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63035. */
  63036. export class DepthOfFieldMergePostProcess extends PostProcess {
  63037. private blurSteps;
  63038. /**
  63039. * Creates a new instance of DepthOfFieldMergePostProcess
  63040. * @param name The name of the effect.
  63041. * @param originalFromInput Post process which's input will be used for the merge.
  63042. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63043. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63044. * @param options The required width/height ratio to downsize to before computing the render pass.
  63045. * @param camera The camera to apply the render pass to.
  63046. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63047. * @param engine The engine which the post process will be applied. (default: current engine)
  63048. * @param reusable If the post process can be reused on the same frame. (default: false)
  63049. * @param textureType Type of textures used when performing the post process. (default: 0)
  63050. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63051. */
  63052. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63053. /**
  63054. * Updates the effect with the current post process compile time values and recompiles the shader.
  63055. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63056. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63057. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63058. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  63059. * @param onCompiled Called when the shader has been compiled.
  63060. * @param onError Called if there is an error when compiling a shader.
  63061. */
  63062. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63063. }
  63064. }
  63065. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63066. import { Nullable } from "babylonjs/types";
  63067. import { Camera } from "babylonjs/Cameras/camera";
  63068. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63069. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63070. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63071. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63072. import { Scene } from "babylonjs/scene";
  63073. /**
  63074. * Specifies the level of max blur that should be applied when using the depth of field effect
  63075. */
  63076. export enum DepthOfFieldEffectBlurLevel {
  63077. /**
  63078. * Subtle blur
  63079. */
  63080. Low = 0,
  63081. /**
  63082. * Medium blur
  63083. */
  63084. Medium = 1,
  63085. /**
  63086. * Large blur
  63087. */
  63088. High = 2
  63089. }
  63090. /**
  63091. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63092. */
  63093. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63094. private _circleOfConfusion;
  63095. /**
  63096. * @hidden Internal, blurs from high to low
  63097. */
  63098. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63099. private _depthOfFieldBlurY;
  63100. private _dofMerge;
  63101. /**
  63102. * @hidden Internal post processes in depth of field effect
  63103. */
  63104. _effects: Array<PostProcess>;
  63105. /**
  63106. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63107. */
  63108. focalLength: number;
  63109. /**
  63110. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63111. */
  63112. fStop: number;
  63113. /**
  63114. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63115. */
  63116. focusDistance: number;
  63117. /**
  63118. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  63119. */
  63120. lensSize: number;
  63121. /**
  63122. * Creates a new instance DepthOfFieldEffect
  63123. * @param scene The scene the effect belongs to.
  63124. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  63125. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63126. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63127. */
  63128. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63129. /**
  63130. * Get the current class name of the current effet
  63131. * @returns "DepthOfFieldEffect"
  63132. */
  63133. getClassName(): string;
  63134. /**
  63135. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  63136. */
  63137. depthTexture: RenderTargetTexture;
  63138. /**
  63139. * Disposes each of the internal effects for a given camera.
  63140. * @param camera The camera to dispose the effect on.
  63141. */
  63142. disposeEffects(camera: Camera): void;
  63143. /**
  63144. * @hidden Internal
  63145. */
  63146. _updateEffects(): void;
  63147. /**
  63148. * Internal
  63149. * @returns if all the contained post processes are ready.
  63150. * @hidden
  63151. */
  63152. _isReady(): boolean;
  63153. }
  63154. }
  63155. declare module "babylonjs/Shaders/displayPass.fragment" {
  63156. /** @hidden */
  63157. export var displayPassPixelShader: {
  63158. name: string;
  63159. shader: string;
  63160. };
  63161. }
  63162. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63163. import { Nullable } from "babylonjs/types";
  63164. import { Camera } from "babylonjs/Cameras/camera";
  63165. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63166. import { Engine } from "babylonjs/Engines/engine";
  63167. import "babylonjs/Shaders/displayPass.fragment";
  63168. /**
  63169. * DisplayPassPostProcess which produces an output the same as it's input
  63170. */
  63171. export class DisplayPassPostProcess extends PostProcess {
  63172. /**
  63173. * Creates the DisplayPassPostProcess
  63174. * @param name The name of the effect.
  63175. * @param options The required width/height ratio to downsize to before computing the render pass.
  63176. * @param camera The camera to apply the render pass to.
  63177. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63178. * @param engine The engine which the post process will be applied. (default: current engine)
  63179. * @param reusable If the post process can be reused on the same frame. (default: false)
  63180. */
  63181. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63182. }
  63183. }
  63184. declare module "babylonjs/Shaders/filter.fragment" {
  63185. /** @hidden */
  63186. export var filterPixelShader: {
  63187. name: string;
  63188. shader: string;
  63189. };
  63190. }
  63191. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63192. import { Nullable } from "babylonjs/types";
  63193. import { Matrix } from "babylonjs/Maths/math.vector";
  63194. import { Camera } from "babylonjs/Cameras/camera";
  63195. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63196. import { Engine } from "babylonjs/Engines/engine";
  63197. import "babylonjs/Shaders/filter.fragment";
  63198. /**
  63199. * Applies a kernel filter to the image
  63200. */
  63201. export class FilterPostProcess extends PostProcess {
  63202. /** The matrix to be applied to the image */
  63203. kernelMatrix: Matrix;
  63204. /**
  63205. *
  63206. * @param name The name of the effect.
  63207. * @param kernelMatrix The matrix to be applied to the image
  63208. * @param options The required width/height ratio to downsize to before computing the render pass.
  63209. * @param camera The camera to apply the render pass to.
  63210. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63211. * @param engine The engine which the post process will be applied. (default: current engine)
  63212. * @param reusable If the post process can be reused on the same frame. (default: false)
  63213. */
  63214. constructor(name: string,
  63215. /** The matrix to be applied to the image */
  63216. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63217. }
  63218. }
  63219. declare module "babylonjs/Shaders/fxaa.fragment" {
  63220. /** @hidden */
  63221. export var fxaaPixelShader: {
  63222. name: string;
  63223. shader: string;
  63224. };
  63225. }
  63226. declare module "babylonjs/Shaders/fxaa.vertex" {
  63227. /** @hidden */
  63228. export var fxaaVertexShader: {
  63229. name: string;
  63230. shader: string;
  63231. };
  63232. }
  63233. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63234. import { Nullable } from "babylonjs/types";
  63235. import { Camera } from "babylonjs/Cameras/camera";
  63236. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63237. import { Engine } from "babylonjs/Engines/engine";
  63238. import "babylonjs/Shaders/fxaa.fragment";
  63239. import "babylonjs/Shaders/fxaa.vertex";
  63240. /**
  63241. * Fxaa post process
  63242. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63243. */
  63244. export class FxaaPostProcess extends PostProcess {
  63245. /** @hidden */
  63246. texelWidth: number;
  63247. /** @hidden */
  63248. texelHeight: number;
  63249. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63250. private _getDefines;
  63251. }
  63252. }
  63253. declare module "babylonjs/Shaders/grain.fragment" {
  63254. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63255. /** @hidden */
  63256. export var grainPixelShader: {
  63257. name: string;
  63258. shader: string;
  63259. };
  63260. }
  63261. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63262. import { Nullable } from "babylonjs/types";
  63263. import { Camera } from "babylonjs/Cameras/camera";
  63264. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63265. import { Engine } from "babylonjs/Engines/engine";
  63266. import "babylonjs/Shaders/grain.fragment";
  63267. /**
  63268. * The GrainPostProcess adds noise to the image at mid luminance levels
  63269. */
  63270. export class GrainPostProcess extends PostProcess {
  63271. /**
  63272. * The intensity of the grain added (default: 30)
  63273. */
  63274. intensity: number;
  63275. /**
  63276. * If the grain should be randomized on every frame
  63277. */
  63278. animated: boolean;
  63279. /**
  63280. * Creates a new instance of @see GrainPostProcess
  63281. * @param name The name of the effect.
  63282. * @param options The required width/height ratio to downsize to before computing the render pass.
  63283. * @param camera The camera to apply the render pass to.
  63284. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63285. * @param engine The engine which the post process will be applied. (default: current engine)
  63286. * @param reusable If the post process can be reused on the same frame. (default: false)
  63287. * @param textureType Type of textures used when performing the post process. (default: 0)
  63288. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63289. */
  63290. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63291. }
  63292. }
  63293. declare module "babylonjs/Shaders/highlights.fragment" {
  63294. /** @hidden */
  63295. export var highlightsPixelShader: {
  63296. name: string;
  63297. shader: string;
  63298. };
  63299. }
  63300. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63301. import { Nullable } from "babylonjs/types";
  63302. import { Camera } from "babylonjs/Cameras/camera";
  63303. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63304. import { Engine } from "babylonjs/Engines/engine";
  63305. import "babylonjs/Shaders/highlights.fragment";
  63306. /**
  63307. * Extracts highlights from the image
  63308. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63309. */
  63310. export class HighlightsPostProcess extends PostProcess {
  63311. /**
  63312. * Extracts highlights from the image
  63313. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63314. * @param name The name of the effect.
  63315. * @param options The required width/height ratio to downsize to before computing the render pass.
  63316. * @param camera The camera to apply the render pass to.
  63317. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63318. * @param engine The engine which the post process will be applied. (default: current engine)
  63319. * @param reusable If the post process can be reused on the same frame. (default: false)
  63320. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63321. */
  63322. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63323. }
  63324. }
  63325. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63326. /** @hidden */
  63327. export var mrtFragmentDeclaration: {
  63328. name: string;
  63329. shader: string;
  63330. };
  63331. }
  63332. declare module "babylonjs/Shaders/geometry.fragment" {
  63333. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63334. /** @hidden */
  63335. export var geometryPixelShader: {
  63336. name: string;
  63337. shader: string;
  63338. };
  63339. }
  63340. declare module "babylonjs/Shaders/geometry.vertex" {
  63341. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63342. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63343. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63344. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63345. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63346. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63347. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63348. /** @hidden */
  63349. export var geometryVertexShader: {
  63350. name: string;
  63351. shader: string;
  63352. };
  63353. }
  63354. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63355. import { Matrix } from "babylonjs/Maths/math.vector";
  63356. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63357. import { Mesh } from "babylonjs/Meshes/mesh";
  63358. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63359. import { Effect } from "babylonjs/Materials/effect";
  63360. import { Scene } from "babylonjs/scene";
  63361. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63362. import "babylonjs/Shaders/geometry.fragment";
  63363. import "babylonjs/Shaders/geometry.vertex";
  63364. /** @hidden */
  63365. interface ISavedTransformationMatrix {
  63366. world: Matrix;
  63367. viewProjection: Matrix;
  63368. }
  63369. /**
  63370. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63371. */
  63372. export class GeometryBufferRenderer {
  63373. /**
  63374. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63375. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63376. */
  63377. static readonly POSITION_TEXTURE_TYPE: number;
  63378. /**
  63379. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63380. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63381. */
  63382. static readonly VELOCITY_TEXTURE_TYPE: number;
  63383. /**
  63384. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63385. * in order to compute objects velocities when enableVelocity is set to "true"
  63386. * @hidden
  63387. */
  63388. _previousTransformationMatrices: {
  63389. [index: number]: ISavedTransformationMatrix;
  63390. };
  63391. /**
  63392. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63393. * in order to compute objects velocities when enableVelocity is set to "true"
  63394. * @hidden
  63395. */
  63396. _previousBonesTransformationMatrices: {
  63397. [index: number]: Float32Array;
  63398. };
  63399. /**
  63400. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63401. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63402. */
  63403. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63404. private _scene;
  63405. private _multiRenderTarget;
  63406. private _ratio;
  63407. private _enablePosition;
  63408. private _enableVelocity;
  63409. private _positionIndex;
  63410. private _velocityIndex;
  63411. protected _effect: Effect;
  63412. protected _cachedDefines: string;
  63413. /**
  63414. * Set the render list (meshes to be rendered) used in the G buffer.
  63415. */
  63416. renderList: Mesh[];
  63417. /**
  63418. * Gets wether or not G buffer are supported by the running hardware.
  63419. * This requires draw buffer supports
  63420. */
  63421. readonly isSupported: boolean;
  63422. /**
  63423. * Returns the index of the given texture type in the G-Buffer textures array
  63424. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63425. * @returns the index of the given texture type in the G-Buffer textures array
  63426. */
  63427. getTextureIndex(textureType: number): number;
  63428. /**
  63429. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63430. */
  63431. /**
  63432. * Sets whether or not objects positions are enabled for the G buffer.
  63433. */
  63434. enablePosition: boolean;
  63435. /**
  63436. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63437. */
  63438. /**
  63439. * Sets wether or not objects velocities are enabled for the G buffer.
  63440. */
  63441. enableVelocity: boolean;
  63442. /**
  63443. * Gets the scene associated with the buffer.
  63444. */
  63445. readonly scene: Scene;
  63446. /**
  63447. * Gets the ratio used by the buffer during its creation.
  63448. * How big is the buffer related to the main canvas.
  63449. */
  63450. readonly ratio: number;
  63451. /** @hidden */
  63452. static _SceneComponentInitialization: (scene: Scene) => void;
  63453. /**
  63454. * Creates a new G Buffer for the scene
  63455. * @param scene The scene the buffer belongs to
  63456. * @param ratio How big is the buffer related to the main canvas.
  63457. */
  63458. constructor(scene: Scene, ratio?: number);
  63459. /**
  63460. * Checks wether everything is ready to render a submesh to the G buffer.
  63461. * @param subMesh the submesh to check readiness for
  63462. * @param useInstances is the mesh drawn using instance or not
  63463. * @returns true if ready otherwise false
  63464. */
  63465. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63466. /**
  63467. * Gets the current underlying G Buffer.
  63468. * @returns the buffer
  63469. */
  63470. getGBuffer(): MultiRenderTarget;
  63471. /**
  63472. * Gets the number of samples used to render the buffer (anti aliasing).
  63473. */
  63474. /**
  63475. * Sets the number of samples used to render the buffer (anti aliasing).
  63476. */
  63477. samples: number;
  63478. /**
  63479. * Disposes the renderer and frees up associated resources.
  63480. */
  63481. dispose(): void;
  63482. protected _createRenderTargets(): void;
  63483. private _copyBonesTransformationMatrices;
  63484. }
  63485. }
  63486. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63487. import { Nullable } from "babylonjs/types";
  63488. import { Scene } from "babylonjs/scene";
  63489. import { ISceneComponent } from "babylonjs/sceneComponent";
  63490. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63491. module "babylonjs/scene" {
  63492. interface Scene {
  63493. /** @hidden (Backing field) */
  63494. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63495. /**
  63496. * Gets or Sets the current geometry buffer associated to the scene.
  63497. */
  63498. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63499. /**
  63500. * Enables a GeometryBufferRender and associates it with the scene
  63501. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  63502. * @returns the GeometryBufferRenderer
  63503. */
  63504. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  63505. /**
  63506. * Disables the GeometryBufferRender associated with the scene
  63507. */
  63508. disableGeometryBufferRenderer(): void;
  63509. }
  63510. }
  63511. /**
  63512. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  63513. * in several rendering techniques.
  63514. */
  63515. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  63516. /**
  63517. * The component name helpful to identify the component in the list of scene components.
  63518. */
  63519. readonly name: string;
  63520. /**
  63521. * The scene the component belongs to.
  63522. */
  63523. scene: Scene;
  63524. /**
  63525. * Creates a new instance of the component for the given scene
  63526. * @param scene Defines the scene to register the component in
  63527. */
  63528. constructor(scene: Scene);
  63529. /**
  63530. * Registers the component in a given scene
  63531. */
  63532. register(): void;
  63533. /**
  63534. * Rebuilds the elements related to this component in case of
  63535. * context lost for instance.
  63536. */
  63537. rebuild(): void;
  63538. /**
  63539. * Disposes the component and the associated ressources
  63540. */
  63541. dispose(): void;
  63542. private _gatherRenderTargets;
  63543. }
  63544. }
  63545. declare module "babylonjs/Shaders/motionBlur.fragment" {
  63546. /** @hidden */
  63547. export var motionBlurPixelShader: {
  63548. name: string;
  63549. shader: string;
  63550. };
  63551. }
  63552. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  63553. import { Nullable } from "babylonjs/types";
  63554. import { Camera } from "babylonjs/Cameras/camera";
  63555. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63556. import { Scene } from "babylonjs/scene";
  63557. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63558. import "babylonjs/Animations/animatable";
  63559. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63560. import "babylonjs/Shaders/motionBlur.fragment";
  63561. import { Engine } from "babylonjs/Engines/engine";
  63562. /**
  63563. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  63564. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  63565. * As an example, all you have to do is to create the post-process:
  63566. * var mb = new BABYLON.MotionBlurPostProcess(
  63567. * 'mb', // The name of the effect.
  63568. * scene, // The scene containing the objects to blur according to their velocity.
  63569. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  63570. * camera // The camera to apply the render pass to.
  63571. * );
  63572. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  63573. */
  63574. export class MotionBlurPostProcess extends PostProcess {
  63575. /**
  63576. * Defines how much the image is blurred by the movement. Default value is equal to 1
  63577. */
  63578. motionStrength: number;
  63579. /**
  63580. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  63581. */
  63582. /**
  63583. * Sets the number of iterations to be used for motion blur quality
  63584. */
  63585. motionBlurSamples: number;
  63586. private _motionBlurSamples;
  63587. private _geometryBufferRenderer;
  63588. /**
  63589. * Creates a new instance MotionBlurPostProcess
  63590. * @param name The name of the effect.
  63591. * @param scene The scene containing the objects to blur according to their velocity.
  63592. * @param options The required width/height ratio to downsize to before computing the render pass.
  63593. * @param camera The camera to apply the render pass to.
  63594. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63595. * @param engine The engine which the post process will be applied. (default: current engine)
  63596. * @param reusable If the post process can be reused on the same frame. (default: false)
  63597. * @param textureType Type of textures used when performing the post process. (default: 0)
  63598. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63599. */
  63600. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63601. /**
  63602. * Excludes the given skinned mesh from computing bones velocities.
  63603. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  63604. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  63605. */
  63606. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63607. /**
  63608. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  63609. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  63610. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  63611. */
  63612. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63613. /**
  63614. * Disposes the post process.
  63615. * @param camera The camera to dispose the post process on.
  63616. */
  63617. dispose(camera?: Camera): void;
  63618. }
  63619. }
  63620. declare module "babylonjs/Shaders/refraction.fragment" {
  63621. /** @hidden */
  63622. export var refractionPixelShader: {
  63623. name: string;
  63624. shader: string;
  63625. };
  63626. }
  63627. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  63628. import { Color3 } from "babylonjs/Maths/math.color";
  63629. import { Camera } from "babylonjs/Cameras/camera";
  63630. import { Texture } from "babylonjs/Materials/Textures/texture";
  63631. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63632. import { Engine } from "babylonjs/Engines/engine";
  63633. import "babylonjs/Shaders/refraction.fragment";
  63634. /**
  63635. * Post process which applies a refractin texture
  63636. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63637. */
  63638. export class RefractionPostProcess extends PostProcess {
  63639. /** the base color of the refraction (used to taint the rendering) */
  63640. color: Color3;
  63641. /** simulated refraction depth */
  63642. depth: number;
  63643. /** the coefficient of the base color (0 to remove base color tainting) */
  63644. colorLevel: number;
  63645. private _refTexture;
  63646. private _ownRefractionTexture;
  63647. /**
  63648. * Gets or sets the refraction texture
  63649. * Please note that you are responsible for disposing the texture if you set it manually
  63650. */
  63651. refractionTexture: Texture;
  63652. /**
  63653. * Initializes the RefractionPostProcess
  63654. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63655. * @param name The name of the effect.
  63656. * @param refractionTextureUrl Url of the refraction texture to use
  63657. * @param color the base color of the refraction (used to taint the rendering)
  63658. * @param depth simulated refraction depth
  63659. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  63660. * @param camera The camera to apply the render pass to.
  63661. * @param options The required width/height ratio to downsize to before computing the render pass.
  63662. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63663. * @param engine The engine which the post process will be applied. (default: current engine)
  63664. * @param reusable If the post process can be reused on the same frame. (default: false)
  63665. */
  63666. constructor(name: string, refractionTextureUrl: string,
  63667. /** the base color of the refraction (used to taint the rendering) */
  63668. color: Color3,
  63669. /** simulated refraction depth */
  63670. depth: number,
  63671. /** the coefficient of the base color (0 to remove base color tainting) */
  63672. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63673. /**
  63674. * Disposes of the post process
  63675. * @param camera Camera to dispose post process on
  63676. */
  63677. dispose(camera: Camera): void;
  63678. }
  63679. }
  63680. declare module "babylonjs/Shaders/sharpen.fragment" {
  63681. /** @hidden */
  63682. export var sharpenPixelShader: {
  63683. name: string;
  63684. shader: string;
  63685. };
  63686. }
  63687. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  63688. import { Nullable } from "babylonjs/types";
  63689. import { Camera } from "babylonjs/Cameras/camera";
  63690. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63691. import "babylonjs/Shaders/sharpen.fragment";
  63692. import { Engine } from "babylonjs/Engines/engine";
  63693. /**
  63694. * The SharpenPostProcess applies a sharpen kernel to every pixel
  63695. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63696. */
  63697. export class SharpenPostProcess extends PostProcess {
  63698. /**
  63699. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  63700. */
  63701. colorAmount: number;
  63702. /**
  63703. * How much sharpness should be applied (default: 0.3)
  63704. */
  63705. edgeAmount: number;
  63706. /**
  63707. * Creates a new instance ConvolutionPostProcess
  63708. * @param name The name of the effect.
  63709. * @param options The required width/height ratio to downsize to before computing the render pass.
  63710. * @param camera The camera to apply the render pass to.
  63711. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63712. * @param engine The engine which the post process will be applied. (default: current engine)
  63713. * @param reusable If the post process can be reused on the same frame. (default: false)
  63714. * @param textureType Type of textures used when performing the post process. (default: 0)
  63715. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63716. */
  63717. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63718. }
  63719. }
  63720. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  63721. import { Nullable } from "babylonjs/types";
  63722. import { Camera } from "babylonjs/Cameras/camera";
  63723. import { Engine } from "babylonjs/Engines/engine";
  63724. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63725. import { IInspectable } from "babylonjs/Misc/iInspectable";
  63726. /**
  63727. * PostProcessRenderPipeline
  63728. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63729. */
  63730. export class PostProcessRenderPipeline {
  63731. private engine;
  63732. private _renderEffects;
  63733. private _renderEffectsForIsolatedPass;
  63734. /**
  63735. * List of inspectable custom properties (used by the Inspector)
  63736. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  63737. */
  63738. inspectableCustomProperties: IInspectable[];
  63739. /**
  63740. * @hidden
  63741. */
  63742. protected _cameras: Camera[];
  63743. /** @hidden */
  63744. _name: string;
  63745. /**
  63746. * Gets pipeline name
  63747. */
  63748. readonly name: string;
  63749. /**
  63750. * Initializes a PostProcessRenderPipeline
  63751. * @param engine engine to add the pipeline to
  63752. * @param name name of the pipeline
  63753. */
  63754. constructor(engine: Engine, name: string);
  63755. /**
  63756. * Gets the class name
  63757. * @returns "PostProcessRenderPipeline"
  63758. */
  63759. getClassName(): string;
  63760. /**
  63761. * If all the render effects in the pipeline are supported
  63762. */
  63763. readonly isSupported: boolean;
  63764. /**
  63765. * Adds an effect to the pipeline
  63766. * @param renderEffect the effect to add
  63767. */
  63768. addEffect(renderEffect: PostProcessRenderEffect): void;
  63769. /** @hidden */
  63770. _rebuild(): void;
  63771. /** @hidden */
  63772. _enableEffect(renderEffectName: string, cameras: Camera): void;
  63773. /** @hidden */
  63774. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  63775. /** @hidden */
  63776. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63777. /** @hidden */
  63778. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63779. /** @hidden */
  63780. _attachCameras(cameras: Camera, unique: boolean): void;
  63781. /** @hidden */
  63782. _attachCameras(cameras: Camera[], unique: boolean): void;
  63783. /** @hidden */
  63784. _detachCameras(cameras: Camera): void;
  63785. /** @hidden */
  63786. _detachCameras(cameras: Nullable<Camera[]>): void;
  63787. /** @hidden */
  63788. _update(): void;
  63789. /** @hidden */
  63790. _reset(): void;
  63791. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  63792. /**
  63793. * Disposes of the pipeline
  63794. */
  63795. dispose(): void;
  63796. }
  63797. }
  63798. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  63799. import { Camera } from "babylonjs/Cameras/camera";
  63800. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63801. /**
  63802. * PostProcessRenderPipelineManager class
  63803. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63804. */
  63805. export class PostProcessRenderPipelineManager {
  63806. private _renderPipelines;
  63807. /**
  63808. * Initializes a PostProcessRenderPipelineManager
  63809. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63810. */
  63811. constructor();
  63812. /**
  63813. * Gets the list of supported render pipelines
  63814. */
  63815. readonly supportedPipelines: PostProcessRenderPipeline[];
  63816. /**
  63817. * Adds a pipeline to the manager
  63818. * @param renderPipeline The pipeline to add
  63819. */
  63820. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  63821. /**
  63822. * Attaches a camera to the pipeline
  63823. * @param renderPipelineName The name of the pipeline to attach to
  63824. * @param cameras the camera to attach
  63825. * @param unique if the camera can be attached multiple times to the pipeline
  63826. */
  63827. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  63828. /**
  63829. * Detaches a camera from the pipeline
  63830. * @param renderPipelineName The name of the pipeline to detach from
  63831. * @param cameras the camera to detach
  63832. */
  63833. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  63834. /**
  63835. * Enables an effect by name on a pipeline
  63836. * @param renderPipelineName the name of the pipeline to enable the effect in
  63837. * @param renderEffectName the name of the effect to enable
  63838. * @param cameras the cameras that the effect should be enabled on
  63839. */
  63840. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  63841. /**
  63842. * Disables an effect by name on a pipeline
  63843. * @param renderPipelineName the name of the pipeline to disable the effect in
  63844. * @param renderEffectName the name of the effect to disable
  63845. * @param cameras the cameras that the effect should be disabled on
  63846. */
  63847. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  63848. /**
  63849. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  63850. */
  63851. update(): void;
  63852. /** @hidden */
  63853. _rebuild(): void;
  63854. /**
  63855. * Disposes of the manager and pipelines
  63856. */
  63857. dispose(): void;
  63858. }
  63859. }
  63860. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  63861. import { ISceneComponent } from "babylonjs/sceneComponent";
  63862. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63863. import { Scene } from "babylonjs/scene";
  63864. module "babylonjs/scene" {
  63865. interface Scene {
  63866. /** @hidden (Backing field) */
  63867. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  63868. /**
  63869. * Gets the postprocess render pipeline manager
  63870. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63871. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  63872. */
  63873. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  63874. }
  63875. }
  63876. /**
  63877. * Defines the Render Pipeline scene component responsible to rendering pipelines
  63878. */
  63879. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  63880. /**
  63881. * The component name helpfull to identify the component in the list of scene components.
  63882. */
  63883. readonly name: string;
  63884. /**
  63885. * The scene the component belongs to.
  63886. */
  63887. scene: Scene;
  63888. /**
  63889. * Creates a new instance of the component for the given scene
  63890. * @param scene Defines the scene to register the component in
  63891. */
  63892. constructor(scene: Scene);
  63893. /**
  63894. * Registers the component in a given scene
  63895. */
  63896. register(): void;
  63897. /**
  63898. * Rebuilds the elements related to this component in case of
  63899. * context lost for instance.
  63900. */
  63901. rebuild(): void;
  63902. /**
  63903. * Disposes the component and the associated ressources
  63904. */
  63905. dispose(): void;
  63906. private _gatherRenderTargets;
  63907. }
  63908. }
  63909. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  63910. import { Nullable } from "babylonjs/types";
  63911. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  63912. import { Camera } from "babylonjs/Cameras/camera";
  63913. import { IDisposable } from "babylonjs/scene";
  63914. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  63915. import { Scene } from "babylonjs/scene";
  63916. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  63917. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63918. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63919. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  63920. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  63921. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63922. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  63923. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63924. import { Animation } from "babylonjs/Animations/animation";
  63925. /**
  63926. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  63927. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  63928. */
  63929. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  63930. private _scene;
  63931. private _camerasToBeAttached;
  63932. /**
  63933. * ID of the sharpen post process,
  63934. */
  63935. private readonly SharpenPostProcessId;
  63936. /**
  63937. * @ignore
  63938. * ID of the image processing post process;
  63939. */
  63940. readonly ImageProcessingPostProcessId: string;
  63941. /**
  63942. * @ignore
  63943. * ID of the Fast Approximate Anti-Aliasing post process;
  63944. */
  63945. readonly FxaaPostProcessId: string;
  63946. /**
  63947. * ID of the chromatic aberration post process,
  63948. */
  63949. private readonly ChromaticAberrationPostProcessId;
  63950. /**
  63951. * ID of the grain post process
  63952. */
  63953. private readonly GrainPostProcessId;
  63954. /**
  63955. * Sharpen post process which will apply a sharpen convolution to enhance edges
  63956. */
  63957. sharpen: SharpenPostProcess;
  63958. private _sharpenEffect;
  63959. private bloom;
  63960. /**
  63961. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  63962. */
  63963. depthOfField: DepthOfFieldEffect;
  63964. /**
  63965. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  63966. */
  63967. fxaa: FxaaPostProcess;
  63968. /**
  63969. * Image post processing pass used to perform operations such as tone mapping or color grading.
  63970. */
  63971. imageProcessing: ImageProcessingPostProcess;
  63972. /**
  63973. * Chromatic aberration post process which will shift rgb colors in the image
  63974. */
  63975. chromaticAberration: ChromaticAberrationPostProcess;
  63976. private _chromaticAberrationEffect;
  63977. /**
  63978. * Grain post process which add noise to the image
  63979. */
  63980. grain: GrainPostProcess;
  63981. private _grainEffect;
  63982. /**
  63983. * Glow post process which adds a glow to emissive areas of the image
  63984. */
  63985. private _glowLayer;
  63986. /**
  63987. * Animations which can be used to tweak settings over a period of time
  63988. */
  63989. animations: Animation[];
  63990. private _imageProcessingConfigurationObserver;
  63991. private _sharpenEnabled;
  63992. private _bloomEnabled;
  63993. private _depthOfFieldEnabled;
  63994. private _depthOfFieldBlurLevel;
  63995. private _fxaaEnabled;
  63996. private _imageProcessingEnabled;
  63997. private _defaultPipelineTextureType;
  63998. private _bloomScale;
  63999. private _chromaticAberrationEnabled;
  64000. private _grainEnabled;
  64001. private _buildAllowed;
  64002. /**
  64003. * Gets active scene
  64004. */
  64005. readonly scene: Scene;
  64006. /**
  64007. * Enable or disable the sharpen process from the pipeline
  64008. */
  64009. sharpenEnabled: boolean;
  64010. private _resizeObserver;
  64011. private _hardwareScaleLevel;
  64012. private _bloomKernel;
  64013. /**
  64014. * Specifies the size of the bloom blur kernel, relative to the final output size
  64015. */
  64016. bloomKernel: number;
  64017. /**
  64018. * Specifies the weight of the bloom in the final rendering
  64019. */
  64020. private _bloomWeight;
  64021. /**
  64022. * Specifies the luma threshold for the area that will be blurred by the bloom
  64023. */
  64024. private _bloomThreshold;
  64025. private _hdr;
  64026. /**
  64027. * The strength of the bloom.
  64028. */
  64029. bloomWeight: number;
  64030. /**
  64031. * The strength of the bloom.
  64032. */
  64033. bloomThreshold: number;
  64034. /**
  64035. * The scale of the bloom, lower value will provide better performance.
  64036. */
  64037. bloomScale: number;
  64038. /**
  64039. * Enable or disable the bloom from the pipeline
  64040. */
  64041. bloomEnabled: boolean;
  64042. private _rebuildBloom;
  64043. /**
  64044. * If the depth of field is enabled.
  64045. */
  64046. depthOfFieldEnabled: boolean;
  64047. /**
  64048. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64049. */
  64050. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64051. /**
  64052. * If the anti aliasing is enabled.
  64053. */
  64054. fxaaEnabled: boolean;
  64055. private _samples;
  64056. /**
  64057. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64058. */
  64059. samples: number;
  64060. /**
  64061. * If image processing is enabled.
  64062. */
  64063. imageProcessingEnabled: boolean;
  64064. /**
  64065. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64066. */
  64067. glowLayerEnabled: boolean;
  64068. /**
  64069. * Gets the glow layer (or null if not defined)
  64070. */
  64071. readonly glowLayer: Nullable<GlowLayer>;
  64072. /**
  64073. * Enable or disable the chromaticAberration process from the pipeline
  64074. */
  64075. chromaticAberrationEnabled: boolean;
  64076. /**
  64077. * Enable or disable the grain process from the pipeline
  64078. */
  64079. grainEnabled: boolean;
  64080. /**
  64081. * @constructor
  64082. * @param name - The rendering pipeline name (default: "")
  64083. * @param hdr - If high dynamic range textures should be used (default: true)
  64084. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64085. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64086. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64087. */
  64088. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64089. /**
  64090. * Get the class name
  64091. * @returns "DefaultRenderingPipeline"
  64092. */
  64093. getClassName(): string;
  64094. /**
  64095. * Force the compilation of the entire pipeline.
  64096. */
  64097. prepare(): void;
  64098. private _hasCleared;
  64099. private _prevPostProcess;
  64100. private _prevPrevPostProcess;
  64101. private _setAutoClearAndTextureSharing;
  64102. private _depthOfFieldSceneObserver;
  64103. private _buildPipeline;
  64104. private _disposePostProcesses;
  64105. /**
  64106. * Adds a camera to the pipeline
  64107. * @param camera the camera to be added
  64108. */
  64109. addCamera(camera: Camera): void;
  64110. /**
  64111. * Removes a camera from the pipeline
  64112. * @param camera the camera to remove
  64113. */
  64114. removeCamera(camera: Camera): void;
  64115. /**
  64116. * Dispose of the pipeline and stop all post processes
  64117. */
  64118. dispose(): void;
  64119. /**
  64120. * Serialize the rendering pipeline (Used when exporting)
  64121. * @returns the serialized object
  64122. */
  64123. serialize(): any;
  64124. /**
  64125. * Parse the serialized pipeline
  64126. * @param source Source pipeline.
  64127. * @param scene The scene to load the pipeline to.
  64128. * @param rootUrl The URL of the serialized pipeline.
  64129. * @returns An instantiated pipeline from the serialized object.
  64130. */
  64131. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64132. }
  64133. }
  64134. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64135. /** @hidden */
  64136. export var lensHighlightsPixelShader: {
  64137. name: string;
  64138. shader: string;
  64139. };
  64140. }
  64141. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64142. /** @hidden */
  64143. export var depthOfFieldPixelShader: {
  64144. name: string;
  64145. shader: string;
  64146. };
  64147. }
  64148. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64149. import { Camera } from "babylonjs/Cameras/camera";
  64150. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64151. import { Scene } from "babylonjs/scene";
  64152. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64153. import "babylonjs/Shaders/chromaticAberration.fragment";
  64154. import "babylonjs/Shaders/lensHighlights.fragment";
  64155. import "babylonjs/Shaders/depthOfField.fragment";
  64156. /**
  64157. * BABYLON.JS Chromatic Aberration GLSL Shader
  64158. * Author: Olivier Guyot
  64159. * Separates very slightly R, G and B colors on the edges of the screen
  64160. * Inspired by Francois Tarlier & Martins Upitis
  64161. */
  64162. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64163. /**
  64164. * @ignore
  64165. * The chromatic aberration PostProcess id in the pipeline
  64166. */
  64167. LensChromaticAberrationEffect: string;
  64168. /**
  64169. * @ignore
  64170. * The highlights enhancing PostProcess id in the pipeline
  64171. */
  64172. HighlightsEnhancingEffect: string;
  64173. /**
  64174. * @ignore
  64175. * The depth-of-field PostProcess id in the pipeline
  64176. */
  64177. LensDepthOfFieldEffect: string;
  64178. private _scene;
  64179. private _depthTexture;
  64180. private _grainTexture;
  64181. private _chromaticAberrationPostProcess;
  64182. private _highlightsPostProcess;
  64183. private _depthOfFieldPostProcess;
  64184. private _edgeBlur;
  64185. private _grainAmount;
  64186. private _chromaticAberration;
  64187. private _distortion;
  64188. private _highlightsGain;
  64189. private _highlightsThreshold;
  64190. private _dofDistance;
  64191. private _dofAperture;
  64192. private _dofDarken;
  64193. private _dofPentagon;
  64194. private _blurNoise;
  64195. /**
  64196. * @constructor
  64197. *
  64198. * Effect parameters are as follow:
  64199. * {
  64200. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64201. * edge_blur: number; // from 0 to x (1 for realism)
  64202. * distortion: number; // from 0 to x (1 for realism)
  64203. * grain_amount: number; // from 0 to 1
  64204. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64205. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64206. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64207. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64208. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64209. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64210. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64211. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64212. * }
  64213. * Note: if an effect parameter is unset, effect is disabled
  64214. *
  64215. * @param name The rendering pipeline name
  64216. * @param parameters - An object containing all parameters (see above)
  64217. * @param scene The scene linked to this pipeline
  64218. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  64219. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64220. */
  64221. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64222. /**
  64223. * Get the class name
  64224. * @returns "LensRenderingPipeline"
  64225. */
  64226. getClassName(): string;
  64227. /**
  64228. * Gets associated scene
  64229. */
  64230. readonly scene: Scene;
  64231. /**
  64232. * Gets or sets the edge blur
  64233. */
  64234. edgeBlur: number;
  64235. /**
  64236. * Gets or sets the grain amount
  64237. */
  64238. grainAmount: number;
  64239. /**
  64240. * Gets or sets the chromatic aberration amount
  64241. */
  64242. chromaticAberration: number;
  64243. /**
  64244. * Gets or sets the depth of field aperture
  64245. */
  64246. dofAperture: number;
  64247. /**
  64248. * Gets or sets the edge distortion
  64249. */
  64250. edgeDistortion: number;
  64251. /**
  64252. * Gets or sets the depth of field distortion
  64253. */
  64254. dofDistortion: number;
  64255. /**
  64256. * Gets or sets the darken out of focus amount
  64257. */
  64258. darkenOutOfFocus: number;
  64259. /**
  64260. * Gets or sets a boolean indicating if blur noise is enabled
  64261. */
  64262. blurNoise: boolean;
  64263. /**
  64264. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64265. */
  64266. pentagonBokeh: boolean;
  64267. /**
  64268. * Gets or sets the highlight grain amount
  64269. */
  64270. highlightsGain: number;
  64271. /**
  64272. * Gets or sets the highlight threshold
  64273. */
  64274. highlightsThreshold: number;
  64275. /**
  64276. * Sets the amount of blur at the edges
  64277. * @param amount blur amount
  64278. */
  64279. setEdgeBlur(amount: number): void;
  64280. /**
  64281. * Sets edge blur to 0
  64282. */
  64283. disableEdgeBlur(): void;
  64284. /**
  64285. * Sets the amout of grain
  64286. * @param amount Amount of grain
  64287. */
  64288. setGrainAmount(amount: number): void;
  64289. /**
  64290. * Set grain amount to 0
  64291. */
  64292. disableGrain(): void;
  64293. /**
  64294. * Sets the chromatic aberration amount
  64295. * @param amount amount of chromatic aberration
  64296. */
  64297. setChromaticAberration(amount: number): void;
  64298. /**
  64299. * Sets chromatic aberration amount to 0
  64300. */
  64301. disableChromaticAberration(): void;
  64302. /**
  64303. * Sets the EdgeDistortion amount
  64304. * @param amount amount of EdgeDistortion
  64305. */
  64306. setEdgeDistortion(amount: number): void;
  64307. /**
  64308. * Sets edge distortion to 0
  64309. */
  64310. disableEdgeDistortion(): void;
  64311. /**
  64312. * Sets the FocusDistance amount
  64313. * @param amount amount of FocusDistance
  64314. */
  64315. setFocusDistance(amount: number): void;
  64316. /**
  64317. * Disables depth of field
  64318. */
  64319. disableDepthOfField(): void;
  64320. /**
  64321. * Sets the Aperture amount
  64322. * @param amount amount of Aperture
  64323. */
  64324. setAperture(amount: number): void;
  64325. /**
  64326. * Sets the DarkenOutOfFocus amount
  64327. * @param amount amount of DarkenOutOfFocus
  64328. */
  64329. setDarkenOutOfFocus(amount: number): void;
  64330. private _pentagonBokehIsEnabled;
  64331. /**
  64332. * Creates a pentagon bokeh effect
  64333. */
  64334. enablePentagonBokeh(): void;
  64335. /**
  64336. * Disables the pentagon bokeh effect
  64337. */
  64338. disablePentagonBokeh(): void;
  64339. /**
  64340. * Enables noise blur
  64341. */
  64342. enableNoiseBlur(): void;
  64343. /**
  64344. * Disables noise blur
  64345. */
  64346. disableNoiseBlur(): void;
  64347. /**
  64348. * Sets the HighlightsGain amount
  64349. * @param amount amount of HighlightsGain
  64350. */
  64351. setHighlightsGain(amount: number): void;
  64352. /**
  64353. * Sets the HighlightsThreshold amount
  64354. * @param amount amount of HighlightsThreshold
  64355. */
  64356. setHighlightsThreshold(amount: number): void;
  64357. /**
  64358. * Disables highlights
  64359. */
  64360. disableHighlights(): void;
  64361. /**
  64362. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64363. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64364. */
  64365. dispose(disableDepthRender?: boolean): void;
  64366. private _createChromaticAberrationPostProcess;
  64367. private _createHighlightsPostProcess;
  64368. private _createDepthOfFieldPostProcess;
  64369. private _createGrainTexture;
  64370. }
  64371. }
  64372. declare module "babylonjs/Shaders/ssao2.fragment" {
  64373. /** @hidden */
  64374. export var ssao2PixelShader: {
  64375. name: string;
  64376. shader: string;
  64377. };
  64378. }
  64379. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64380. /** @hidden */
  64381. export var ssaoCombinePixelShader: {
  64382. name: string;
  64383. shader: string;
  64384. };
  64385. }
  64386. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64387. import { Camera } from "babylonjs/Cameras/camera";
  64388. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64389. import { Scene } from "babylonjs/scene";
  64390. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64391. import "babylonjs/Shaders/ssao2.fragment";
  64392. import "babylonjs/Shaders/ssaoCombine.fragment";
  64393. /**
  64394. * Render pipeline to produce ssao effect
  64395. */
  64396. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64397. /**
  64398. * @ignore
  64399. * The PassPostProcess id in the pipeline that contains the original scene color
  64400. */
  64401. SSAOOriginalSceneColorEffect: string;
  64402. /**
  64403. * @ignore
  64404. * The SSAO PostProcess id in the pipeline
  64405. */
  64406. SSAORenderEffect: string;
  64407. /**
  64408. * @ignore
  64409. * The horizontal blur PostProcess id in the pipeline
  64410. */
  64411. SSAOBlurHRenderEffect: string;
  64412. /**
  64413. * @ignore
  64414. * The vertical blur PostProcess id in the pipeline
  64415. */
  64416. SSAOBlurVRenderEffect: string;
  64417. /**
  64418. * @ignore
  64419. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64420. */
  64421. SSAOCombineRenderEffect: string;
  64422. /**
  64423. * The output strength of the SSAO post-process. Default value is 1.0.
  64424. */
  64425. totalStrength: number;
  64426. /**
  64427. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64428. */
  64429. maxZ: number;
  64430. /**
  64431. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64432. */
  64433. minZAspect: number;
  64434. private _samples;
  64435. /**
  64436. * Number of samples used for the SSAO calculations. Default value is 8
  64437. */
  64438. samples: number;
  64439. private _textureSamples;
  64440. /**
  64441. * Number of samples to use for antialiasing
  64442. */
  64443. textureSamples: number;
  64444. /**
  64445. * Ratio object used for SSAO ratio and blur ratio
  64446. */
  64447. private _ratio;
  64448. /**
  64449. * Dynamically generated sphere sampler.
  64450. */
  64451. private _sampleSphere;
  64452. /**
  64453. * Blur filter offsets
  64454. */
  64455. private _samplerOffsets;
  64456. private _expensiveBlur;
  64457. /**
  64458. * If bilateral blur should be used
  64459. */
  64460. expensiveBlur: boolean;
  64461. /**
  64462. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64463. */
  64464. radius: number;
  64465. /**
  64466. * The base color of the SSAO post-process
  64467. * The final result is "base + ssao" between [0, 1]
  64468. */
  64469. base: number;
  64470. /**
  64471. * Support test.
  64472. */
  64473. static readonly IsSupported: boolean;
  64474. private _scene;
  64475. private _depthTexture;
  64476. private _normalTexture;
  64477. private _randomTexture;
  64478. private _originalColorPostProcess;
  64479. private _ssaoPostProcess;
  64480. private _blurHPostProcess;
  64481. private _blurVPostProcess;
  64482. private _ssaoCombinePostProcess;
  64483. private _firstUpdate;
  64484. /**
  64485. * Gets active scene
  64486. */
  64487. readonly scene: Scene;
  64488. /**
  64489. * @constructor
  64490. * @param name The rendering pipeline name
  64491. * @param scene The scene linked to this pipeline
  64492. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  64493. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64494. */
  64495. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64496. /**
  64497. * Get the class name
  64498. * @returns "SSAO2RenderingPipeline"
  64499. */
  64500. getClassName(): string;
  64501. /**
  64502. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64503. */
  64504. dispose(disableGeometryBufferRenderer?: boolean): void;
  64505. private _createBlurPostProcess;
  64506. /** @hidden */
  64507. _rebuild(): void;
  64508. private _bits;
  64509. private _radicalInverse_VdC;
  64510. private _hammersley;
  64511. private _hemisphereSample_uniform;
  64512. private _generateHemisphere;
  64513. private _createSSAOPostProcess;
  64514. private _createSSAOCombinePostProcess;
  64515. private _createRandomTexture;
  64516. /**
  64517. * Serialize the rendering pipeline (Used when exporting)
  64518. * @returns the serialized object
  64519. */
  64520. serialize(): any;
  64521. /**
  64522. * Parse the serialized pipeline
  64523. * @param source Source pipeline.
  64524. * @param scene The scene to load the pipeline to.
  64525. * @param rootUrl The URL of the serialized pipeline.
  64526. * @returns An instantiated pipeline from the serialized object.
  64527. */
  64528. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  64529. }
  64530. }
  64531. declare module "babylonjs/Shaders/ssao.fragment" {
  64532. /** @hidden */
  64533. export var ssaoPixelShader: {
  64534. name: string;
  64535. shader: string;
  64536. };
  64537. }
  64538. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  64539. import { Camera } from "babylonjs/Cameras/camera";
  64540. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64541. import { Scene } from "babylonjs/scene";
  64542. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64543. import "babylonjs/Shaders/ssao.fragment";
  64544. import "babylonjs/Shaders/ssaoCombine.fragment";
  64545. /**
  64546. * Render pipeline to produce ssao effect
  64547. */
  64548. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  64549. /**
  64550. * @ignore
  64551. * The PassPostProcess id in the pipeline that contains the original scene color
  64552. */
  64553. SSAOOriginalSceneColorEffect: string;
  64554. /**
  64555. * @ignore
  64556. * The SSAO PostProcess id in the pipeline
  64557. */
  64558. SSAORenderEffect: string;
  64559. /**
  64560. * @ignore
  64561. * The horizontal blur PostProcess id in the pipeline
  64562. */
  64563. SSAOBlurHRenderEffect: string;
  64564. /**
  64565. * @ignore
  64566. * The vertical blur PostProcess id in the pipeline
  64567. */
  64568. SSAOBlurVRenderEffect: string;
  64569. /**
  64570. * @ignore
  64571. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64572. */
  64573. SSAOCombineRenderEffect: string;
  64574. /**
  64575. * The output strength of the SSAO post-process. Default value is 1.0.
  64576. */
  64577. totalStrength: number;
  64578. /**
  64579. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  64580. */
  64581. radius: number;
  64582. /**
  64583. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  64584. * Must not be equal to fallOff and superior to fallOff.
  64585. * Default value is 0.0075
  64586. */
  64587. area: number;
  64588. /**
  64589. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  64590. * Must not be equal to area and inferior to area.
  64591. * Default value is 0.000001
  64592. */
  64593. fallOff: number;
  64594. /**
  64595. * The base color of the SSAO post-process
  64596. * The final result is "base + ssao" between [0, 1]
  64597. */
  64598. base: number;
  64599. private _scene;
  64600. private _depthTexture;
  64601. private _randomTexture;
  64602. private _originalColorPostProcess;
  64603. private _ssaoPostProcess;
  64604. private _blurHPostProcess;
  64605. private _blurVPostProcess;
  64606. private _ssaoCombinePostProcess;
  64607. private _firstUpdate;
  64608. /**
  64609. * Gets active scene
  64610. */
  64611. readonly scene: Scene;
  64612. /**
  64613. * @constructor
  64614. * @param name - The rendering pipeline name
  64615. * @param scene - The scene linked to this pipeline
  64616. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  64617. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  64618. */
  64619. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64620. /**
  64621. * Get the class name
  64622. * @returns "SSAORenderingPipeline"
  64623. */
  64624. getClassName(): string;
  64625. /**
  64626. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64627. */
  64628. dispose(disableDepthRender?: boolean): void;
  64629. private _createBlurPostProcess;
  64630. /** @hidden */
  64631. _rebuild(): void;
  64632. private _createSSAOPostProcess;
  64633. private _createSSAOCombinePostProcess;
  64634. private _createRandomTexture;
  64635. }
  64636. }
  64637. declare module "babylonjs/Shaders/standard.fragment" {
  64638. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  64639. /** @hidden */
  64640. export var standardPixelShader: {
  64641. name: string;
  64642. shader: string;
  64643. };
  64644. }
  64645. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  64646. import { Nullable } from "babylonjs/types";
  64647. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64648. import { Camera } from "babylonjs/Cameras/camera";
  64649. import { Texture } from "babylonjs/Materials/Textures/texture";
  64650. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64651. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64652. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64653. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64654. import { IDisposable } from "babylonjs/scene";
  64655. import { SpotLight } from "babylonjs/Lights/spotLight";
  64656. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  64657. import { Scene } from "babylonjs/scene";
  64658. import { Animation } from "babylonjs/Animations/animation";
  64659. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64660. import "babylonjs/Shaders/standard.fragment";
  64661. /**
  64662. * Standard rendering pipeline
  64663. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64664. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  64665. */
  64666. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64667. /**
  64668. * Public members
  64669. */
  64670. /**
  64671. * Post-process which contains the original scene color before the pipeline applies all the effects
  64672. */
  64673. originalPostProcess: Nullable<PostProcess>;
  64674. /**
  64675. * Post-process used to down scale an image x4
  64676. */
  64677. downSampleX4PostProcess: Nullable<PostProcess>;
  64678. /**
  64679. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  64680. */
  64681. brightPassPostProcess: Nullable<PostProcess>;
  64682. /**
  64683. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  64684. */
  64685. blurHPostProcesses: PostProcess[];
  64686. /**
  64687. * Post-process array storing all the vertical blur post-processes used by the pipeline
  64688. */
  64689. blurVPostProcesses: PostProcess[];
  64690. /**
  64691. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  64692. */
  64693. textureAdderPostProcess: Nullable<PostProcess>;
  64694. /**
  64695. * Post-process used to create volumetric lighting effect
  64696. */
  64697. volumetricLightPostProcess: Nullable<PostProcess>;
  64698. /**
  64699. * Post-process used to smooth the previous volumetric light post-process on the X axis
  64700. */
  64701. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  64702. /**
  64703. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  64704. */
  64705. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  64706. /**
  64707. * Post-process used to merge the volumetric light effect and the real scene color
  64708. */
  64709. volumetricLightMergePostProces: Nullable<PostProcess>;
  64710. /**
  64711. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  64712. */
  64713. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  64714. /**
  64715. * Base post-process used to calculate the average luminance of the final image for HDR
  64716. */
  64717. luminancePostProcess: Nullable<PostProcess>;
  64718. /**
  64719. * Post-processes used to create down sample post-processes in order to get
  64720. * the average luminance of the final image for HDR
  64721. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  64722. */
  64723. luminanceDownSamplePostProcesses: PostProcess[];
  64724. /**
  64725. * Post-process used to create a HDR effect (light adaptation)
  64726. */
  64727. hdrPostProcess: Nullable<PostProcess>;
  64728. /**
  64729. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  64730. */
  64731. textureAdderFinalPostProcess: Nullable<PostProcess>;
  64732. /**
  64733. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  64734. */
  64735. lensFlareFinalPostProcess: Nullable<PostProcess>;
  64736. /**
  64737. * Post-process used to merge the final HDR post-process and the real scene color
  64738. */
  64739. hdrFinalPostProcess: Nullable<PostProcess>;
  64740. /**
  64741. * Post-process used to create a lens flare effect
  64742. */
  64743. lensFlarePostProcess: Nullable<PostProcess>;
  64744. /**
  64745. * Post-process that merges the result of the lens flare post-process and the real scene color
  64746. */
  64747. lensFlareComposePostProcess: Nullable<PostProcess>;
  64748. /**
  64749. * Post-process used to create a motion blur effect
  64750. */
  64751. motionBlurPostProcess: Nullable<PostProcess>;
  64752. /**
  64753. * Post-process used to create a depth of field effect
  64754. */
  64755. depthOfFieldPostProcess: Nullable<PostProcess>;
  64756. /**
  64757. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64758. */
  64759. fxaaPostProcess: Nullable<FxaaPostProcess>;
  64760. /**
  64761. * Represents the brightness threshold in order to configure the illuminated surfaces
  64762. */
  64763. brightThreshold: number;
  64764. /**
  64765. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  64766. */
  64767. blurWidth: number;
  64768. /**
  64769. * Sets if the blur for highlighted surfaces must be only horizontal
  64770. */
  64771. horizontalBlur: boolean;
  64772. /**
  64773. * Gets the overall exposure used by the pipeline
  64774. */
  64775. /**
  64776. * Sets the overall exposure used by the pipeline
  64777. */
  64778. exposure: number;
  64779. /**
  64780. * Texture used typically to simulate "dirty" on camera lens
  64781. */
  64782. lensTexture: Nullable<Texture>;
  64783. /**
  64784. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  64785. */
  64786. volumetricLightCoefficient: number;
  64787. /**
  64788. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  64789. */
  64790. volumetricLightPower: number;
  64791. /**
  64792. * Used the set the blur intensity to smooth the volumetric lights
  64793. */
  64794. volumetricLightBlurScale: number;
  64795. /**
  64796. * Light (spot or directional) used to generate the volumetric lights rays
  64797. * The source light must have a shadow generate so the pipeline can get its
  64798. * depth map
  64799. */
  64800. sourceLight: Nullable<SpotLight | DirectionalLight>;
  64801. /**
  64802. * For eye adaptation, represents the minimum luminance the eye can see
  64803. */
  64804. hdrMinimumLuminance: number;
  64805. /**
  64806. * For eye adaptation, represents the decrease luminance speed
  64807. */
  64808. hdrDecreaseRate: number;
  64809. /**
  64810. * For eye adaptation, represents the increase luminance speed
  64811. */
  64812. hdrIncreaseRate: number;
  64813. /**
  64814. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64815. */
  64816. /**
  64817. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64818. */
  64819. hdrAutoExposure: boolean;
  64820. /**
  64821. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  64822. */
  64823. lensColorTexture: Nullable<Texture>;
  64824. /**
  64825. * The overall strengh for the lens flare effect
  64826. */
  64827. lensFlareStrength: number;
  64828. /**
  64829. * Dispersion coefficient for lens flare ghosts
  64830. */
  64831. lensFlareGhostDispersal: number;
  64832. /**
  64833. * Main lens flare halo width
  64834. */
  64835. lensFlareHaloWidth: number;
  64836. /**
  64837. * Based on the lens distortion effect, defines how much the lens flare result
  64838. * is distorted
  64839. */
  64840. lensFlareDistortionStrength: number;
  64841. /**
  64842. * Configures the blur intensity used for for lens flare (halo)
  64843. */
  64844. lensFlareBlurWidth: number;
  64845. /**
  64846. * Lens star texture must be used to simulate rays on the flares and is available
  64847. * in the documentation
  64848. */
  64849. lensStarTexture: Nullable<Texture>;
  64850. /**
  64851. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  64852. * flare effect by taking account of the dirt texture
  64853. */
  64854. lensFlareDirtTexture: Nullable<Texture>;
  64855. /**
  64856. * Represents the focal length for the depth of field effect
  64857. */
  64858. depthOfFieldDistance: number;
  64859. /**
  64860. * Represents the blur intensity for the blurred part of the depth of field effect
  64861. */
  64862. depthOfFieldBlurWidth: number;
  64863. /**
  64864. * Gets how much the image is blurred by the movement while using the motion blur post-process
  64865. */
  64866. /**
  64867. * Sets how much the image is blurred by the movement while using the motion blur post-process
  64868. */
  64869. motionStrength: number;
  64870. /**
  64871. * Gets wether or not the motion blur post-process is object based or screen based.
  64872. */
  64873. /**
  64874. * Sets wether or not the motion blur post-process should be object based or screen based
  64875. */
  64876. objectBasedMotionBlur: boolean;
  64877. /**
  64878. * List of animations for the pipeline (IAnimatable implementation)
  64879. */
  64880. animations: Animation[];
  64881. /**
  64882. * Private members
  64883. */
  64884. private _scene;
  64885. private _currentDepthOfFieldSource;
  64886. private _basePostProcess;
  64887. private _fixedExposure;
  64888. private _currentExposure;
  64889. private _hdrAutoExposure;
  64890. private _hdrCurrentLuminance;
  64891. private _motionStrength;
  64892. private _isObjectBasedMotionBlur;
  64893. private _floatTextureType;
  64894. private _camerasToBeAttached;
  64895. private _ratio;
  64896. private _bloomEnabled;
  64897. private _depthOfFieldEnabled;
  64898. private _vlsEnabled;
  64899. private _lensFlareEnabled;
  64900. private _hdrEnabled;
  64901. private _motionBlurEnabled;
  64902. private _fxaaEnabled;
  64903. private _motionBlurSamples;
  64904. private _volumetricLightStepsCount;
  64905. private _samples;
  64906. /**
  64907. * @ignore
  64908. * Specifies if the bloom pipeline is enabled
  64909. */
  64910. BloomEnabled: boolean;
  64911. /**
  64912. * @ignore
  64913. * Specifies if the depth of field pipeline is enabed
  64914. */
  64915. DepthOfFieldEnabled: boolean;
  64916. /**
  64917. * @ignore
  64918. * Specifies if the lens flare pipeline is enabed
  64919. */
  64920. LensFlareEnabled: boolean;
  64921. /**
  64922. * @ignore
  64923. * Specifies if the HDR pipeline is enabled
  64924. */
  64925. HDREnabled: boolean;
  64926. /**
  64927. * @ignore
  64928. * Specifies if the volumetric lights scattering effect is enabled
  64929. */
  64930. VLSEnabled: boolean;
  64931. /**
  64932. * @ignore
  64933. * Specifies if the motion blur effect is enabled
  64934. */
  64935. MotionBlurEnabled: boolean;
  64936. /**
  64937. * Specifies if anti-aliasing is enabled
  64938. */
  64939. fxaaEnabled: boolean;
  64940. /**
  64941. * Specifies the number of steps used to calculate the volumetric lights
  64942. * Typically in interval [50, 200]
  64943. */
  64944. volumetricLightStepsCount: number;
  64945. /**
  64946. * Specifies the number of samples used for the motion blur effect
  64947. * Typically in interval [16, 64]
  64948. */
  64949. motionBlurSamples: number;
  64950. /**
  64951. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64952. */
  64953. samples: number;
  64954. /**
  64955. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64956. * @constructor
  64957. * @param name The rendering pipeline name
  64958. * @param scene The scene linked to this pipeline
  64959. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  64960. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  64961. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64962. */
  64963. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  64964. private _buildPipeline;
  64965. private _createDownSampleX4PostProcess;
  64966. private _createBrightPassPostProcess;
  64967. private _createBlurPostProcesses;
  64968. private _createTextureAdderPostProcess;
  64969. private _createVolumetricLightPostProcess;
  64970. private _createLuminancePostProcesses;
  64971. private _createHdrPostProcess;
  64972. private _createLensFlarePostProcess;
  64973. private _createDepthOfFieldPostProcess;
  64974. private _createMotionBlurPostProcess;
  64975. private _getDepthTexture;
  64976. private _disposePostProcesses;
  64977. /**
  64978. * Dispose of the pipeline and stop all post processes
  64979. */
  64980. dispose(): void;
  64981. /**
  64982. * Serialize the rendering pipeline (Used when exporting)
  64983. * @returns the serialized object
  64984. */
  64985. serialize(): any;
  64986. /**
  64987. * Parse the serialized pipeline
  64988. * @param source Source pipeline.
  64989. * @param scene The scene to load the pipeline to.
  64990. * @param rootUrl The URL of the serialized pipeline.
  64991. * @returns An instantiated pipeline from the serialized object.
  64992. */
  64993. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  64994. /**
  64995. * Luminance steps
  64996. */
  64997. static LuminanceSteps: number;
  64998. }
  64999. }
  65000. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65001. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65002. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65003. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65004. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65005. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65006. }
  65007. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65008. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65009. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65010. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65011. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65012. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65013. }
  65014. declare module "babylonjs/Shaders/tonemap.fragment" {
  65015. /** @hidden */
  65016. export var tonemapPixelShader: {
  65017. name: string;
  65018. shader: string;
  65019. };
  65020. }
  65021. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65022. import { Camera } from "babylonjs/Cameras/camera";
  65023. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65024. import "babylonjs/Shaders/tonemap.fragment";
  65025. import { Engine } from "babylonjs/Engines/engine";
  65026. /** Defines operator used for tonemapping */
  65027. export enum TonemappingOperator {
  65028. /** Hable */
  65029. Hable = 0,
  65030. /** Reinhard */
  65031. Reinhard = 1,
  65032. /** HejiDawson */
  65033. HejiDawson = 2,
  65034. /** Photographic */
  65035. Photographic = 3
  65036. }
  65037. /**
  65038. * Defines a post process to apply tone mapping
  65039. */
  65040. export class TonemapPostProcess extends PostProcess {
  65041. private _operator;
  65042. /** Defines the required exposure adjustement */
  65043. exposureAdjustment: number;
  65044. /**
  65045. * Creates a new TonemapPostProcess
  65046. * @param name defines the name of the postprocess
  65047. * @param _operator defines the operator to use
  65048. * @param exposureAdjustment defines the required exposure adjustement
  65049. * @param camera defines the camera to use (can be null)
  65050. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65051. * @param engine defines the hosting engine (can be ignore if camera is set)
  65052. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65053. */
  65054. constructor(name: string, _operator: TonemappingOperator,
  65055. /** Defines the required exposure adjustement */
  65056. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65057. }
  65058. }
  65059. declare module "babylonjs/Shaders/depth.vertex" {
  65060. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65061. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65062. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65063. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65064. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65065. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65066. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65067. /** @hidden */
  65068. export var depthVertexShader: {
  65069. name: string;
  65070. shader: string;
  65071. };
  65072. }
  65073. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65074. /** @hidden */
  65075. export var volumetricLightScatteringPixelShader: {
  65076. name: string;
  65077. shader: string;
  65078. };
  65079. }
  65080. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65081. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65082. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65083. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65084. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65085. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65086. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65087. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65088. /** @hidden */
  65089. export var volumetricLightScatteringPassVertexShader: {
  65090. name: string;
  65091. shader: string;
  65092. };
  65093. }
  65094. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65095. /** @hidden */
  65096. export var volumetricLightScatteringPassPixelShader: {
  65097. name: string;
  65098. shader: string;
  65099. };
  65100. }
  65101. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65102. import { Vector3 } from "babylonjs/Maths/math.vector";
  65103. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65104. import { Mesh } from "babylonjs/Meshes/mesh";
  65105. import { Camera } from "babylonjs/Cameras/camera";
  65106. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65107. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65108. import { Scene } from "babylonjs/scene";
  65109. import "babylonjs/Meshes/Builders/planeBuilder";
  65110. import "babylonjs/Shaders/depth.vertex";
  65111. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65112. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65113. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65114. import { Engine } from "babylonjs/Engines/engine";
  65115. /**
  65116. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65117. */
  65118. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65119. private _volumetricLightScatteringPass;
  65120. private _volumetricLightScatteringRTT;
  65121. private _viewPort;
  65122. private _screenCoordinates;
  65123. private _cachedDefines;
  65124. /**
  65125. * If not undefined, the mesh position is computed from the attached node position
  65126. */
  65127. attachedNode: {
  65128. position: Vector3;
  65129. };
  65130. /**
  65131. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65132. */
  65133. customMeshPosition: Vector3;
  65134. /**
  65135. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65136. */
  65137. useCustomMeshPosition: boolean;
  65138. /**
  65139. * If the post-process should inverse the light scattering direction
  65140. */
  65141. invert: boolean;
  65142. /**
  65143. * The internal mesh used by the post-process
  65144. */
  65145. mesh: Mesh;
  65146. /**
  65147. * @hidden
  65148. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65149. */
  65150. useDiffuseColor: boolean;
  65151. /**
  65152. * Array containing the excluded meshes not rendered in the internal pass
  65153. */
  65154. excludedMeshes: AbstractMesh[];
  65155. /**
  65156. * Controls the overall intensity of the post-process
  65157. */
  65158. exposure: number;
  65159. /**
  65160. * Dissipates each sample's contribution in range [0, 1]
  65161. */
  65162. decay: number;
  65163. /**
  65164. * Controls the overall intensity of each sample
  65165. */
  65166. weight: number;
  65167. /**
  65168. * Controls the density of each sample
  65169. */
  65170. density: number;
  65171. /**
  65172. * @constructor
  65173. * @param name The post-process name
  65174. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  65175. * @param camera The camera that the post-process will be attached to
  65176. * @param mesh The mesh used to create the light scattering
  65177. * @param samples The post-process quality, default 100
  65178. * @param samplingModeThe post-process filtering mode
  65179. * @param engine The babylon engine
  65180. * @param reusable If the post-process is reusable
  65181. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65182. */
  65183. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65184. /**
  65185. * Returns the string "VolumetricLightScatteringPostProcess"
  65186. * @returns "VolumetricLightScatteringPostProcess"
  65187. */
  65188. getClassName(): string;
  65189. private _isReady;
  65190. /**
  65191. * Sets the new light position for light scattering effect
  65192. * @param position The new custom light position
  65193. */
  65194. setCustomMeshPosition(position: Vector3): void;
  65195. /**
  65196. * Returns the light position for light scattering effect
  65197. * @return Vector3 The custom light position
  65198. */
  65199. getCustomMeshPosition(): Vector3;
  65200. /**
  65201. * Disposes the internal assets and detaches the post-process from the camera
  65202. */
  65203. dispose(camera: Camera): void;
  65204. /**
  65205. * Returns the render target texture used by the post-process
  65206. * @return the render target texture used by the post-process
  65207. */
  65208. getPass(): RenderTargetTexture;
  65209. private _meshExcluded;
  65210. private _createPass;
  65211. private _updateMeshScreenCoordinates;
  65212. /**
  65213. * Creates a default mesh for the Volumeric Light Scattering post-process
  65214. * @param name The mesh name
  65215. * @param scene The scene where to create the mesh
  65216. * @return the default mesh
  65217. */
  65218. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65219. }
  65220. }
  65221. declare module "babylonjs/PostProcesses/index" {
  65222. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65223. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65224. export * from "babylonjs/PostProcesses/bloomEffect";
  65225. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65226. export * from "babylonjs/PostProcesses/blurPostProcess";
  65227. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65228. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65229. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65230. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65231. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65232. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65233. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65234. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65235. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65236. export * from "babylonjs/PostProcesses/filterPostProcess";
  65237. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65238. export * from "babylonjs/PostProcesses/grainPostProcess";
  65239. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65240. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65241. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65242. export * from "babylonjs/PostProcesses/passPostProcess";
  65243. export * from "babylonjs/PostProcesses/postProcess";
  65244. export * from "babylonjs/PostProcesses/postProcessManager";
  65245. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65246. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65247. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65248. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65249. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65250. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65251. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65252. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65253. }
  65254. declare module "babylonjs/Probes/index" {
  65255. export * from "babylonjs/Probes/reflectionProbe";
  65256. }
  65257. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65258. import { Scene } from "babylonjs/scene";
  65259. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65260. import { SmartArray } from "babylonjs/Misc/smartArray";
  65261. import { ISceneComponent } from "babylonjs/sceneComponent";
  65262. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65263. import "babylonjs/Meshes/Builders/boxBuilder";
  65264. import "babylonjs/Shaders/color.fragment";
  65265. import "babylonjs/Shaders/color.vertex";
  65266. import { Color3 } from "babylonjs/Maths/math.color";
  65267. module "babylonjs/scene" {
  65268. interface Scene {
  65269. /** @hidden (Backing field) */
  65270. _boundingBoxRenderer: BoundingBoxRenderer;
  65271. /** @hidden (Backing field) */
  65272. _forceShowBoundingBoxes: boolean;
  65273. /**
  65274. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65275. */
  65276. forceShowBoundingBoxes: boolean;
  65277. /**
  65278. * Gets the bounding box renderer associated with the scene
  65279. * @returns a BoundingBoxRenderer
  65280. */
  65281. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65282. }
  65283. }
  65284. module "babylonjs/Meshes/abstractMesh" {
  65285. interface AbstractMesh {
  65286. /** @hidden (Backing field) */
  65287. _showBoundingBox: boolean;
  65288. /**
  65289. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65290. */
  65291. showBoundingBox: boolean;
  65292. }
  65293. }
  65294. /**
  65295. * Component responsible of rendering the bounding box of the meshes in a scene.
  65296. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65297. */
  65298. export class BoundingBoxRenderer implements ISceneComponent {
  65299. /**
  65300. * The component name helpfull to identify the component in the list of scene components.
  65301. */
  65302. readonly name: string;
  65303. /**
  65304. * The scene the component belongs to.
  65305. */
  65306. scene: Scene;
  65307. /**
  65308. * Color of the bounding box lines placed in front of an object
  65309. */
  65310. frontColor: Color3;
  65311. /**
  65312. * Color of the bounding box lines placed behind an object
  65313. */
  65314. backColor: Color3;
  65315. /**
  65316. * Defines if the renderer should show the back lines or not
  65317. */
  65318. showBackLines: boolean;
  65319. /**
  65320. * @hidden
  65321. */
  65322. renderList: SmartArray<BoundingBox>;
  65323. private _colorShader;
  65324. private _vertexBuffers;
  65325. private _indexBuffer;
  65326. private _fillIndexBuffer;
  65327. private _fillIndexData;
  65328. /**
  65329. * Instantiates a new bounding box renderer in a scene.
  65330. * @param scene the scene the renderer renders in
  65331. */
  65332. constructor(scene: Scene);
  65333. /**
  65334. * Registers the component in a given scene
  65335. */
  65336. register(): void;
  65337. private _evaluateSubMesh;
  65338. private _activeMesh;
  65339. private _prepareRessources;
  65340. private _createIndexBuffer;
  65341. /**
  65342. * Rebuilds the elements related to this component in case of
  65343. * context lost for instance.
  65344. */
  65345. rebuild(): void;
  65346. /**
  65347. * @hidden
  65348. */
  65349. reset(): void;
  65350. /**
  65351. * Render the bounding boxes of a specific rendering group
  65352. * @param renderingGroupId defines the rendering group to render
  65353. */
  65354. render(renderingGroupId: number): void;
  65355. /**
  65356. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65357. * @param mesh Define the mesh to render the occlusion bounding box for
  65358. */
  65359. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65360. /**
  65361. * Dispose and release the resources attached to this renderer.
  65362. */
  65363. dispose(): void;
  65364. }
  65365. }
  65366. declare module "babylonjs/Shaders/depth.fragment" {
  65367. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65368. /** @hidden */
  65369. export var depthPixelShader: {
  65370. name: string;
  65371. shader: string;
  65372. };
  65373. }
  65374. declare module "babylonjs/Rendering/depthRenderer" {
  65375. import { Nullable } from "babylonjs/types";
  65376. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65377. import { Scene } from "babylonjs/scene";
  65378. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65379. import { Camera } from "babylonjs/Cameras/camera";
  65380. import "babylonjs/Shaders/depth.fragment";
  65381. import "babylonjs/Shaders/depth.vertex";
  65382. /**
  65383. * This represents a depth renderer in Babylon.
  65384. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65385. */
  65386. export class DepthRenderer {
  65387. private _scene;
  65388. private _depthMap;
  65389. private _effect;
  65390. private readonly _storeNonLinearDepth;
  65391. private readonly _clearColor;
  65392. /** Get if the depth renderer is using packed depth or not */
  65393. readonly isPacked: boolean;
  65394. private _cachedDefines;
  65395. private _camera;
  65396. /**
  65397. * Specifiess that the depth renderer will only be used within
  65398. * the camera it is created for.
  65399. * This can help forcing its rendering during the camera processing.
  65400. */
  65401. useOnlyInActiveCamera: boolean;
  65402. /** @hidden */
  65403. static _SceneComponentInitialization: (scene: Scene) => void;
  65404. /**
  65405. * Instantiates a depth renderer
  65406. * @param scene The scene the renderer belongs to
  65407. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65408. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65409. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65410. */
  65411. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65412. /**
  65413. * Creates the depth rendering effect and checks if the effect is ready.
  65414. * @param subMesh The submesh to be used to render the depth map of
  65415. * @param useInstances If multiple world instances should be used
  65416. * @returns if the depth renderer is ready to render the depth map
  65417. */
  65418. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65419. /**
  65420. * Gets the texture which the depth map will be written to.
  65421. * @returns The depth map texture
  65422. */
  65423. getDepthMap(): RenderTargetTexture;
  65424. /**
  65425. * Disposes of the depth renderer.
  65426. */
  65427. dispose(): void;
  65428. }
  65429. }
  65430. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65431. import { Nullable } from "babylonjs/types";
  65432. import { Scene } from "babylonjs/scene";
  65433. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65434. import { Camera } from "babylonjs/Cameras/camera";
  65435. import { ISceneComponent } from "babylonjs/sceneComponent";
  65436. module "babylonjs/scene" {
  65437. interface Scene {
  65438. /** @hidden (Backing field) */
  65439. _depthRenderer: {
  65440. [id: string]: DepthRenderer;
  65441. };
  65442. /**
  65443. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65444. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65445. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65446. * @returns the created depth renderer
  65447. */
  65448. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65449. /**
  65450. * Disables a depth renderer for a given camera
  65451. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65452. */
  65453. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65454. }
  65455. }
  65456. /**
  65457. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65458. * in several rendering techniques.
  65459. */
  65460. export class DepthRendererSceneComponent implements ISceneComponent {
  65461. /**
  65462. * The component name helpfull to identify the component in the list of scene components.
  65463. */
  65464. readonly name: string;
  65465. /**
  65466. * The scene the component belongs to.
  65467. */
  65468. scene: Scene;
  65469. /**
  65470. * Creates a new instance of the component for the given scene
  65471. * @param scene Defines the scene to register the component in
  65472. */
  65473. constructor(scene: Scene);
  65474. /**
  65475. * Registers the component in a given scene
  65476. */
  65477. register(): void;
  65478. /**
  65479. * Rebuilds the elements related to this component in case of
  65480. * context lost for instance.
  65481. */
  65482. rebuild(): void;
  65483. /**
  65484. * Disposes the component and the associated ressources
  65485. */
  65486. dispose(): void;
  65487. private _gatherRenderTargets;
  65488. private _gatherActiveCameraRenderTargets;
  65489. }
  65490. }
  65491. declare module "babylonjs/Shaders/outline.fragment" {
  65492. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65493. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  65494. /** @hidden */
  65495. export var outlinePixelShader: {
  65496. name: string;
  65497. shader: string;
  65498. };
  65499. }
  65500. declare module "babylonjs/Shaders/outline.vertex" {
  65501. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65502. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65503. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65504. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65505. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65506. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65507. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65508. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65509. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  65510. /** @hidden */
  65511. export var outlineVertexShader: {
  65512. name: string;
  65513. shader: string;
  65514. };
  65515. }
  65516. declare module "babylonjs/Rendering/outlineRenderer" {
  65517. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65518. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  65519. import { Scene } from "babylonjs/scene";
  65520. import { ISceneComponent } from "babylonjs/sceneComponent";
  65521. import "babylonjs/Shaders/outline.fragment";
  65522. import "babylonjs/Shaders/outline.vertex";
  65523. module "babylonjs/scene" {
  65524. interface Scene {
  65525. /** @hidden */
  65526. _outlineRenderer: OutlineRenderer;
  65527. /**
  65528. * Gets the outline renderer associated with the scene
  65529. * @returns a OutlineRenderer
  65530. */
  65531. getOutlineRenderer(): OutlineRenderer;
  65532. }
  65533. }
  65534. module "babylonjs/Meshes/abstractMesh" {
  65535. interface AbstractMesh {
  65536. /** @hidden (Backing field) */
  65537. _renderOutline: boolean;
  65538. /**
  65539. * Gets or sets a boolean indicating if the outline must be rendered as well
  65540. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  65541. */
  65542. renderOutline: boolean;
  65543. /** @hidden (Backing field) */
  65544. _renderOverlay: boolean;
  65545. /**
  65546. * Gets or sets a boolean indicating if the overlay must be rendered as well
  65547. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  65548. */
  65549. renderOverlay: boolean;
  65550. }
  65551. }
  65552. /**
  65553. * This class is responsible to draw bothe outline/overlay of meshes.
  65554. * It should not be used directly but through the available method on mesh.
  65555. */
  65556. export class OutlineRenderer implements ISceneComponent {
  65557. /**
  65558. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  65559. */
  65560. private static _StencilReference;
  65561. /**
  65562. * The name of the component. Each component must have a unique name.
  65563. */
  65564. name: string;
  65565. /**
  65566. * The scene the component belongs to.
  65567. */
  65568. scene: Scene;
  65569. /**
  65570. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  65571. */
  65572. zOffset: number;
  65573. private _engine;
  65574. private _effect;
  65575. private _cachedDefines;
  65576. private _savedDepthWrite;
  65577. /**
  65578. * Instantiates a new outline renderer. (There could be only one per scene).
  65579. * @param scene Defines the scene it belongs to
  65580. */
  65581. constructor(scene: Scene);
  65582. /**
  65583. * Register the component to one instance of a scene.
  65584. */
  65585. register(): void;
  65586. /**
  65587. * Rebuilds the elements related to this component in case of
  65588. * context lost for instance.
  65589. */
  65590. rebuild(): void;
  65591. /**
  65592. * Disposes the component and the associated ressources.
  65593. */
  65594. dispose(): void;
  65595. /**
  65596. * Renders the outline in the canvas.
  65597. * @param subMesh Defines the sumesh to render
  65598. * @param batch Defines the batch of meshes in case of instances
  65599. * @param useOverlay Defines if the rendering is for the overlay or the outline
  65600. */
  65601. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  65602. /**
  65603. * Returns whether or not the outline renderer is ready for a given submesh.
  65604. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  65605. * @param subMesh Defines the submesh to check readyness for
  65606. * @param useInstances Defines wheter wee are trying to render instances or not
  65607. * @returns true if ready otherwise false
  65608. */
  65609. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65610. private _beforeRenderingMesh;
  65611. private _afterRenderingMesh;
  65612. }
  65613. }
  65614. declare module "babylonjs/Rendering/index" {
  65615. export * from "babylonjs/Rendering/boundingBoxRenderer";
  65616. export * from "babylonjs/Rendering/depthRenderer";
  65617. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  65618. export * from "babylonjs/Rendering/edgesRenderer";
  65619. export * from "babylonjs/Rendering/geometryBufferRenderer";
  65620. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  65621. export * from "babylonjs/Rendering/outlineRenderer";
  65622. export * from "babylonjs/Rendering/renderingGroup";
  65623. export * from "babylonjs/Rendering/renderingManager";
  65624. export * from "babylonjs/Rendering/utilityLayerRenderer";
  65625. }
  65626. declare module "babylonjs/Sprites/spritePackedManager" {
  65627. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  65628. import { Scene } from "babylonjs/scene";
  65629. /**
  65630. * Class used to manage multiple sprites of different sizes on the same spritesheet
  65631. * @see http://doc.babylonjs.com/babylon101/sprites
  65632. */
  65633. export class SpritePackedManager extends SpriteManager {
  65634. /** defines the packed manager's name */
  65635. name: string;
  65636. /**
  65637. * Creates a new sprite manager from a packed sprite sheet
  65638. * @param name defines the manager's name
  65639. * @param imgUrl defines the sprite sheet url
  65640. * @param capacity defines the maximum allowed number of sprites
  65641. * @param scene defines the hosting scene
  65642. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  65643. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  65644. * @param samplingMode defines the smapling mode to use with spritesheet
  65645. * @param fromPacked set to true; do not alter
  65646. */
  65647. constructor(
  65648. /** defines the packed manager's name */
  65649. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  65650. }
  65651. }
  65652. declare module "babylonjs/Sprites/index" {
  65653. export * from "babylonjs/Sprites/sprite";
  65654. export * from "babylonjs/Sprites/spriteManager";
  65655. export * from "babylonjs/Sprites/spritePackedManager";
  65656. export * from "babylonjs/Sprites/spriteSceneComponent";
  65657. }
  65658. declare module "babylonjs/States/index" {
  65659. export * from "babylonjs/States/alphaCullingState";
  65660. export * from "babylonjs/States/depthCullingState";
  65661. export * from "babylonjs/States/stencilState";
  65662. }
  65663. declare module "babylonjs/Misc/assetsManager" {
  65664. import { Scene } from "babylonjs/scene";
  65665. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65666. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65667. import { Skeleton } from "babylonjs/Bones/skeleton";
  65668. import { Observable } from "babylonjs/Misc/observable";
  65669. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  65670. import { Texture } from "babylonjs/Materials/Textures/texture";
  65671. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  65672. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  65673. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  65674. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  65675. /**
  65676. * Defines the list of states available for a task inside a AssetsManager
  65677. */
  65678. export enum AssetTaskState {
  65679. /**
  65680. * Initialization
  65681. */
  65682. INIT = 0,
  65683. /**
  65684. * Running
  65685. */
  65686. RUNNING = 1,
  65687. /**
  65688. * Done
  65689. */
  65690. DONE = 2,
  65691. /**
  65692. * Error
  65693. */
  65694. ERROR = 3
  65695. }
  65696. /**
  65697. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  65698. */
  65699. export abstract class AbstractAssetTask {
  65700. /**
  65701. * Task name
  65702. */ name: string;
  65703. /**
  65704. * Callback called when the task is successful
  65705. */
  65706. onSuccess: (task: any) => void;
  65707. /**
  65708. * Callback called when the task is not successful
  65709. */
  65710. onError: (task: any, message?: string, exception?: any) => void;
  65711. /**
  65712. * Creates a new AssetsManager
  65713. * @param name defines the name of the task
  65714. */
  65715. constructor(
  65716. /**
  65717. * Task name
  65718. */ name: string);
  65719. private _isCompleted;
  65720. private _taskState;
  65721. private _errorObject;
  65722. /**
  65723. * Get if the task is completed
  65724. */
  65725. readonly isCompleted: boolean;
  65726. /**
  65727. * Gets the current state of the task
  65728. */
  65729. readonly taskState: AssetTaskState;
  65730. /**
  65731. * Gets the current error object (if task is in error)
  65732. */
  65733. readonly errorObject: {
  65734. message?: string;
  65735. exception?: any;
  65736. };
  65737. /**
  65738. * Internal only
  65739. * @hidden
  65740. */
  65741. _setErrorObject(message?: string, exception?: any): void;
  65742. /**
  65743. * Execute the current task
  65744. * @param scene defines the scene where you want your assets to be loaded
  65745. * @param onSuccess is a callback called when the task is successfully executed
  65746. * @param onError is a callback called if an error occurs
  65747. */
  65748. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65749. /**
  65750. * Execute the current task
  65751. * @param scene defines the scene where you want your assets to be loaded
  65752. * @param onSuccess is a callback called when the task is successfully executed
  65753. * @param onError is a callback called if an error occurs
  65754. */
  65755. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65756. /**
  65757. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  65758. * This can be used with failed tasks that have the reason for failure fixed.
  65759. */
  65760. reset(): void;
  65761. private onErrorCallback;
  65762. private onDoneCallback;
  65763. }
  65764. /**
  65765. * Define the interface used by progress events raised during assets loading
  65766. */
  65767. export interface IAssetsProgressEvent {
  65768. /**
  65769. * Defines the number of remaining tasks to process
  65770. */
  65771. remainingCount: number;
  65772. /**
  65773. * Defines the total number of tasks
  65774. */
  65775. totalCount: number;
  65776. /**
  65777. * Defines the task that was just processed
  65778. */
  65779. task: AbstractAssetTask;
  65780. }
  65781. /**
  65782. * Class used to share progress information about assets loading
  65783. */
  65784. export class AssetsProgressEvent implements IAssetsProgressEvent {
  65785. /**
  65786. * Defines the number of remaining tasks to process
  65787. */
  65788. remainingCount: number;
  65789. /**
  65790. * Defines the total number of tasks
  65791. */
  65792. totalCount: number;
  65793. /**
  65794. * Defines the task that was just processed
  65795. */
  65796. task: AbstractAssetTask;
  65797. /**
  65798. * Creates a AssetsProgressEvent
  65799. * @param remainingCount defines the number of remaining tasks to process
  65800. * @param totalCount defines the total number of tasks
  65801. * @param task defines the task that was just processed
  65802. */
  65803. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  65804. }
  65805. /**
  65806. * Define a task used by AssetsManager to load meshes
  65807. */
  65808. export class MeshAssetTask extends AbstractAssetTask {
  65809. /**
  65810. * Defines the name of the task
  65811. */
  65812. name: string;
  65813. /**
  65814. * Defines the list of mesh's names you want to load
  65815. */
  65816. meshesNames: any;
  65817. /**
  65818. * Defines the root url to use as a base to load your meshes and associated resources
  65819. */
  65820. rootUrl: string;
  65821. /**
  65822. * Defines the filename of the scene to load from
  65823. */
  65824. sceneFilename: string;
  65825. /**
  65826. * Gets the list of loaded meshes
  65827. */
  65828. loadedMeshes: Array<AbstractMesh>;
  65829. /**
  65830. * Gets the list of loaded particle systems
  65831. */
  65832. loadedParticleSystems: Array<IParticleSystem>;
  65833. /**
  65834. * Gets the list of loaded skeletons
  65835. */
  65836. loadedSkeletons: Array<Skeleton>;
  65837. /**
  65838. * Gets the list of loaded animation groups
  65839. */
  65840. loadedAnimationGroups: Array<AnimationGroup>;
  65841. /**
  65842. * Callback called when the task is successful
  65843. */
  65844. onSuccess: (task: MeshAssetTask) => void;
  65845. /**
  65846. * Callback called when the task is successful
  65847. */
  65848. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  65849. /**
  65850. * Creates a new MeshAssetTask
  65851. * @param name defines the name of the task
  65852. * @param meshesNames defines the list of mesh's names you want to load
  65853. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  65854. * @param sceneFilename defines the filename of the scene to load from
  65855. */
  65856. constructor(
  65857. /**
  65858. * Defines the name of the task
  65859. */
  65860. name: string,
  65861. /**
  65862. * Defines the list of mesh's names you want to load
  65863. */
  65864. meshesNames: any,
  65865. /**
  65866. * Defines the root url to use as a base to load your meshes and associated resources
  65867. */
  65868. rootUrl: string,
  65869. /**
  65870. * Defines the filename of the scene to load from
  65871. */
  65872. sceneFilename: string);
  65873. /**
  65874. * Execute the current task
  65875. * @param scene defines the scene where you want your assets to be loaded
  65876. * @param onSuccess is a callback called when the task is successfully executed
  65877. * @param onError is a callback called if an error occurs
  65878. */
  65879. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65880. }
  65881. /**
  65882. * Define a task used by AssetsManager to load text content
  65883. */
  65884. export class TextFileAssetTask extends AbstractAssetTask {
  65885. /**
  65886. * Defines the name of the task
  65887. */
  65888. name: string;
  65889. /**
  65890. * Defines the location of the file to load
  65891. */
  65892. url: string;
  65893. /**
  65894. * Gets the loaded text string
  65895. */
  65896. text: string;
  65897. /**
  65898. * Callback called when the task is successful
  65899. */
  65900. onSuccess: (task: TextFileAssetTask) => void;
  65901. /**
  65902. * Callback called when the task is successful
  65903. */
  65904. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  65905. /**
  65906. * Creates a new TextFileAssetTask object
  65907. * @param name defines the name of the task
  65908. * @param url defines the location of the file to load
  65909. */
  65910. constructor(
  65911. /**
  65912. * Defines the name of the task
  65913. */
  65914. name: string,
  65915. /**
  65916. * Defines the location of the file to load
  65917. */
  65918. url: string);
  65919. /**
  65920. * Execute the current task
  65921. * @param scene defines the scene where you want your assets to be loaded
  65922. * @param onSuccess is a callback called when the task is successfully executed
  65923. * @param onError is a callback called if an error occurs
  65924. */
  65925. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65926. }
  65927. /**
  65928. * Define a task used by AssetsManager to load binary data
  65929. */
  65930. export class BinaryFileAssetTask extends AbstractAssetTask {
  65931. /**
  65932. * Defines the name of the task
  65933. */
  65934. name: string;
  65935. /**
  65936. * Defines the location of the file to load
  65937. */
  65938. url: string;
  65939. /**
  65940. * Gets the lodaded data (as an array buffer)
  65941. */
  65942. data: ArrayBuffer;
  65943. /**
  65944. * Callback called when the task is successful
  65945. */
  65946. onSuccess: (task: BinaryFileAssetTask) => void;
  65947. /**
  65948. * Callback called when the task is successful
  65949. */
  65950. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  65951. /**
  65952. * Creates a new BinaryFileAssetTask object
  65953. * @param name defines the name of the new task
  65954. * @param url defines the location of the file to load
  65955. */
  65956. constructor(
  65957. /**
  65958. * Defines the name of the task
  65959. */
  65960. name: string,
  65961. /**
  65962. * Defines the location of the file to load
  65963. */
  65964. url: string);
  65965. /**
  65966. * Execute the current task
  65967. * @param scene defines the scene where you want your assets to be loaded
  65968. * @param onSuccess is a callback called when the task is successfully executed
  65969. * @param onError is a callback called if an error occurs
  65970. */
  65971. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65972. }
  65973. /**
  65974. * Define a task used by AssetsManager to load images
  65975. */
  65976. export class ImageAssetTask extends AbstractAssetTask {
  65977. /**
  65978. * Defines the name of the task
  65979. */
  65980. name: string;
  65981. /**
  65982. * Defines the location of the image to load
  65983. */
  65984. url: string;
  65985. /**
  65986. * Gets the loaded images
  65987. */
  65988. image: HTMLImageElement;
  65989. /**
  65990. * Callback called when the task is successful
  65991. */
  65992. onSuccess: (task: ImageAssetTask) => void;
  65993. /**
  65994. * Callback called when the task is successful
  65995. */
  65996. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  65997. /**
  65998. * Creates a new ImageAssetTask
  65999. * @param name defines the name of the task
  66000. * @param url defines the location of the image to load
  66001. */
  66002. constructor(
  66003. /**
  66004. * Defines the name of the task
  66005. */
  66006. name: string,
  66007. /**
  66008. * Defines the location of the image to load
  66009. */
  66010. url: string);
  66011. /**
  66012. * Execute the current task
  66013. * @param scene defines the scene where you want your assets to be loaded
  66014. * @param onSuccess is a callback called when the task is successfully executed
  66015. * @param onError is a callback called if an error occurs
  66016. */
  66017. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66018. }
  66019. /**
  66020. * Defines the interface used by texture loading tasks
  66021. */
  66022. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66023. /**
  66024. * Gets the loaded texture
  66025. */
  66026. texture: TEX;
  66027. }
  66028. /**
  66029. * Define a task used by AssetsManager to load 2D textures
  66030. */
  66031. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66032. /**
  66033. * Defines the name of the task
  66034. */
  66035. name: string;
  66036. /**
  66037. * Defines the location of the file to load
  66038. */
  66039. url: string;
  66040. /**
  66041. * Defines if mipmap should not be generated (default is false)
  66042. */
  66043. noMipmap?: boolean | undefined;
  66044. /**
  66045. * Defines if texture must be inverted on Y axis (default is false)
  66046. */
  66047. invertY?: boolean | undefined;
  66048. /**
  66049. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66050. */
  66051. samplingMode: number;
  66052. /**
  66053. * Gets the loaded texture
  66054. */
  66055. texture: Texture;
  66056. /**
  66057. * Callback called when the task is successful
  66058. */
  66059. onSuccess: (task: TextureAssetTask) => void;
  66060. /**
  66061. * Callback called when the task is successful
  66062. */
  66063. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66064. /**
  66065. * Creates a new TextureAssetTask object
  66066. * @param name defines the name of the task
  66067. * @param url defines the location of the file to load
  66068. * @param noMipmap defines if mipmap should not be generated (default is false)
  66069. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66070. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66071. */
  66072. constructor(
  66073. /**
  66074. * Defines the name of the task
  66075. */
  66076. name: string,
  66077. /**
  66078. * Defines the location of the file to load
  66079. */
  66080. url: string,
  66081. /**
  66082. * Defines if mipmap should not be generated (default is false)
  66083. */
  66084. noMipmap?: boolean | undefined,
  66085. /**
  66086. * Defines if texture must be inverted on Y axis (default is false)
  66087. */
  66088. invertY?: boolean | undefined,
  66089. /**
  66090. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66091. */
  66092. samplingMode?: number);
  66093. /**
  66094. * Execute the current task
  66095. * @param scene defines the scene where you want your assets to be loaded
  66096. * @param onSuccess is a callback called when the task is successfully executed
  66097. * @param onError is a callback called if an error occurs
  66098. */
  66099. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66100. }
  66101. /**
  66102. * Define a task used by AssetsManager to load cube textures
  66103. */
  66104. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66105. /**
  66106. * Defines the name of the task
  66107. */
  66108. name: string;
  66109. /**
  66110. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66111. */
  66112. url: string;
  66113. /**
  66114. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66115. */
  66116. extensions?: string[] | undefined;
  66117. /**
  66118. * Defines if mipmaps should not be generated (default is false)
  66119. */
  66120. noMipmap?: boolean | undefined;
  66121. /**
  66122. * Defines the explicit list of files (undefined by default)
  66123. */
  66124. files?: string[] | undefined;
  66125. /**
  66126. * Gets the loaded texture
  66127. */
  66128. texture: CubeTexture;
  66129. /**
  66130. * Callback called when the task is successful
  66131. */
  66132. onSuccess: (task: CubeTextureAssetTask) => void;
  66133. /**
  66134. * Callback called when the task is successful
  66135. */
  66136. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66137. /**
  66138. * Creates a new CubeTextureAssetTask
  66139. * @param name defines the name of the task
  66140. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66141. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66142. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66143. * @param files defines the explicit list of files (undefined by default)
  66144. */
  66145. constructor(
  66146. /**
  66147. * Defines the name of the task
  66148. */
  66149. name: string,
  66150. /**
  66151. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66152. */
  66153. url: string,
  66154. /**
  66155. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66156. */
  66157. extensions?: string[] | undefined,
  66158. /**
  66159. * Defines if mipmaps should not be generated (default is false)
  66160. */
  66161. noMipmap?: boolean | undefined,
  66162. /**
  66163. * Defines the explicit list of files (undefined by default)
  66164. */
  66165. files?: string[] | undefined);
  66166. /**
  66167. * Execute the current task
  66168. * @param scene defines the scene where you want your assets to be loaded
  66169. * @param onSuccess is a callback called when the task is successfully executed
  66170. * @param onError is a callback called if an error occurs
  66171. */
  66172. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66173. }
  66174. /**
  66175. * Define a task used by AssetsManager to load HDR cube textures
  66176. */
  66177. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66178. /**
  66179. * Defines the name of the task
  66180. */
  66181. name: string;
  66182. /**
  66183. * Defines the location of the file to load
  66184. */
  66185. url: string;
  66186. /**
  66187. * Defines the desired size (the more it increases the longer the generation will be)
  66188. */
  66189. size: number;
  66190. /**
  66191. * Defines if mipmaps should not be generated (default is false)
  66192. */
  66193. noMipmap: boolean;
  66194. /**
  66195. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66196. */
  66197. generateHarmonics: boolean;
  66198. /**
  66199. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  66200. */
  66201. gammaSpace: boolean;
  66202. /**
  66203. * Internal Use Only
  66204. */
  66205. reserved: boolean;
  66206. /**
  66207. * Gets the loaded texture
  66208. */
  66209. texture: HDRCubeTexture;
  66210. /**
  66211. * Callback called when the task is successful
  66212. */
  66213. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66214. /**
  66215. * Callback called when the task is successful
  66216. */
  66217. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66218. /**
  66219. * Creates a new HDRCubeTextureAssetTask object
  66220. * @param name defines the name of the task
  66221. * @param url defines the location of the file to load
  66222. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  66223. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66224. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66225. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  66226. * @param reserved Internal use only
  66227. */
  66228. constructor(
  66229. /**
  66230. * Defines the name of the task
  66231. */
  66232. name: string,
  66233. /**
  66234. * Defines the location of the file to load
  66235. */
  66236. url: string,
  66237. /**
  66238. * Defines the desired size (the more it increases the longer the generation will be)
  66239. */
  66240. size: number,
  66241. /**
  66242. * Defines if mipmaps should not be generated (default is false)
  66243. */
  66244. noMipmap?: boolean,
  66245. /**
  66246. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66247. */
  66248. generateHarmonics?: boolean,
  66249. /**
  66250. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  66251. */
  66252. gammaSpace?: boolean,
  66253. /**
  66254. * Internal Use Only
  66255. */
  66256. reserved?: boolean);
  66257. /**
  66258. * Execute the current task
  66259. * @param scene defines the scene where you want your assets to be loaded
  66260. * @param onSuccess is a callback called when the task is successfully executed
  66261. * @param onError is a callback called if an error occurs
  66262. */
  66263. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66264. }
  66265. /**
  66266. * Define a task used by AssetsManager to load Equirectangular cube textures
  66267. */
  66268. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66269. /**
  66270. * Defines the name of the task
  66271. */
  66272. name: string;
  66273. /**
  66274. * Defines the location of the file to load
  66275. */
  66276. url: string;
  66277. /**
  66278. * Defines the desired size (the more it increases the longer the generation will be)
  66279. */
  66280. size: number;
  66281. /**
  66282. * Defines if mipmaps should not be generated (default is false)
  66283. */
  66284. noMipmap: boolean;
  66285. /**
  66286. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66287. * but the standard material would require them in Gamma space) (default is true)
  66288. */
  66289. gammaSpace: boolean;
  66290. /**
  66291. * Gets the loaded texture
  66292. */
  66293. texture: EquiRectangularCubeTexture;
  66294. /**
  66295. * Callback called when the task is successful
  66296. */
  66297. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66298. /**
  66299. * Callback called when the task is successful
  66300. */
  66301. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66302. /**
  66303. * Creates a new EquiRectangularCubeTextureAssetTask object
  66304. * @param name defines the name of the task
  66305. * @param url defines the location of the file to load
  66306. * @param size defines the desired size (the more it increases the longer the generation will be)
  66307. * If the size is omitted this implies you are using a preprocessed cubemap.
  66308. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66309. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66310. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66311. * (default is true)
  66312. */
  66313. constructor(
  66314. /**
  66315. * Defines the name of the task
  66316. */
  66317. name: string,
  66318. /**
  66319. * Defines the location of the file to load
  66320. */
  66321. url: string,
  66322. /**
  66323. * Defines the desired size (the more it increases the longer the generation will be)
  66324. */
  66325. size: number,
  66326. /**
  66327. * Defines if mipmaps should not be generated (default is false)
  66328. */
  66329. noMipmap?: boolean,
  66330. /**
  66331. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66332. * but the standard material would require them in Gamma space) (default is true)
  66333. */
  66334. gammaSpace?: boolean);
  66335. /**
  66336. * Execute the current task
  66337. * @param scene defines the scene where you want your assets to be loaded
  66338. * @param onSuccess is a callback called when the task is successfully executed
  66339. * @param onError is a callback called if an error occurs
  66340. */
  66341. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66342. }
  66343. /**
  66344. * This class can be used to easily import assets into a scene
  66345. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66346. */
  66347. export class AssetsManager {
  66348. private _scene;
  66349. private _isLoading;
  66350. protected _tasks: AbstractAssetTask[];
  66351. protected _waitingTasksCount: number;
  66352. protected _totalTasksCount: number;
  66353. /**
  66354. * Callback called when all tasks are processed
  66355. */
  66356. onFinish: (tasks: AbstractAssetTask[]) => void;
  66357. /**
  66358. * Callback called when a task is successful
  66359. */
  66360. onTaskSuccess: (task: AbstractAssetTask) => void;
  66361. /**
  66362. * Callback called when a task had an error
  66363. */
  66364. onTaskError: (task: AbstractAssetTask) => void;
  66365. /**
  66366. * Callback called when a task is done (whatever the result is)
  66367. */
  66368. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66369. /**
  66370. * Observable called when all tasks are processed
  66371. */
  66372. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66373. /**
  66374. * Observable called when a task had an error
  66375. */
  66376. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66377. /**
  66378. * Observable called when all tasks were executed
  66379. */
  66380. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66381. /**
  66382. * Observable called when a task is done (whatever the result is)
  66383. */
  66384. onProgressObservable: Observable<IAssetsProgressEvent>;
  66385. /**
  66386. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66387. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66388. */
  66389. useDefaultLoadingScreen: boolean;
  66390. /**
  66391. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66392. * when all assets have been downloaded.
  66393. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66394. */
  66395. autoHideLoadingUI: boolean;
  66396. /**
  66397. * Creates a new AssetsManager
  66398. * @param scene defines the scene to work on
  66399. */
  66400. constructor(scene: Scene);
  66401. /**
  66402. * Add a MeshAssetTask to the list of active tasks
  66403. * @param taskName defines the name of the new task
  66404. * @param meshesNames defines the name of meshes to load
  66405. * @param rootUrl defines the root url to use to locate files
  66406. * @param sceneFilename defines the filename of the scene file
  66407. * @returns a new MeshAssetTask object
  66408. */
  66409. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66410. /**
  66411. * Add a TextFileAssetTask to the list of active tasks
  66412. * @param taskName defines the name of the new task
  66413. * @param url defines the url of the file to load
  66414. * @returns a new TextFileAssetTask object
  66415. */
  66416. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66417. /**
  66418. * Add a BinaryFileAssetTask to the list of active tasks
  66419. * @param taskName defines the name of the new task
  66420. * @param url defines the url of the file to load
  66421. * @returns a new BinaryFileAssetTask object
  66422. */
  66423. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66424. /**
  66425. * Add a ImageAssetTask to the list of active tasks
  66426. * @param taskName defines the name of the new task
  66427. * @param url defines the url of the file to load
  66428. * @returns a new ImageAssetTask object
  66429. */
  66430. addImageTask(taskName: string, url: string): ImageAssetTask;
  66431. /**
  66432. * Add a TextureAssetTask to the list of active tasks
  66433. * @param taskName defines the name of the new task
  66434. * @param url defines the url of the file to load
  66435. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66436. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66437. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66438. * @returns a new TextureAssetTask object
  66439. */
  66440. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66441. /**
  66442. * Add a CubeTextureAssetTask to the list of active tasks
  66443. * @param taskName defines the name of the new task
  66444. * @param url defines the url of the file to load
  66445. * @param extensions defines the extension to use to load the cube map (can be null)
  66446. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66447. * @param files defines the list of files to load (can be null)
  66448. * @returns a new CubeTextureAssetTask object
  66449. */
  66450. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66451. /**
  66452. *
  66453. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66454. * @param taskName defines the name of the new task
  66455. * @param url defines the url of the file to load
  66456. * @param size defines the size you want for the cubemap (can be null)
  66457. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66458. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66459. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  66460. * @param reserved Internal use only
  66461. * @returns a new HDRCubeTextureAssetTask object
  66462. */
  66463. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66464. /**
  66465. *
  66466. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66467. * @param taskName defines the name of the new task
  66468. * @param url defines the url of the file to load
  66469. * @param size defines the size you want for the cubemap (can be null)
  66470. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66471. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66472. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66473. * @returns a new EquiRectangularCubeTextureAssetTask object
  66474. */
  66475. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66476. /**
  66477. * Remove a task from the assets manager.
  66478. * @param task the task to remove
  66479. */
  66480. removeTask(task: AbstractAssetTask): void;
  66481. private _decreaseWaitingTasksCount;
  66482. private _runTask;
  66483. /**
  66484. * Reset the AssetsManager and remove all tasks
  66485. * @return the current instance of the AssetsManager
  66486. */
  66487. reset(): AssetsManager;
  66488. /**
  66489. * Start the loading process
  66490. * @return the current instance of the AssetsManager
  66491. */
  66492. load(): AssetsManager;
  66493. /**
  66494. * Start the loading process as an async operation
  66495. * @return a promise returning the list of failed tasks
  66496. */
  66497. loadAsync(): Promise<void>;
  66498. }
  66499. }
  66500. declare module "babylonjs/Misc/deferred" {
  66501. /**
  66502. * Wrapper class for promise with external resolve and reject.
  66503. */
  66504. export class Deferred<T> {
  66505. /**
  66506. * The promise associated with this deferred object.
  66507. */
  66508. readonly promise: Promise<T>;
  66509. private _resolve;
  66510. private _reject;
  66511. /**
  66512. * The resolve method of the promise associated with this deferred object.
  66513. */
  66514. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  66515. /**
  66516. * The reject method of the promise associated with this deferred object.
  66517. */
  66518. readonly reject: (reason?: any) => void;
  66519. /**
  66520. * Constructor for this deferred object.
  66521. */
  66522. constructor();
  66523. }
  66524. }
  66525. declare module "babylonjs/Misc/meshExploder" {
  66526. import { Mesh } from "babylonjs/Meshes/mesh";
  66527. /**
  66528. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  66529. */
  66530. export class MeshExploder {
  66531. private _centerMesh;
  66532. private _meshes;
  66533. private _meshesOrigins;
  66534. private _toCenterVectors;
  66535. private _scaledDirection;
  66536. private _newPosition;
  66537. private _centerPosition;
  66538. /**
  66539. * Explodes meshes from a center mesh.
  66540. * @param meshes The meshes to explode.
  66541. * @param centerMesh The mesh to be center of explosion.
  66542. */
  66543. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  66544. private _setCenterMesh;
  66545. /**
  66546. * Get class name
  66547. * @returns "MeshExploder"
  66548. */
  66549. getClassName(): string;
  66550. /**
  66551. * "Exploded meshes"
  66552. * @returns Array of meshes with the centerMesh at index 0.
  66553. */
  66554. getMeshes(): Array<Mesh>;
  66555. /**
  66556. * Explodes meshes giving a specific direction
  66557. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  66558. */
  66559. explode(direction?: number): void;
  66560. }
  66561. }
  66562. declare module "babylonjs/Misc/filesInput" {
  66563. import { Engine } from "babylonjs/Engines/engine";
  66564. import { Scene } from "babylonjs/scene";
  66565. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  66566. /**
  66567. * Class used to help managing file picking and drag'n'drop
  66568. */
  66569. export class FilesInput {
  66570. /**
  66571. * List of files ready to be loaded
  66572. */
  66573. static readonly FilesToLoad: {
  66574. [key: string]: File;
  66575. };
  66576. /**
  66577. * Callback called when a file is processed
  66578. */
  66579. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  66580. private _engine;
  66581. private _currentScene;
  66582. private _sceneLoadedCallback;
  66583. private _progressCallback;
  66584. private _additionalRenderLoopLogicCallback;
  66585. private _textureLoadingCallback;
  66586. private _startingProcessingFilesCallback;
  66587. private _onReloadCallback;
  66588. private _errorCallback;
  66589. private _elementToMonitor;
  66590. private _sceneFileToLoad;
  66591. private _filesToLoad;
  66592. /**
  66593. * Creates a new FilesInput
  66594. * @param engine defines the rendering engine
  66595. * @param scene defines the hosting scene
  66596. * @param sceneLoadedCallback callback called when scene is loaded
  66597. * @param progressCallback callback called to track progress
  66598. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  66599. * @param textureLoadingCallback callback called when a texture is loading
  66600. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  66601. * @param onReloadCallback callback called when a reload is requested
  66602. * @param errorCallback callback call if an error occurs
  66603. */
  66604. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  66605. private _dragEnterHandler;
  66606. private _dragOverHandler;
  66607. private _dropHandler;
  66608. /**
  66609. * Calls this function to listen to drag'n'drop events on a specific DOM element
  66610. * @param elementToMonitor defines the DOM element to track
  66611. */
  66612. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  66613. /**
  66614. * Release all associated resources
  66615. */
  66616. dispose(): void;
  66617. private renderFunction;
  66618. private drag;
  66619. private drop;
  66620. private _traverseFolder;
  66621. private _processFiles;
  66622. /**
  66623. * Load files from a drop event
  66624. * @param event defines the drop event to use as source
  66625. */
  66626. loadFiles(event: any): void;
  66627. private _processReload;
  66628. /**
  66629. * Reload the current scene from the loaded files
  66630. */
  66631. reload(): void;
  66632. }
  66633. }
  66634. declare module "babylonjs/Misc/HighDynamicRange/index" {
  66635. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  66636. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  66637. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  66638. }
  66639. declare module "babylonjs/Misc/sceneOptimizer" {
  66640. import { Scene, IDisposable } from "babylonjs/scene";
  66641. import { Observable } from "babylonjs/Misc/observable";
  66642. /**
  66643. * Defines the root class used to create scene optimization to use with SceneOptimizer
  66644. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66645. */
  66646. export class SceneOptimization {
  66647. /**
  66648. * Defines the priority of this optimization (0 by default which means first in the list)
  66649. */
  66650. priority: number;
  66651. /**
  66652. * Gets a string describing the action executed by the current optimization
  66653. * @returns description string
  66654. */
  66655. getDescription(): string;
  66656. /**
  66657. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66658. * @param scene defines the current scene where to apply this optimization
  66659. * @param optimizer defines the current optimizer
  66660. * @returns true if everything that can be done was applied
  66661. */
  66662. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66663. /**
  66664. * Creates the SceneOptimization object
  66665. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66666. * @param desc defines the description associated with the optimization
  66667. */
  66668. constructor(
  66669. /**
  66670. * Defines the priority of this optimization (0 by default which means first in the list)
  66671. */
  66672. priority?: number);
  66673. }
  66674. /**
  66675. * Defines an optimization used to reduce the size of render target textures
  66676. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66677. */
  66678. export class TextureOptimization extends SceneOptimization {
  66679. /**
  66680. * Defines the priority of this optimization (0 by default which means first in the list)
  66681. */
  66682. priority: number;
  66683. /**
  66684. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  66685. */
  66686. maximumSize: number;
  66687. /**
  66688. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66689. */
  66690. step: number;
  66691. /**
  66692. * Gets a string describing the action executed by the current optimization
  66693. * @returns description string
  66694. */
  66695. getDescription(): string;
  66696. /**
  66697. * Creates the TextureOptimization object
  66698. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66699. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  66700. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66701. */
  66702. constructor(
  66703. /**
  66704. * Defines the priority of this optimization (0 by default which means first in the list)
  66705. */
  66706. priority?: number,
  66707. /**
  66708. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  66709. */
  66710. maximumSize?: number,
  66711. /**
  66712. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66713. */
  66714. step?: number);
  66715. /**
  66716. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66717. * @param scene defines the current scene where to apply this optimization
  66718. * @param optimizer defines the current optimizer
  66719. * @returns true if everything that can be done was applied
  66720. */
  66721. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66722. }
  66723. /**
  66724. * Defines an optimization used to increase or decrease the rendering resolution
  66725. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66726. */
  66727. export class HardwareScalingOptimization extends SceneOptimization {
  66728. /**
  66729. * Defines the priority of this optimization (0 by default which means first in the list)
  66730. */
  66731. priority: number;
  66732. /**
  66733. * Defines the maximum scale to use (2 by default)
  66734. */
  66735. maximumScale: number;
  66736. /**
  66737. * Defines the step to use between two passes (0.5 by default)
  66738. */
  66739. step: number;
  66740. private _currentScale;
  66741. private _directionOffset;
  66742. /**
  66743. * Gets a string describing the action executed by the current optimization
  66744. * @return description string
  66745. */
  66746. getDescription(): string;
  66747. /**
  66748. * Creates the HardwareScalingOptimization object
  66749. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66750. * @param maximumScale defines the maximum scale to use (2 by default)
  66751. * @param step defines the step to use between two passes (0.5 by default)
  66752. */
  66753. constructor(
  66754. /**
  66755. * Defines the priority of this optimization (0 by default which means first in the list)
  66756. */
  66757. priority?: number,
  66758. /**
  66759. * Defines the maximum scale to use (2 by default)
  66760. */
  66761. maximumScale?: number,
  66762. /**
  66763. * Defines the step to use between two passes (0.5 by default)
  66764. */
  66765. step?: number);
  66766. /**
  66767. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66768. * @param scene defines the current scene where to apply this optimization
  66769. * @param optimizer defines the current optimizer
  66770. * @returns true if everything that can be done was applied
  66771. */
  66772. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66773. }
  66774. /**
  66775. * Defines an optimization used to remove shadows
  66776. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66777. */
  66778. export class ShadowsOptimization extends SceneOptimization {
  66779. /**
  66780. * Gets a string describing the action executed by the current optimization
  66781. * @return description string
  66782. */
  66783. getDescription(): string;
  66784. /**
  66785. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66786. * @param scene defines the current scene where to apply this optimization
  66787. * @param optimizer defines the current optimizer
  66788. * @returns true if everything that can be done was applied
  66789. */
  66790. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66791. }
  66792. /**
  66793. * Defines an optimization used to turn post-processes off
  66794. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66795. */
  66796. export class PostProcessesOptimization extends SceneOptimization {
  66797. /**
  66798. * Gets a string describing the action executed by the current optimization
  66799. * @return description string
  66800. */
  66801. getDescription(): string;
  66802. /**
  66803. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66804. * @param scene defines the current scene where to apply this optimization
  66805. * @param optimizer defines the current optimizer
  66806. * @returns true if everything that can be done was applied
  66807. */
  66808. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66809. }
  66810. /**
  66811. * Defines an optimization used to turn lens flares off
  66812. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66813. */
  66814. export class LensFlaresOptimization extends SceneOptimization {
  66815. /**
  66816. * Gets a string describing the action executed by the current optimization
  66817. * @return description string
  66818. */
  66819. getDescription(): string;
  66820. /**
  66821. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66822. * @param scene defines the current scene where to apply this optimization
  66823. * @param optimizer defines the current optimizer
  66824. * @returns true if everything that can be done was applied
  66825. */
  66826. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66827. }
  66828. /**
  66829. * Defines an optimization based on user defined callback.
  66830. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66831. */
  66832. export class CustomOptimization extends SceneOptimization {
  66833. /**
  66834. * Callback called to apply the custom optimization.
  66835. */
  66836. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  66837. /**
  66838. * Callback called to get custom description
  66839. */
  66840. onGetDescription: () => string;
  66841. /**
  66842. * Gets a string describing the action executed by the current optimization
  66843. * @returns description string
  66844. */
  66845. getDescription(): string;
  66846. /**
  66847. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66848. * @param scene defines the current scene where to apply this optimization
  66849. * @param optimizer defines the current optimizer
  66850. * @returns true if everything that can be done was applied
  66851. */
  66852. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66853. }
  66854. /**
  66855. * Defines an optimization used to turn particles off
  66856. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66857. */
  66858. export class ParticlesOptimization extends SceneOptimization {
  66859. /**
  66860. * Gets a string describing the action executed by the current optimization
  66861. * @return description string
  66862. */
  66863. getDescription(): string;
  66864. /**
  66865. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66866. * @param scene defines the current scene where to apply this optimization
  66867. * @param optimizer defines the current optimizer
  66868. * @returns true if everything that can be done was applied
  66869. */
  66870. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66871. }
  66872. /**
  66873. * Defines an optimization used to turn render targets off
  66874. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66875. */
  66876. export class RenderTargetsOptimization extends SceneOptimization {
  66877. /**
  66878. * Gets a string describing the action executed by the current optimization
  66879. * @return description string
  66880. */
  66881. getDescription(): string;
  66882. /**
  66883. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66884. * @param scene defines the current scene where to apply this optimization
  66885. * @param optimizer defines the current optimizer
  66886. * @returns true if everything that can be done was applied
  66887. */
  66888. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66889. }
  66890. /**
  66891. * Defines an optimization used to merge meshes with compatible materials
  66892. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66893. */
  66894. export class MergeMeshesOptimization extends SceneOptimization {
  66895. private static _UpdateSelectionTree;
  66896. /**
  66897. * Gets or sets a boolean which defines if optimization octree has to be updated
  66898. */
  66899. /**
  66900. * Gets or sets a boolean which defines if optimization octree has to be updated
  66901. */
  66902. static UpdateSelectionTree: boolean;
  66903. /**
  66904. * Gets a string describing the action executed by the current optimization
  66905. * @return description string
  66906. */
  66907. getDescription(): string;
  66908. private _canBeMerged;
  66909. /**
  66910. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66911. * @param scene defines the current scene where to apply this optimization
  66912. * @param optimizer defines the current optimizer
  66913. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  66914. * @returns true if everything that can be done was applied
  66915. */
  66916. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  66917. }
  66918. /**
  66919. * Defines a list of options used by SceneOptimizer
  66920. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66921. */
  66922. export class SceneOptimizerOptions {
  66923. /**
  66924. * Defines the target frame rate to reach (60 by default)
  66925. */
  66926. targetFrameRate: number;
  66927. /**
  66928. * Defines the interval between two checkes (2000ms by default)
  66929. */
  66930. trackerDuration: number;
  66931. /**
  66932. * Gets the list of optimizations to apply
  66933. */
  66934. optimizations: SceneOptimization[];
  66935. /**
  66936. * Creates a new list of options used by SceneOptimizer
  66937. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  66938. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  66939. */
  66940. constructor(
  66941. /**
  66942. * Defines the target frame rate to reach (60 by default)
  66943. */
  66944. targetFrameRate?: number,
  66945. /**
  66946. * Defines the interval between two checkes (2000ms by default)
  66947. */
  66948. trackerDuration?: number);
  66949. /**
  66950. * Add a new optimization
  66951. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  66952. * @returns the current SceneOptimizerOptions
  66953. */
  66954. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  66955. /**
  66956. * Add a new custom optimization
  66957. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  66958. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  66959. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66960. * @returns the current SceneOptimizerOptions
  66961. */
  66962. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  66963. /**
  66964. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  66965. * @param targetFrameRate defines the target frame rate (60 by default)
  66966. * @returns a SceneOptimizerOptions object
  66967. */
  66968. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  66969. /**
  66970. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  66971. * @param targetFrameRate defines the target frame rate (60 by default)
  66972. * @returns a SceneOptimizerOptions object
  66973. */
  66974. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  66975. /**
  66976. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  66977. * @param targetFrameRate defines the target frame rate (60 by default)
  66978. * @returns a SceneOptimizerOptions object
  66979. */
  66980. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  66981. }
  66982. /**
  66983. * Class used to run optimizations in order to reach a target frame rate
  66984. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66985. */
  66986. export class SceneOptimizer implements IDisposable {
  66987. private _isRunning;
  66988. private _options;
  66989. private _scene;
  66990. private _currentPriorityLevel;
  66991. private _targetFrameRate;
  66992. private _trackerDuration;
  66993. private _currentFrameRate;
  66994. private _sceneDisposeObserver;
  66995. private _improvementMode;
  66996. /**
  66997. * Defines an observable called when the optimizer reaches the target frame rate
  66998. */
  66999. onSuccessObservable: Observable<SceneOptimizer>;
  67000. /**
  67001. * Defines an observable called when the optimizer enables an optimization
  67002. */
  67003. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67004. /**
  67005. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67006. */
  67007. onFailureObservable: Observable<SceneOptimizer>;
  67008. /**
  67009. * Gets a boolean indicating if the optimizer is in improvement mode
  67010. */
  67011. readonly isInImprovementMode: boolean;
  67012. /**
  67013. * Gets the current priority level (0 at start)
  67014. */
  67015. readonly currentPriorityLevel: number;
  67016. /**
  67017. * Gets the current frame rate checked by the SceneOptimizer
  67018. */
  67019. readonly currentFrameRate: number;
  67020. /**
  67021. * Gets or sets the current target frame rate (60 by default)
  67022. */
  67023. /**
  67024. * Gets or sets the current target frame rate (60 by default)
  67025. */
  67026. targetFrameRate: number;
  67027. /**
  67028. * Gets or sets the current interval between two checks (every 2000ms by default)
  67029. */
  67030. /**
  67031. * Gets or sets the current interval between two checks (every 2000ms by default)
  67032. */
  67033. trackerDuration: number;
  67034. /**
  67035. * Gets the list of active optimizations
  67036. */
  67037. readonly optimizations: SceneOptimization[];
  67038. /**
  67039. * Creates a new SceneOptimizer
  67040. * @param scene defines the scene to work on
  67041. * @param options defines the options to use with the SceneOptimizer
  67042. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67043. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  67044. */
  67045. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67046. /**
  67047. * Stops the current optimizer
  67048. */
  67049. stop(): void;
  67050. /**
  67051. * Reset the optimizer to initial step (current priority level = 0)
  67052. */
  67053. reset(): void;
  67054. /**
  67055. * Start the optimizer. By default it will try to reach a specific framerate
  67056. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67057. */
  67058. start(): void;
  67059. private _checkCurrentState;
  67060. /**
  67061. * Release all resources
  67062. */
  67063. dispose(): void;
  67064. /**
  67065. * Helper function to create a SceneOptimizer with one single line of code
  67066. * @param scene defines the scene to work on
  67067. * @param options defines the options to use with the SceneOptimizer
  67068. * @param onSuccess defines a callback to call on success
  67069. * @param onFailure defines a callback to call on failure
  67070. * @returns the new SceneOptimizer object
  67071. */
  67072. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67073. }
  67074. }
  67075. declare module "babylonjs/Misc/sceneSerializer" {
  67076. import { Scene } from "babylonjs/scene";
  67077. /**
  67078. * Class used to serialize a scene into a string
  67079. */
  67080. export class SceneSerializer {
  67081. /**
  67082. * Clear cache used by a previous serialization
  67083. */
  67084. static ClearCache(): void;
  67085. /**
  67086. * Serialize a scene into a JSON compatible object
  67087. * @param scene defines the scene to serialize
  67088. * @returns a JSON compatible object
  67089. */
  67090. static Serialize(scene: Scene): any;
  67091. /**
  67092. * Serialize a mesh into a JSON compatible object
  67093. * @param toSerialize defines the mesh to serialize
  67094. * @param withParents defines if parents must be serialized as well
  67095. * @param withChildren defines if children must be serialized as well
  67096. * @returns a JSON compatible object
  67097. */
  67098. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67099. }
  67100. }
  67101. declare module "babylonjs/Misc/textureTools" {
  67102. import { Texture } from "babylonjs/Materials/Textures/texture";
  67103. /**
  67104. * Class used to host texture specific utilities
  67105. */
  67106. export class TextureTools {
  67107. /**
  67108. * Uses the GPU to create a copy texture rescaled at a given size
  67109. * @param texture Texture to copy from
  67110. * @param width defines the desired width
  67111. * @param height defines the desired height
  67112. * @param useBilinearMode defines if bilinear mode has to be used
  67113. * @return the generated texture
  67114. */
  67115. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67116. }
  67117. }
  67118. declare module "babylonjs/Misc/videoRecorder" {
  67119. import { Nullable } from "babylonjs/types";
  67120. import { Engine } from "babylonjs/Engines/engine";
  67121. /**
  67122. * This represents the different options available for the video capture.
  67123. */
  67124. export interface VideoRecorderOptions {
  67125. /** Defines the mime type of the video. */
  67126. mimeType: string;
  67127. /** Defines the FPS the video should be recorded at. */
  67128. fps: number;
  67129. /** Defines the chunk size for the recording data. */
  67130. recordChunckSize: number;
  67131. /** The audio tracks to attach to the recording. */
  67132. audioTracks?: MediaStreamTrack[];
  67133. }
  67134. /**
  67135. * This can help with recording videos from BabylonJS.
  67136. * This is based on the available WebRTC functionalities of the browser.
  67137. *
  67138. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67139. */
  67140. export class VideoRecorder {
  67141. private static readonly _defaultOptions;
  67142. /**
  67143. * Returns whether or not the VideoRecorder is available in your browser.
  67144. * @param engine Defines the Babylon Engine.
  67145. * @returns true if supported otherwise false.
  67146. */
  67147. static IsSupported(engine: Engine): boolean;
  67148. private readonly _options;
  67149. private _canvas;
  67150. private _mediaRecorder;
  67151. private _recordedChunks;
  67152. private _fileName;
  67153. private _resolve;
  67154. private _reject;
  67155. /**
  67156. * True when a recording is already in progress.
  67157. */
  67158. readonly isRecording: boolean;
  67159. /**
  67160. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67161. * @param engine Defines the BabylonJS Engine you wish to record.
  67162. * @param options Defines options that can be used to customize the capture.
  67163. */
  67164. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67165. /**
  67166. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67167. */
  67168. stopRecording(): void;
  67169. /**
  67170. * Starts recording the canvas for a max duration specified in parameters.
  67171. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67172. * If null no automatic download will start and you can rely on the promise to get the data back.
  67173. * @param maxDuration Defines the maximum recording time in seconds.
  67174. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67175. * @return A promise callback at the end of the recording with the video data in Blob.
  67176. */
  67177. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67178. /**
  67179. * Releases internal resources used during the recording.
  67180. */
  67181. dispose(): void;
  67182. private _handleDataAvailable;
  67183. private _handleError;
  67184. private _handleStop;
  67185. }
  67186. }
  67187. declare module "babylonjs/Misc/screenshotTools" {
  67188. import { Camera } from "babylonjs/Cameras/camera";
  67189. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67190. import { Engine } from "babylonjs/Engines/engine";
  67191. /**
  67192. * Class containing a set of static utilities functions for screenshots
  67193. */
  67194. export class ScreenshotTools {
  67195. /**
  67196. * Captures a screenshot of the current rendering
  67197. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67198. * @param engine defines the rendering engine
  67199. * @param camera defines the source camera
  67200. * @param size This parameter can be set to a single number or to an object with the
  67201. * following (optional) properties: precision, width, height. If a single number is passed,
  67202. * it will be used for both width and height. If an object is passed, the screenshot size
  67203. * will be derived from the parameters. The precision property is a multiplier allowing
  67204. * rendering at a higher or lower resolution
  67205. * @param successCallback defines the callback receives a single parameter which contains the
  67206. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67207. * src parameter of an <img> to display it
  67208. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67209. * Check your browser for supported MIME types
  67210. */
  67211. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67212. /**
  67213. * Captures a screenshot of the current rendering
  67214. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67215. * @param engine defines the rendering engine
  67216. * @param camera defines the source camera
  67217. * @param size This parameter can be set to a single number or to an object with the
  67218. * following (optional) properties: precision, width, height. If a single number is passed,
  67219. * it will be used for both width and height. If an object is passed, the screenshot size
  67220. * will be derived from the parameters. The precision property is a multiplier allowing
  67221. * rendering at a higher or lower resolution
  67222. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67223. * Check your browser for supported MIME types
  67224. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67225. * to the src parameter of an <img> to display it
  67226. */
  67227. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67228. /**
  67229. * Generates an image screenshot from the specified camera.
  67230. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67231. * @param engine The engine to use for rendering
  67232. * @param camera The camera to use for rendering
  67233. * @param size This parameter can be set to a single number or to an object with the
  67234. * following (optional) properties: precision, width, height. If a single number is passed,
  67235. * it will be used for both width and height. If an object is passed, the screenshot size
  67236. * will be derived from the parameters. The precision property is a multiplier allowing
  67237. * rendering at a higher or lower resolution
  67238. * @param successCallback The callback receives a single parameter which contains the
  67239. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67240. * src parameter of an <img> to display it
  67241. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67242. * Check your browser for supported MIME types
  67243. * @param samples Texture samples (default: 1)
  67244. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67245. * @param fileName A name for for the downloaded file.
  67246. */
  67247. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67248. /**
  67249. * Generates an image screenshot from the specified camera.
  67250. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67251. * @param engine The engine to use for rendering
  67252. * @param camera The camera to use for rendering
  67253. * @param size This parameter can be set to a single number or to an object with the
  67254. * following (optional) properties: precision, width, height. If a single number is passed,
  67255. * it will be used for both width and height. If an object is passed, the screenshot size
  67256. * will be derived from the parameters. The precision property is a multiplier allowing
  67257. * rendering at a higher or lower resolution
  67258. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67259. * Check your browser for supported MIME types
  67260. * @param samples Texture samples (default: 1)
  67261. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67262. * @param fileName A name for for the downloaded file.
  67263. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67264. * to the src parameter of an <img> to display it
  67265. */
  67266. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67267. /**
  67268. * Gets height and width for screenshot size
  67269. * @private
  67270. */
  67271. private static _getScreenshotSize;
  67272. }
  67273. }
  67274. declare module "babylonjs/Misc/index" {
  67275. export * from "babylonjs/Misc/andOrNotEvaluator";
  67276. export * from "babylonjs/Misc/assetsManager";
  67277. export * from "babylonjs/Misc/dds";
  67278. export * from "babylonjs/Misc/decorators";
  67279. export * from "babylonjs/Misc/deferred";
  67280. export * from "babylonjs/Misc/environmentTextureTools";
  67281. export * from "babylonjs/Misc/meshExploder";
  67282. export * from "babylonjs/Misc/filesInput";
  67283. export * from "babylonjs/Misc/HighDynamicRange/index";
  67284. export * from "babylonjs/Misc/khronosTextureContainer";
  67285. export * from "babylonjs/Misc/observable";
  67286. export * from "babylonjs/Misc/performanceMonitor";
  67287. export * from "babylonjs/Misc/promise";
  67288. export * from "babylonjs/Misc/sceneOptimizer";
  67289. export * from "babylonjs/Misc/sceneSerializer";
  67290. export * from "babylonjs/Misc/smartArray";
  67291. export * from "babylonjs/Misc/stringDictionary";
  67292. export * from "babylonjs/Misc/tags";
  67293. export * from "babylonjs/Misc/textureTools";
  67294. export * from "babylonjs/Misc/tga";
  67295. export * from "babylonjs/Misc/tools";
  67296. export * from "babylonjs/Misc/videoRecorder";
  67297. export * from "babylonjs/Misc/virtualJoystick";
  67298. export * from "babylonjs/Misc/workerPool";
  67299. export * from "babylonjs/Misc/logger";
  67300. export * from "babylonjs/Misc/typeStore";
  67301. export * from "babylonjs/Misc/filesInputStore";
  67302. export * from "babylonjs/Misc/deepCopier";
  67303. export * from "babylonjs/Misc/pivotTools";
  67304. export * from "babylonjs/Misc/precisionDate";
  67305. export * from "babylonjs/Misc/screenshotTools";
  67306. export * from "babylonjs/Misc/typeStore";
  67307. export * from "babylonjs/Misc/webRequest";
  67308. export * from "babylonjs/Misc/iInspectable";
  67309. export * from "babylonjs/Misc/brdfTextureTools";
  67310. export * from "babylonjs/Misc/rgbdTextureTools";
  67311. export * from "babylonjs/Misc/gradients";
  67312. export * from "babylonjs/Misc/perfCounter";
  67313. export * from "babylonjs/Misc/fileRequest";
  67314. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67315. export * from "babylonjs/Misc/retryStrategy";
  67316. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67317. export * from "babylonjs/Misc/canvasGenerator";
  67318. export * from "babylonjs/Misc/fileTools";
  67319. export * from "babylonjs/Misc/stringTools";
  67320. }
  67321. declare module "babylonjs/index" {
  67322. export * from "babylonjs/abstractScene";
  67323. export * from "babylonjs/Actions/index";
  67324. export * from "babylonjs/Animations/index";
  67325. export * from "babylonjs/assetContainer";
  67326. export * from "babylonjs/Audio/index";
  67327. export * from "babylonjs/Behaviors/index";
  67328. export * from "babylonjs/Bones/index";
  67329. export * from "babylonjs/Cameras/index";
  67330. export * from "babylonjs/Collisions/index";
  67331. export * from "babylonjs/Culling/index";
  67332. export * from "babylonjs/Debug/index";
  67333. export * from "babylonjs/Engines/index";
  67334. export * from "babylonjs/Events/index";
  67335. export * from "babylonjs/Gamepads/index";
  67336. export * from "babylonjs/Gizmos/index";
  67337. export * from "babylonjs/Helpers/index";
  67338. export * from "babylonjs/Instrumentation/index";
  67339. export * from "babylonjs/Layers/index";
  67340. export * from "babylonjs/LensFlares/index";
  67341. export * from "babylonjs/Lights/index";
  67342. export * from "babylonjs/Loading/index";
  67343. export * from "babylonjs/Materials/index";
  67344. export * from "babylonjs/Maths/index";
  67345. export * from "babylonjs/Meshes/index";
  67346. export * from "babylonjs/Morph/index";
  67347. export * from "babylonjs/Navigation/index";
  67348. export * from "babylonjs/node";
  67349. export * from "babylonjs/Offline/index";
  67350. export * from "babylonjs/Particles/index";
  67351. export * from "babylonjs/Physics/index";
  67352. export * from "babylonjs/PostProcesses/index";
  67353. export * from "babylonjs/Probes/index";
  67354. export * from "babylonjs/Rendering/index";
  67355. export * from "babylonjs/scene";
  67356. export * from "babylonjs/sceneComponent";
  67357. export * from "babylonjs/Sprites/index";
  67358. export * from "babylonjs/States/index";
  67359. export * from "babylonjs/Misc/index";
  67360. export * from "babylonjs/types";
  67361. }
  67362. declare module "babylonjs/Animations/pathCursor" {
  67363. import { Vector3 } from "babylonjs/Maths/math.vector";
  67364. import { Path2 } from "babylonjs/Maths/math.path";
  67365. /**
  67366. * A cursor which tracks a point on a path
  67367. */
  67368. export class PathCursor {
  67369. private path;
  67370. /**
  67371. * Stores path cursor callbacks for when an onchange event is triggered
  67372. */
  67373. private _onchange;
  67374. /**
  67375. * The value of the path cursor
  67376. */
  67377. value: number;
  67378. /**
  67379. * The animation array of the path cursor
  67380. */
  67381. animations: Animation[];
  67382. /**
  67383. * Initializes the path cursor
  67384. * @param path The path to track
  67385. */
  67386. constructor(path: Path2);
  67387. /**
  67388. * Gets the cursor point on the path
  67389. * @returns A point on the path cursor at the cursor location
  67390. */
  67391. getPoint(): Vector3;
  67392. /**
  67393. * Moves the cursor ahead by the step amount
  67394. * @param step The amount to move the cursor forward
  67395. * @returns This path cursor
  67396. */
  67397. moveAhead(step?: number): PathCursor;
  67398. /**
  67399. * Moves the cursor behind by the step amount
  67400. * @param step The amount to move the cursor back
  67401. * @returns This path cursor
  67402. */
  67403. moveBack(step?: number): PathCursor;
  67404. /**
  67405. * Moves the cursor by the step amount
  67406. * If the step amount is greater than one, an exception is thrown
  67407. * @param step The amount to move the cursor
  67408. * @returns This path cursor
  67409. */
  67410. move(step: number): PathCursor;
  67411. /**
  67412. * Ensures that the value is limited between zero and one
  67413. * @returns This path cursor
  67414. */
  67415. private ensureLimits;
  67416. /**
  67417. * Runs onchange callbacks on change (used by the animation engine)
  67418. * @returns This path cursor
  67419. */
  67420. private raiseOnChange;
  67421. /**
  67422. * Executes a function on change
  67423. * @param f A path cursor onchange callback
  67424. * @returns This path cursor
  67425. */
  67426. onchange(f: (cursor: PathCursor) => void): PathCursor;
  67427. }
  67428. }
  67429. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  67430. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  67431. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  67432. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  67433. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  67434. }
  67435. declare module "babylonjs/Engines/Processors/Expressions/index" {
  67436. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  67437. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  67438. }
  67439. declare module "babylonjs/Engines/Processors/index" {
  67440. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  67441. export * from "babylonjs/Engines/Processors/Expressions/index";
  67442. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  67443. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  67444. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  67445. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  67446. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  67447. export * from "babylonjs/Engines/Processors/shaderProcessor";
  67448. }
  67449. declare module "babylonjs/Legacy/legacy" {
  67450. import * as Babylon from "babylonjs/index";
  67451. export * from "babylonjs/index";
  67452. }
  67453. declare module "babylonjs/Shaders/blur.fragment" {
  67454. /** @hidden */
  67455. export var blurPixelShader: {
  67456. name: string;
  67457. shader: string;
  67458. };
  67459. }
  67460. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  67461. /** @hidden */
  67462. export var pointCloudVertexDeclaration: {
  67463. name: string;
  67464. shader: string;
  67465. };
  67466. }
  67467. declare module "babylonjs" {
  67468. export * from "babylonjs/Legacy/legacy";
  67469. }
  67470. declare module BABYLON {
  67471. /** Alias type for value that can be null */
  67472. export type Nullable<T> = T | null;
  67473. /**
  67474. * Alias type for number that are floats
  67475. * @ignorenaming
  67476. */
  67477. export type float = number;
  67478. /**
  67479. * Alias type for number that are doubles.
  67480. * @ignorenaming
  67481. */
  67482. export type double = number;
  67483. /**
  67484. * Alias type for number that are integer
  67485. * @ignorenaming
  67486. */
  67487. export type int = number;
  67488. /** Alias type for number array or Float32Array */
  67489. export type FloatArray = number[] | Float32Array;
  67490. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  67491. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  67492. /**
  67493. * Alias for types that can be used by a Buffer or VertexBuffer.
  67494. */
  67495. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  67496. /**
  67497. * Alias type for primitive types
  67498. * @ignorenaming
  67499. */
  67500. type Primitive = undefined | null | boolean | string | number | Function;
  67501. /**
  67502. * Type modifier to make all the properties of an object Readonly
  67503. */
  67504. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  67505. /**
  67506. * Type modifier to make all the properties of an object Readonly recursively
  67507. */
  67508. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  67509. /**
  67510. * Type modifier to make object properties readonly.
  67511. */
  67512. export type DeepImmutableObject<T> = {
  67513. readonly [K in keyof T]: DeepImmutable<T[K]>;
  67514. };
  67515. /** @hidden */
  67516. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  67517. }
  67518. }
  67519. declare module BABYLON {
  67520. /**
  67521. * A class serves as a medium between the observable and its observers
  67522. */
  67523. export class EventState {
  67524. /**
  67525. * Create a new EventState
  67526. * @param mask defines the mask associated with this state
  67527. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67528. * @param target defines the original target of the state
  67529. * @param currentTarget defines the current target of the state
  67530. */
  67531. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  67532. /**
  67533. * Initialize the current event state
  67534. * @param mask defines the mask associated with this state
  67535. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67536. * @param target defines the original target of the state
  67537. * @param currentTarget defines the current target of the state
  67538. * @returns the current event state
  67539. */
  67540. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  67541. /**
  67542. * An Observer can set this property to true to prevent subsequent observers of being notified
  67543. */
  67544. skipNextObservers: boolean;
  67545. /**
  67546. * Get the mask value that were used to trigger the event corresponding to this EventState object
  67547. */
  67548. mask: number;
  67549. /**
  67550. * The object that originally notified the event
  67551. */
  67552. target?: any;
  67553. /**
  67554. * The current object in the bubbling phase
  67555. */
  67556. currentTarget?: any;
  67557. /**
  67558. * This will be populated with the return value of the last function that was executed.
  67559. * If it is the first function in the callback chain it will be the event data.
  67560. */
  67561. lastReturnValue?: any;
  67562. }
  67563. /**
  67564. * Represent an Observer registered to a given Observable object.
  67565. */
  67566. export class Observer<T> {
  67567. /**
  67568. * Defines the callback to call when the observer is notified
  67569. */
  67570. callback: (eventData: T, eventState: EventState) => void;
  67571. /**
  67572. * Defines the mask of the observer (used to filter notifications)
  67573. */
  67574. mask: number;
  67575. /**
  67576. * Defines the current scope used to restore the JS context
  67577. */
  67578. scope: any;
  67579. /** @hidden */
  67580. _willBeUnregistered: boolean;
  67581. /**
  67582. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  67583. */
  67584. unregisterOnNextCall: boolean;
  67585. /**
  67586. * Creates a new observer
  67587. * @param callback defines the callback to call when the observer is notified
  67588. * @param mask defines the mask of the observer (used to filter notifications)
  67589. * @param scope defines the current scope used to restore the JS context
  67590. */
  67591. constructor(
  67592. /**
  67593. * Defines the callback to call when the observer is notified
  67594. */
  67595. callback: (eventData: T, eventState: EventState) => void,
  67596. /**
  67597. * Defines the mask of the observer (used to filter notifications)
  67598. */
  67599. mask: number,
  67600. /**
  67601. * Defines the current scope used to restore the JS context
  67602. */
  67603. scope?: any);
  67604. }
  67605. /**
  67606. * Represent a list of observers registered to multiple Observables object.
  67607. */
  67608. export class MultiObserver<T> {
  67609. private _observers;
  67610. private _observables;
  67611. /**
  67612. * Release associated resources
  67613. */
  67614. dispose(): void;
  67615. /**
  67616. * Raise a callback when one of the observable will notify
  67617. * @param observables defines a list of observables to watch
  67618. * @param callback defines the callback to call on notification
  67619. * @param mask defines the mask used to filter notifications
  67620. * @param scope defines the current scope used to restore the JS context
  67621. * @returns the new MultiObserver
  67622. */
  67623. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  67624. }
  67625. /**
  67626. * The Observable class is a simple implementation of the Observable pattern.
  67627. *
  67628. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  67629. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  67630. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  67631. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  67632. */
  67633. export class Observable<T> {
  67634. private _observers;
  67635. private _eventState;
  67636. private _onObserverAdded;
  67637. /**
  67638. * Gets the list of observers
  67639. */
  67640. readonly observers: Array<Observer<T>>;
  67641. /**
  67642. * Creates a new observable
  67643. * @param onObserverAdded defines a callback to call when a new observer is added
  67644. */
  67645. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  67646. /**
  67647. * Create a new Observer with the specified callback
  67648. * @param callback the callback that will be executed for that Observer
  67649. * @param mask the mask used to filter observers
  67650. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  67651. * @param scope optional scope for the callback to be called from
  67652. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  67653. * @returns the new observer created for the callback
  67654. */
  67655. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  67656. /**
  67657. * Create a new Observer with the specified callback and unregisters after the next notification
  67658. * @param callback the callback that will be executed for that Observer
  67659. * @returns the new observer created for the callback
  67660. */
  67661. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  67662. /**
  67663. * Remove an Observer from the Observable object
  67664. * @param observer the instance of the Observer to remove
  67665. * @returns false if it doesn't belong to this Observable
  67666. */
  67667. remove(observer: Nullable<Observer<T>>): boolean;
  67668. /**
  67669. * Remove a callback from the Observable object
  67670. * @param callback the callback to remove
  67671. * @param scope optional scope. If used only the callbacks with this scope will be removed
  67672. * @returns false if it doesn't belong to this Observable
  67673. */
  67674. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  67675. private _deferUnregister;
  67676. private _remove;
  67677. /**
  67678. * Moves the observable to the top of the observer list making it get called first when notified
  67679. * @param observer the observer to move
  67680. */
  67681. makeObserverTopPriority(observer: Observer<T>): void;
  67682. /**
  67683. * Moves the observable to the bottom of the observer list making it get called last when notified
  67684. * @param observer the observer to move
  67685. */
  67686. makeObserverBottomPriority(observer: Observer<T>): void;
  67687. /**
  67688. * Notify all Observers by calling their respective callback with the given data
  67689. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  67690. * @param eventData defines the data to send to all observers
  67691. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  67692. * @param target defines the original target of the state
  67693. * @param currentTarget defines the current target of the state
  67694. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  67695. */
  67696. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  67697. /**
  67698. * Calling this will execute each callback, expecting it to be a promise or return a value.
  67699. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  67700. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  67701. * and it is crucial that all callbacks will be executed.
  67702. * The order of the callbacks is kept, callbacks are not executed parallel.
  67703. *
  67704. * @param eventData The data to be sent to each callback
  67705. * @param mask is used to filter observers defaults to -1
  67706. * @param target defines the callback target (see EventState)
  67707. * @param currentTarget defines he current object in the bubbling phase
  67708. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  67709. */
  67710. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  67711. /**
  67712. * Notify a specific observer
  67713. * @param observer defines the observer to notify
  67714. * @param eventData defines the data to be sent to each callback
  67715. * @param mask is used to filter observers defaults to -1
  67716. */
  67717. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  67718. /**
  67719. * Gets a boolean indicating if the observable has at least one observer
  67720. * @returns true is the Observable has at least one Observer registered
  67721. */
  67722. hasObservers(): boolean;
  67723. /**
  67724. * Clear the list of observers
  67725. */
  67726. clear(): void;
  67727. /**
  67728. * Clone the current observable
  67729. * @returns a new observable
  67730. */
  67731. clone(): Observable<T>;
  67732. /**
  67733. * Does this observable handles observer registered with a given mask
  67734. * @param mask defines the mask to be tested
  67735. * @return whether or not one observer registered with the given mask is handeled
  67736. **/
  67737. hasSpecificMask(mask?: number): boolean;
  67738. }
  67739. }
  67740. declare module BABYLON {
  67741. /**
  67742. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  67743. * Babylon.js
  67744. */
  67745. export class DomManagement {
  67746. /**
  67747. * Checks if the window object exists
  67748. * @returns true if the window object exists
  67749. */
  67750. static IsWindowObjectExist(): boolean;
  67751. /**
  67752. * Checks if the navigator object exists
  67753. * @returns true if the navigator object exists
  67754. */
  67755. static IsNavigatorAvailable(): boolean;
  67756. /**
  67757. * Extracts text content from a DOM element hierarchy
  67758. * @param element defines the root element
  67759. * @returns a string
  67760. */
  67761. static GetDOMTextContent(element: HTMLElement): string;
  67762. }
  67763. }
  67764. declare module BABYLON {
  67765. /**
  67766. * Logger used througouht the application to allow configuration of
  67767. * the log level required for the messages.
  67768. */
  67769. export class Logger {
  67770. /**
  67771. * No log
  67772. */
  67773. static readonly NoneLogLevel: number;
  67774. /**
  67775. * Only message logs
  67776. */
  67777. static readonly MessageLogLevel: number;
  67778. /**
  67779. * Only warning logs
  67780. */
  67781. static readonly WarningLogLevel: number;
  67782. /**
  67783. * Only error logs
  67784. */
  67785. static readonly ErrorLogLevel: number;
  67786. /**
  67787. * All logs
  67788. */
  67789. static readonly AllLogLevel: number;
  67790. private static _LogCache;
  67791. /**
  67792. * Gets a value indicating the number of loading errors
  67793. * @ignorenaming
  67794. */
  67795. static errorsCount: number;
  67796. /**
  67797. * Callback called when a new log is added
  67798. */
  67799. static OnNewCacheEntry: (entry: string) => void;
  67800. private static _AddLogEntry;
  67801. private static _FormatMessage;
  67802. private static _LogDisabled;
  67803. private static _LogEnabled;
  67804. private static _WarnDisabled;
  67805. private static _WarnEnabled;
  67806. private static _ErrorDisabled;
  67807. private static _ErrorEnabled;
  67808. /**
  67809. * Log a message to the console
  67810. */
  67811. static Log: (message: string) => void;
  67812. /**
  67813. * Write a warning message to the console
  67814. */
  67815. static Warn: (message: string) => void;
  67816. /**
  67817. * Write an error message to the console
  67818. */
  67819. static Error: (message: string) => void;
  67820. /**
  67821. * Gets current log cache (list of logs)
  67822. */
  67823. static readonly LogCache: string;
  67824. /**
  67825. * Clears the log cache
  67826. */
  67827. static ClearLogCache(): void;
  67828. /**
  67829. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  67830. */
  67831. static LogLevels: number;
  67832. }
  67833. }
  67834. declare module BABYLON {
  67835. /** @hidden */
  67836. export class _TypeStore {
  67837. /** @hidden */
  67838. static RegisteredTypes: {
  67839. [key: string]: Object;
  67840. };
  67841. /** @hidden */
  67842. static GetClass(fqdn: string): any;
  67843. }
  67844. }
  67845. declare module BABYLON {
  67846. /**
  67847. * Class containing a set of static utilities functions for deep copy.
  67848. */
  67849. export class DeepCopier {
  67850. /**
  67851. * Tries to copy an object by duplicating every property
  67852. * @param source defines the source object
  67853. * @param destination defines the target object
  67854. * @param doNotCopyList defines a list of properties to avoid
  67855. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  67856. */
  67857. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  67858. }
  67859. }
  67860. declare module BABYLON {
  67861. /**
  67862. * Class containing a set of static utilities functions for precision date
  67863. */
  67864. export class PrecisionDate {
  67865. /**
  67866. * Gets either window.performance.now() if supported or Date.now() else
  67867. */
  67868. static readonly Now: number;
  67869. }
  67870. }
  67871. declare module BABYLON {
  67872. /** @hidden */
  67873. export class _DevTools {
  67874. static WarnImport(name: string): string;
  67875. }
  67876. }
  67877. declare module BABYLON {
  67878. /**
  67879. * Interface used to define the mechanism to get data from the network
  67880. */
  67881. export interface IWebRequest {
  67882. /**
  67883. * Returns client's response url
  67884. */
  67885. responseURL: string;
  67886. /**
  67887. * Returns client's status
  67888. */
  67889. status: number;
  67890. /**
  67891. * Returns client's status as a text
  67892. */
  67893. statusText: string;
  67894. }
  67895. }
  67896. declare module BABYLON {
  67897. /**
  67898. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  67899. */
  67900. export class WebRequest implements IWebRequest {
  67901. private _xhr;
  67902. /**
  67903. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  67904. * i.e. when loading files, where the server/service expects an Authorization header
  67905. */
  67906. static CustomRequestHeaders: {
  67907. [key: string]: string;
  67908. };
  67909. /**
  67910. * Add callback functions in this array to update all the requests before they get sent to the network
  67911. */
  67912. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  67913. private _injectCustomRequestHeaders;
  67914. /**
  67915. * Gets or sets a function to be called when loading progress changes
  67916. */
  67917. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  67918. /**
  67919. * Returns client's state
  67920. */
  67921. readonly readyState: number;
  67922. /**
  67923. * Returns client's status
  67924. */
  67925. readonly status: number;
  67926. /**
  67927. * Returns client's status as a text
  67928. */
  67929. readonly statusText: string;
  67930. /**
  67931. * Returns client's response
  67932. */
  67933. readonly response: any;
  67934. /**
  67935. * Returns client's response url
  67936. */
  67937. readonly responseURL: string;
  67938. /**
  67939. * Returns client's response as text
  67940. */
  67941. readonly responseText: string;
  67942. /**
  67943. * Gets or sets the expected response type
  67944. */
  67945. responseType: XMLHttpRequestResponseType;
  67946. /** @hidden */
  67947. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  67948. /** @hidden */
  67949. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  67950. /**
  67951. * Cancels any network activity
  67952. */
  67953. abort(): void;
  67954. /**
  67955. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  67956. * @param body defines an optional request body
  67957. */
  67958. send(body?: Document | BodyInit | null): void;
  67959. /**
  67960. * Sets the request method, request URL
  67961. * @param method defines the method to use (GET, POST, etc..)
  67962. * @param url defines the url to connect with
  67963. */
  67964. open(method: string, url: string): void;
  67965. /**
  67966. * Sets the value of a request header.
  67967. * @param name The name of the header whose value is to be set
  67968. * @param value The value to set as the body of the header
  67969. */
  67970. setRequestHeader(name: string, value: string): void;
  67971. /**
  67972. * Get the string containing the text of a particular header's value.
  67973. * @param name The name of the header
  67974. * @returns The string containing the text of the given header name
  67975. */
  67976. getResponseHeader(name: string): Nullable<string>;
  67977. }
  67978. }
  67979. declare module BABYLON {
  67980. /**
  67981. * File request interface
  67982. */
  67983. export interface IFileRequest {
  67984. /**
  67985. * Raised when the request is complete (success or error).
  67986. */
  67987. onCompleteObservable: Observable<IFileRequest>;
  67988. /**
  67989. * Aborts the request for a file.
  67990. */
  67991. abort: () => void;
  67992. }
  67993. }
  67994. declare module BABYLON {
  67995. /**
  67996. * Define options used to create a render target texture
  67997. */
  67998. export class RenderTargetCreationOptions {
  67999. /**
  68000. * Specifies is mipmaps must be generated
  68001. */
  68002. generateMipMaps?: boolean;
  68003. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68004. generateDepthBuffer?: boolean;
  68005. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68006. generateStencilBuffer?: boolean;
  68007. /** Defines texture type (int by default) */
  68008. type?: number;
  68009. /** Defines sampling mode (trilinear by default) */
  68010. samplingMode?: number;
  68011. /** Defines format (RGBA by default) */
  68012. format?: number;
  68013. }
  68014. }
  68015. declare module BABYLON {
  68016. /**
  68017. * @hidden
  68018. **/
  68019. export class _TimeToken {
  68020. _startTimeQuery: Nullable<WebGLQuery>;
  68021. _endTimeQuery: Nullable<WebGLQuery>;
  68022. _timeElapsedQuery: Nullable<WebGLQuery>;
  68023. _timeElapsedQueryEnded: boolean;
  68024. }
  68025. }
  68026. declare module BABYLON {
  68027. /** Defines the cross module used constants to avoid circular dependncies */
  68028. export class Constants {
  68029. /** Defines that alpha blending is disabled */
  68030. static readonly ALPHA_DISABLE: number;
  68031. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68032. static readonly ALPHA_ADD: number;
  68033. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68034. static readonly ALPHA_COMBINE: number;
  68035. /** Defines that alpha blending to DEST - SRC * DEST */
  68036. static readonly ALPHA_SUBTRACT: number;
  68037. /** Defines that alpha blending to SRC * DEST */
  68038. static readonly ALPHA_MULTIPLY: number;
  68039. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68040. static readonly ALPHA_MAXIMIZED: number;
  68041. /** Defines that alpha blending to SRC + DEST */
  68042. static readonly ALPHA_ONEONE: number;
  68043. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68044. static readonly ALPHA_PREMULTIPLIED: number;
  68045. /**
  68046. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68047. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68048. */
  68049. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68050. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68051. static readonly ALPHA_INTERPOLATE: number;
  68052. /**
  68053. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68054. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68055. */
  68056. static readonly ALPHA_SCREENMODE: number;
  68057. /**
  68058. * Defines that alpha blending to SRC + DST
  68059. * Alpha will be set to SRC ALPHA + DST ALPHA
  68060. */
  68061. static readonly ALPHA_ONEONE_ONEONE: number;
  68062. /**
  68063. * Defines that alpha blending to SRC * DST ALPHA + DST
  68064. * Alpha will be set to 0
  68065. */
  68066. static readonly ALPHA_ALPHATOCOLOR: number;
  68067. /**
  68068. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68069. */
  68070. static readonly ALPHA_REVERSEONEMINUS: number;
  68071. /**
  68072. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68073. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68074. */
  68075. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68076. /**
  68077. * Defines that alpha blending to SRC + DST
  68078. * Alpha will be set to SRC ALPHA
  68079. */
  68080. static readonly ALPHA_ONEONE_ONEZERO: number;
  68081. /** Defines that alpha blending equation a SUM */
  68082. static readonly ALPHA_EQUATION_ADD: number;
  68083. /** Defines that alpha blending equation a SUBSTRACTION */
  68084. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68085. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68086. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68087. /** Defines that alpha blending equation a MAX operation */
  68088. static readonly ALPHA_EQUATION_MAX: number;
  68089. /** Defines that alpha blending equation a MIN operation */
  68090. static readonly ALPHA_EQUATION_MIN: number;
  68091. /**
  68092. * Defines that alpha blending equation a DARKEN operation:
  68093. * It takes the min of the src and sums the alpha channels.
  68094. */
  68095. static readonly ALPHA_EQUATION_DARKEN: number;
  68096. /** Defines that the ressource is not delayed*/
  68097. static readonly DELAYLOADSTATE_NONE: number;
  68098. /** Defines that the ressource was successfully delay loaded */
  68099. static readonly DELAYLOADSTATE_LOADED: number;
  68100. /** Defines that the ressource is currently delay loading */
  68101. static readonly DELAYLOADSTATE_LOADING: number;
  68102. /** Defines that the ressource is delayed and has not started loading */
  68103. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68104. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68105. static readonly NEVER: number;
  68106. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  68107. static readonly ALWAYS: number;
  68108. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68109. static readonly LESS: number;
  68110. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68111. static readonly EQUAL: number;
  68112. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  68113. static readonly LEQUAL: number;
  68114. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68115. static readonly GREATER: number;
  68116. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  68117. static readonly GEQUAL: number;
  68118. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  68119. static readonly NOTEQUAL: number;
  68120. /** Passed to stencilOperation to specify that stencil value must be kept */
  68121. static readonly KEEP: number;
  68122. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68123. static readonly REPLACE: number;
  68124. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68125. static readonly INCR: number;
  68126. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68127. static readonly DECR: number;
  68128. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68129. static readonly INVERT: number;
  68130. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68131. static readonly INCR_WRAP: number;
  68132. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68133. static readonly DECR_WRAP: number;
  68134. /** Texture is not repeating outside of 0..1 UVs */
  68135. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68136. /** Texture is repeating outside of 0..1 UVs */
  68137. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68138. /** Texture is repeating and mirrored */
  68139. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68140. /** ALPHA */
  68141. static readonly TEXTUREFORMAT_ALPHA: number;
  68142. /** LUMINANCE */
  68143. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68144. /** LUMINANCE_ALPHA */
  68145. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68146. /** RGB */
  68147. static readonly TEXTUREFORMAT_RGB: number;
  68148. /** RGBA */
  68149. static readonly TEXTUREFORMAT_RGBA: number;
  68150. /** RED */
  68151. static readonly TEXTUREFORMAT_RED: number;
  68152. /** RED (2nd reference) */
  68153. static readonly TEXTUREFORMAT_R: number;
  68154. /** RG */
  68155. static readonly TEXTUREFORMAT_RG: number;
  68156. /** RED_INTEGER */
  68157. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68158. /** RED_INTEGER (2nd reference) */
  68159. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68160. /** RG_INTEGER */
  68161. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68162. /** RGB_INTEGER */
  68163. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68164. /** RGBA_INTEGER */
  68165. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68166. /** UNSIGNED_BYTE */
  68167. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68168. /** UNSIGNED_BYTE (2nd reference) */
  68169. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68170. /** FLOAT */
  68171. static readonly TEXTURETYPE_FLOAT: number;
  68172. /** HALF_FLOAT */
  68173. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68174. /** BYTE */
  68175. static readonly TEXTURETYPE_BYTE: number;
  68176. /** SHORT */
  68177. static readonly TEXTURETYPE_SHORT: number;
  68178. /** UNSIGNED_SHORT */
  68179. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68180. /** INT */
  68181. static readonly TEXTURETYPE_INT: number;
  68182. /** UNSIGNED_INT */
  68183. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68184. /** UNSIGNED_SHORT_4_4_4_4 */
  68185. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68186. /** UNSIGNED_SHORT_5_5_5_1 */
  68187. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68188. /** UNSIGNED_SHORT_5_6_5 */
  68189. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68190. /** UNSIGNED_INT_2_10_10_10_REV */
  68191. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68192. /** UNSIGNED_INT_24_8 */
  68193. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68194. /** UNSIGNED_INT_10F_11F_11F_REV */
  68195. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68196. /** UNSIGNED_INT_5_9_9_9_REV */
  68197. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68198. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68199. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68200. /** nearest is mag = nearest and min = nearest and mip = linear */
  68201. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68202. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68203. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68204. /** Trilinear is mag = linear and min = linear and mip = linear */
  68205. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68206. /** nearest is mag = nearest and min = nearest and mip = linear */
  68207. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68208. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68209. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68210. /** Trilinear is mag = linear and min = linear and mip = linear */
  68211. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68212. /** mag = nearest and min = nearest and mip = nearest */
  68213. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68214. /** mag = nearest and min = linear and mip = nearest */
  68215. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68216. /** mag = nearest and min = linear and mip = linear */
  68217. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68218. /** mag = nearest and min = linear and mip = none */
  68219. static readonly TEXTURE_NEAREST_LINEAR: number;
  68220. /** mag = nearest and min = nearest and mip = none */
  68221. static readonly TEXTURE_NEAREST_NEAREST: number;
  68222. /** mag = linear and min = nearest and mip = nearest */
  68223. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68224. /** mag = linear and min = nearest and mip = linear */
  68225. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68226. /** mag = linear and min = linear and mip = none */
  68227. static readonly TEXTURE_LINEAR_LINEAR: number;
  68228. /** mag = linear and min = nearest and mip = none */
  68229. static readonly TEXTURE_LINEAR_NEAREST: number;
  68230. /** Explicit coordinates mode */
  68231. static readonly TEXTURE_EXPLICIT_MODE: number;
  68232. /** Spherical coordinates mode */
  68233. static readonly TEXTURE_SPHERICAL_MODE: number;
  68234. /** Planar coordinates mode */
  68235. static readonly TEXTURE_PLANAR_MODE: number;
  68236. /** Cubic coordinates mode */
  68237. static readonly TEXTURE_CUBIC_MODE: number;
  68238. /** Projection coordinates mode */
  68239. static readonly TEXTURE_PROJECTION_MODE: number;
  68240. /** Skybox coordinates mode */
  68241. static readonly TEXTURE_SKYBOX_MODE: number;
  68242. /** Inverse Cubic coordinates mode */
  68243. static readonly TEXTURE_INVCUBIC_MODE: number;
  68244. /** Equirectangular coordinates mode */
  68245. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68246. /** Equirectangular Fixed coordinates mode */
  68247. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68248. /** Equirectangular Fixed Mirrored coordinates mode */
  68249. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68250. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68251. static readonly SCALEMODE_FLOOR: number;
  68252. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68253. static readonly SCALEMODE_NEAREST: number;
  68254. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68255. static readonly SCALEMODE_CEILING: number;
  68256. /**
  68257. * The dirty texture flag value
  68258. */
  68259. static readonly MATERIAL_TextureDirtyFlag: number;
  68260. /**
  68261. * The dirty light flag value
  68262. */
  68263. static readonly MATERIAL_LightDirtyFlag: number;
  68264. /**
  68265. * The dirty fresnel flag value
  68266. */
  68267. static readonly MATERIAL_FresnelDirtyFlag: number;
  68268. /**
  68269. * The dirty attribute flag value
  68270. */
  68271. static readonly MATERIAL_AttributesDirtyFlag: number;
  68272. /**
  68273. * The dirty misc flag value
  68274. */
  68275. static readonly MATERIAL_MiscDirtyFlag: number;
  68276. /**
  68277. * The all dirty flag value
  68278. */
  68279. static readonly MATERIAL_AllDirtyFlag: number;
  68280. /**
  68281. * Returns the triangle fill mode
  68282. */
  68283. static readonly MATERIAL_TriangleFillMode: number;
  68284. /**
  68285. * Returns the wireframe mode
  68286. */
  68287. static readonly MATERIAL_WireFrameFillMode: number;
  68288. /**
  68289. * Returns the point fill mode
  68290. */
  68291. static readonly MATERIAL_PointFillMode: number;
  68292. /**
  68293. * Returns the point list draw mode
  68294. */
  68295. static readonly MATERIAL_PointListDrawMode: number;
  68296. /**
  68297. * Returns the line list draw mode
  68298. */
  68299. static readonly MATERIAL_LineListDrawMode: number;
  68300. /**
  68301. * Returns the line loop draw mode
  68302. */
  68303. static readonly MATERIAL_LineLoopDrawMode: number;
  68304. /**
  68305. * Returns the line strip draw mode
  68306. */
  68307. static readonly MATERIAL_LineStripDrawMode: number;
  68308. /**
  68309. * Returns the triangle strip draw mode
  68310. */
  68311. static readonly MATERIAL_TriangleStripDrawMode: number;
  68312. /**
  68313. * Returns the triangle fan draw mode
  68314. */
  68315. static readonly MATERIAL_TriangleFanDrawMode: number;
  68316. /**
  68317. * Stores the clock-wise side orientation
  68318. */
  68319. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68320. /**
  68321. * Stores the counter clock-wise side orientation
  68322. */
  68323. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68324. /**
  68325. * Nothing
  68326. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68327. */
  68328. static readonly ACTION_NothingTrigger: number;
  68329. /**
  68330. * On pick
  68331. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68332. */
  68333. static readonly ACTION_OnPickTrigger: number;
  68334. /**
  68335. * On left pick
  68336. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68337. */
  68338. static readonly ACTION_OnLeftPickTrigger: number;
  68339. /**
  68340. * On right pick
  68341. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68342. */
  68343. static readonly ACTION_OnRightPickTrigger: number;
  68344. /**
  68345. * On center pick
  68346. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68347. */
  68348. static readonly ACTION_OnCenterPickTrigger: number;
  68349. /**
  68350. * On pick down
  68351. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68352. */
  68353. static readonly ACTION_OnPickDownTrigger: number;
  68354. /**
  68355. * On double pick
  68356. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68357. */
  68358. static readonly ACTION_OnDoublePickTrigger: number;
  68359. /**
  68360. * On pick up
  68361. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68362. */
  68363. static readonly ACTION_OnPickUpTrigger: number;
  68364. /**
  68365. * On pick out.
  68366. * This trigger will only be raised if you also declared a OnPickDown
  68367. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68368. */
  68369. static readonly ACTION_OnPickOutTrigger: number;
  68370. /**
  68371. * On long press
  68372. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68373. */
  68374. static readonly ACTION_OnLongPressTrigger: number;
  68375. /**
  68376. * On pointer over
  68377. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68378. */
  68379. static readonly ACTION_OnPointerOverTrigger: number;
  68380. /**
  68381. * On pointer out
  68382. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68383. */
  68384. static readonly ACTION_OnPointerOutTrigger: number;
  68385. /**
  68386. * On every frame
  68387. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68388. */
  68389. static readonly ACTION_OnEveryFrameTrigger: number;
  68390. /**
  68391. * On intersection enter
  68392. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68393. */
  68394. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68395. /**
  68396. * On intersection exit
  68397. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68398. */
  68399. static readonly ACTION_OnIntersectionExitTrigger: number;
  68400. /**
  68401. * On key down
  68402. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68403. */
  68404. static readonly ACTION_OnKeyDownTrigger: number;
  68405. /**
  68406. * On key up
  68407. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68408. */
  68409. static readonly ACTION_OnKeyUpTrigger: number;
  68410. /**
  68411. * Billboard mode will only apply to Y axis
  68412. */
  68413. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68414. /**
  68415. * Billboard mode will apply to all axes
  68416. */
  68417. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68418. /**
  68419. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68420. */
  68421. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68422. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68423. * Test order :
  68424. * Is the bounding sphere outside the frustum ?
  68425. * If not, are the bounding box vertices outside the frustum ?
  68426. * It not, then the cullable object is in the frustum.
  68427. */
  68428. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68429. /** Culling strategy : Bounding Sphere Only.
  68430. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68431. * It's also less accurate than the standard because some not visible objects can still be selected.
  68432. * Test : is the bounding sphere outside the frustum ?
  68433. * If not, then the cullable object is in the frustum.
  68434. */
  68435. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68436. /** Culling strategy : Optimistic Inclusion.
  68437. * This in an inclusion test first, then the standard exclusion test.
  68438. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68439. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  68440. * Anyway, it's as accurate as the standard strategy.
  68441. * Test :
  68442. * Is the cullable object bounding sphere center in the frustum ?
  68443. * If not, apply the default culling strategy.
  68444. */
  68445. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68446. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68447. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68448. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68449. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  68450. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68451. * Test :
  68452. * Is the cullable object bounding sphere center in the frustum ?
  68453. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68454. */
  68455. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68456. /**
  68457. * No logging while loading
  68458. */
  68459. static readonly SCENELOADER_NO_LOGGING: number;
  68460. /**
  68461. * Minimal logging while loading
  68462. */
  68463. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68464. /**
  68465. * Summary logging while loading
  68466. */
  68467. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68468. /**
  68469. * Detailled logging while loading
  68470. */
  68471. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68472. }
  68473. }
  68474. declare module BABYLON {
  68475. /**
  68476. * This represents the required contract to create a new type of texture loader.
  68477. */
  68478. export interface IInternalTextureLoader {
  68479. /**
  68480. * Defines wether the loader supports cascade loading the different faces.
  68481. */
  68482. supportCascades: boolean;
  68483. /**
  68484. * This returns if the loader support the current file information.
  68485. * @param extension defines the file extension of the file being loaded
  68486. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68487. * @param fallback defines the fallback internal texture if any
  68488. * @param isBase64 defines whether the texture is encoded as a base64
  68489. * @param isBuffer defines whether the texture data are stored as a buffer
  68490. * @returns true if the loader can load the specified file
  68491. */
  68492. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  68493. /**
  68494. * Transform the url before loading if required.
  68495. * @param rootUrl the url of the texture
  68496. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68497. * @returns the transformed texture
  68498. */
  68499. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  68500. /**
  68501. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  68502. * @param rootUrl the url of the texture
  68503. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68504. * @returns the fallback texture
  68505. */
  68506. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  68507. /**
  68508. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  68509. * @param data contains the texture data
  68510. * @param texture defines the BabylonJS internal texture
  68511. * @param createPolynomials will be true if polynomials have been requested
  68512. * @param onLoad defines the callback to trigger once the texture is ready
  68513. * @param onError defines the callback to trigger in case of error
  68514. */
  68515. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  68516. /**
  68517. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  68518. * @param data contains the texture data
  68519. * @param texture defines the BabylonJS internal texture
  68520. * @param callback defines the method to call once ready to upload
  68521. */
  68522. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  68523. }
  68524. }
  68525. declare module BABYLON {
  68526. /**
  68527. * Class used to store and describe the pipeline context associated with an effect
  68528. */
  68529. export interface IPipelineContext {
  68530. /**
  68531. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68532. */
  68533. isAsync: boolean;
  68534. /**
  68535. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68536. */
  68537. isReady: boolean;
  68538. /** @hidden */
  68539. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68540. }
  68541. }
  68542. declare module BABYLON {
  68543. /**
  68544. * Class used to store gfx data (like WebGLBuffer)
  68545. */
  68546. export class DataBuffer {
  68547. /**
  68548. * Gets or sets the number of objects referencing this buffer
  68549. */
  68550. references: number;
  68551. /** Gets or sets the size of the underlying buffer */
  68552. capacity: number;
  68553. /**
  68554. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  68555. */
  68556. is32Bits: boolean;
  68557. /**
  68558. * Gets the underlying buffer
  68559. */
  68560. readonly underlyingResource: any;
  68561. }
  68562. }
  68563. declare module BABYLON {
  68564. /** @hidden */
  68565. export interface IShaderProcessor {
  68566. attributeProcessor?: (attribute: string) => string;
  68567. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68568. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68569. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68570. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68571. lineProcessor?: (line: string, isFragment: boolean) => string;
  68572. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68573. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68574. }
  68575. }
  68576. declare module BABYLON {
  68577. /** @hidden */
  68578. export interface ProcessingOptions {
  68579. defines: string[];
  68580. indexParameters: any;
  68581. isFragment: boolean;
  68582. shouldUseHighPrecisionShader: boolean;
  68583. supportsUniformBuffers: boolean;
  68584. shadersRepository: string;
  68585. includesShadersStore: {
  68586. [key: string]: string;
  68587. };
  68588. processor?: IShaderProcessor;
  68589. version: string;
  68590. platformName: string;
  68591. lookForClosingBracketForUniformBuffer?: boolean;
  68592. }
  68593. }
  68594. declare module BABYLON {
  68595. /**
  68596. * Helper to manipulate strings
  68597. */
  68598. export class StringTools {
  68599. /**
  68600. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68601. * @param str Source string
  68602. * @param suffix Suffix to search for in the source string
  68603. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68604. */
  68605. static EndsWith(str: string, suffix: string): boolean;
  68606. /**
  68607. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68608. * @param str Source string
  68609. * @param suffix Suffix to search for in the source string
  68610. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68611. */
  68612. static StartsWith(str: string, suffix: string): boolean;
  68613. /**
  68614. * Decodes a buffer into a string
  68615. * @param buffer The buffer to decode
  68616. * @returns The decoded string
  68617. */
  68618. static Decode(buffer: Uint8Array | Uint16Array): string;
  68619. /**
  68620. * Encode a buffer to a base64 string
  68621. * @param buffer defines the buffer to encode
  68622. * @returns the encoded string
  68623. */
  68624. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68625. }
  68626. }
  68627. declare module BABYLON {
  68628. /** @hidden */
  68629. export class ShaderCodeNode {
  68630. line: string;
  68631. children: ShaderCodeNode[];
  68632. additionalDefineKey?: string;
  68633. additionalDefineValue?: string;
  68634. isValid(preprocessors: {
  68635. [key: string]: string;
  68636. }): boolean;
  68637. process(preprocessors: {
  68638. [key: string]: string;
  68639. }, options: ProcessingOptions): string;
  68640. }
  68641. }
  68642. declare module BABYLON {
  68643. /** @hidden */
  68644. export class ShaderCodeCursor {
  68645. private _lines;
  68646. lineIndex: number;
  68647. readonly currentLine: string;
  68648. readonly canRead: boolean;
  68649. lines: string[];
  68650. }
  68651. }
  68652. declare module BABYLON {
  68653. /** @hidden */
  68654. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68655. process(preprocessors: {
  68656. [key: string]: string;
  68657. }, options: ProcessingOptions): string;
  68658. }
  68659. }
  68660. declare module BABYLON {
  68661. /** @hidden */
  68662. export class ShaderDefineExpression {
  68663. isTrue(preprocessors: {
  68664. [key: string]: string;
  68665. }): boolean;
  68666. }
  68667. }
  68668. declare module BABYLON {
  68669. /** @hidden */
  68670. export class ShaderCodeTestNode extends ShaderCodeNode {
  68671. testExpression: ShaderDefineExpression;
  68672. isValid(preprocessors: {
  68673. [key: string]: string;
  68674. }): boolean;
  68675. }
  68676. }
  68677. declare module BABYLON {
  68678. /** @hidden */
  68679. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68680. define: string;
  68681. not: boolean;
  68682. constructor(define: string, not?: boolean);
  68683. isTrue(preprocessors: {
  68684. [key: string]: string;
  68685. }): boolean;
  68686. }
  68687. }
  68688. declare module BABYLON {
  68689. /** @hidden */
  68690. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68691. leftOperand: ShaderDefineExpression;
  68692. rightOperand: ShaderDefineExpression;
  68693. isTrue(preprocessors: {
  68694. [key: string]: string;
  68695. }): boolean;
  68696. }
  68697. }
  68698. declare module BABYLON {
  68699. /** @hidden */
  68700. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68701. leftOperand: ShaderDefineExpression;
  68702. rightOperand: ShaderDefineExpression;
  68703. isTrue(preprocessors: {
  68704. [key: string]: string;
  68705. }): boolean;
  68706. }
  68707. }
  68708. declare module BABYLON {
  68709. /** @hidden */
  68710. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68711. define: string;
  68712. operand: string;
  68713. testValue: string;
  68714. constructor(define: string, operand: string, testValue: string);
  68715. isTrue(preprocessors: {
  68716. [key: string]: string;
  68717. }): boolean;
  68718. }
  68719. }
  68720. declare module BABYLON {
  68721. /**
  68722. * Class used to enable access to offline support
  68723. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68724. */
  68725. export interface IOfflineProvider {
  68726. /**
  68727. * Gets a boolean indicating if scene must be saved in the database
  68728. */
  68729. enableSceneOffline: boolean;
  68730. /**
  68731. * Gets a boolean indicating if textures must be saved in the database
  68732. */
  68733. enableTexturesOffline: boolean;
  68734. /**
  68735. * Open the offline support and make it available
  68736. * @param successCallback defines the callback to call on success
  68737. * @param errorCallback defines the callback to call on error
  68738. */
  68739. open(successCallback: () => void, errorCallback: () => void): void;
  68740. /**
  68741. * Loads an image from the offline support
  68742. * @param url defines the url to load from
  68743. * @param image defines the target DOM image
  68744. */
  68745. loadImage(url: string, image: HTMLImageElement): void;
  68746. /**
  68747. * Loads a file from offline support
  68748. * @param url defines the URL to load from
  68749. * @param sceneLoaded defines a callback to call on success
  68750. * @param progressCallBack defines a callback to call when progress changed
  68751. * @param errorCallback defines a callback to call on error
  68752. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68753. */
  68754. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68755. }
  68756. }
  68757. declare module BABYLON {
  68758. /**
  68759. * Class used to help managing file picking and drag'n'drop
  68760. * File Storage
  68761. */
  68762. export class FilesInputStore {
  68763. /**
  68764. * List of files ready to be loaded
  68765. */
  68766. static FilesToLoad: {
  68767. [key: string]: File;
  68768. };
  68769. }
  68770. }
  68771. declare module BABYLON {
  68772. /**
  68773. * Class used to define a retry strategy when error happens while loading assets
  68774. */
  68775. export class RetryStrategy {
  68776. /**
  68777. * Function used to defines an exponential back off strategy
  68778. * @param maxRetries defines the maximum number of retries (3 by default)
  68779. * @param baseInterval defines the interval between retries
  68780. * @returns the strategy function to use
  68781. */
  68782. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68783. }
  68784. }
  68785. declare module BABYLON {
  68786. /**
  68787. * @ignore
  68788. * Application error to support additional information when loading a file
  68789. */
  68790. export abstract class BaseError extends Error {
  68791. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  68792. }
  68793. }
  68794. declare module BABYLON {
  68795. /** @ignore */
  68796. export class LoadFileError extends BaseError {
  68797. request?: WebRequest;
  68798. file?: File;
  68799. /**
  68800. * Creates a new LoadFileError
  68801. * @param message defines the message of the error
  68802. * @param request defines the optional web request
  68803. * @param file defines the optional file
  68804. */
  68805. constructor(message: string, object?: WebRequest | File);
  68806. }
  68807. /** @ignore */
  68808. export class RequestFileError extends BaseError {
  68809. request: WebRequest;
  68810. /**
  68811. * Creates a new LoadFileError
  68812. * @param message defines the message of the error
  68813. * @param request defines the optional web request
  68814. */
  68815. constructor(message: string, request: WebRequest);
  68816. }
  68817. /** @ignore */
  68818. export class ReadFileError extends BaseError {
  68819. file: File;
  68820. /**
  68821. * Creates a new ReadFileError
  68822. * @param message defines the message of the error
  68823. * @param file defines the optional file
  68824. */
  68825. constructor(message: string, file: File);
  68826. }
  68827. /**
  68828. * @hidden
  68829. */
  68830. export class FileTools {
  68831. /**
  68832. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68833. */
  68834. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68835. /**
  68836. * Gets or sets the base URL to use to load assets
  68837. */
  68838. static BaseUrl: string;
  68839. /**
  68840. * Default behaviour for cors in the application.
  68841. * It can be a string if the expected behavior is identical in the entire app.
  68842. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68843. */
  68844. static CorsBehavior: string | ((url: string | string[]) => string);
  68845. /**
  68846. * Gets or sets a function used to pre-process url before using them to load assets
  68847. */
  68848. static PreprocessUrl: (url: string) => string;
  68849. /**
  68850. * Removes unwanted characters from an url
  68851. * @param url defines the url to clean
  68852. * @returns the cleaned url
  68853. */
  68854. private static _CleanUrl;
  68855. /**
  68856. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68857. * @param url define the url we are trying
  68858. * @param element define the dom element where to configure the cors policy
  68859. */
  68860. static SetCorsBehavior(url: string | string[], element: {
  68861. crossOrigin: string | null;
  68862. }): void;
  68863. /**
  68864. * Loads an image as an HTMLImageElement.
  68865. * @param input url string, ArrayBuffer, or Blob to load
  68866. * @param onLoad callback called when the image successfully loads
  68867. * @param onError callback called when the image fails to load
  68868. * @param offlineProvider offline provider for caching
  68869. * @param mimeType optional mime type
  68870. * @returns the HTMLImageElement of the loaded image
  68871. */
  68872. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  68873. /**
  68874. * Reads a file from a File object
  68875. * @param file defines the file to load
  68876. * @param onSuccess defines the callback to call when data is loaded
  68877. * @param onProgress defines the callback to call during loading process
  68878. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68879. * @param onError defines the callback to call when an error occurs
  68880. * @returns a file request object
  68881. */
  68882. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  68883. /**
  68884. * Loads a file from a url
  68885. * @param url url to load
  68886. * @param onSuccess callback called when the file successfully loads
  68887. * @param onProgress callback called while file is loading (if the server supports this mode)
  68888. * @param offlineProvider defines the offline provider for caching
  68889. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68890. * @param onError callback called when the file fails to load
  68891. * @returns a file request object
  68892. */
  68893. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  68894. /**
  68895. * Loads a file
  68896. * @param url url to load
  68897. * @param onSuccess callback called when the file successfully loads
  68898. * @param onProgress callback called while file is loading (if the server supports this mode)
  68899. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68900. * @param onError callback called when the file fails to load
  68901. * @param onOpened callback called when the web request is opened
  68902. * @returns a file request object
  68903. */
  68904. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  68905. /**
  68906. * Checks if the loaded document was accessed via `file:`-Protocol.
  68907. * @returns boolean
  68908. */
  68909. static IsFileURL(): boolean;
  68910. }
  68911. }
  68912. declare module BABYLON {
  68913. /** @hidden */
  68914. export class ShaderProcessor {
  68915. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68916. private static _ProcessPrecision;
  68917. private static _ExtractOperation;
  68918. private static _BuildSubExpression;
  68919. private static _BuildExpression;
  68920. private static _MoveCursorWithinIf;
  68921. private static _MoveCursor;
  68922. private static _EvaluatePreProcessors;
  68923. private static _PreparePreProcessors;
  68924. private static _ProcessShaderConversion;
  68925. private static _ProcessIncludes;
  68926. }
  68927. }
  68928. declare module BABYLON {
  68929. /**
  68930. * @hidden
  68931. */
  68932. export interface IColor4Like {
  68933. r: float;
  68934. g: float;
  68935. b: float;
  68936. a: float;
  68937. }
  68938. /**
  68939. * @hidden
  68940. */
  68941. export interface IColor3Like {
  68942. r: float;
  68943. g: float;
  68944. b: float;
  68945. }
  68946. /**
  68947. * @hidden
  68948. */
  68949. export interface IVector4Like {
  68950. x: float;
  68951. y: float;
  68952. z: float;
  68953. w: float;
  68954. }
  68955. /**
  68956. * @hidden
  68957. */
  68958. export interface IVector3Like {
  68959. x: float;
  68960. y: float;
  68961. z: float;
  68962. }
  68963. /**
  68964. * @hidden
  68965. */
  68966. export interface IVector2Like {
  68967. x: float;
  68968. y: float;
  68969. }
  68970. /**
  68971. * @hidden
  68972. */
  68973. export interface IMatrixLike {
  68974. toArray(): DeepImmutable<Float32Array>;
  68975. updateFlag: int;
  68976. }
  68977. /**
  68978. * @hidden
  68979. */
  68980. export interface IViewportLike {
  68981. x: float;
  68982. y: float;
  68983. width: float;
  68984. height: float;
  68985. }
  68986. /**
  68987. * @hidden
  68988. */
  68989. export interface IPlaneLike {
  68990. normal: IVector3Like;
  68991. d: float;
  68992. normalize(): void;
  68993. }
  68994. }
  68995. declare module BABYLON {
  68996. /**
  68997. * Interface used to define common properties for effect fallbacks
  68998. */
  68999. export interface IEffectFallbacks {
  69000. /**
  69001. * Removes the defines that should be removed when falling back.
  69002. * @param currentDefines defines the current define statements for the shader.
  69003. * @param effect defines the current effect we try to compile
  69004. * @returns The resulting defines with defines of the current rank removed.
  69005. */
  69006. reduce(currentDefines: string, effect: Effect): string;
  69007. /**
  69008. * Removes the fallback from the bound mesh.
  69009. */
  69010. unBindMesh(): void;
  69011. /**
  69012. * Checks to see if more fallbacks are still availible.
  69013. */
  69014. hasMoreFallbacks: boolean;
  69015. }
  69016. }
  69017. declare module BABYLON {
  69018. /**
  69019. * Class used to evalaute queries containing `and` and `or` operators
  69020. */
  69021. export class AndOrNotEvaluator {
  69022. /**
  69023. * Evaluate a query
  69024. * @param query defines the query to evaluate
  69025. * @param evaluateCallback defines the callback used to filter result
  69026. * @returns true if the query matches
  69027. */
  69028. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69029. private static _HandleParenthesisContent;
  69030. private static _SimplifyNegation;
  69031. }
  69032. }
  69033. declare module BABYLON {
  69034. /**
  69035. * Class used to store custom tags
  69036. */
  69037. export class Tags {
  69038. /**
  69039. * Adds support for tags on the given object
  69040. * @param obj defines the object to use
  69041. */
  69042. static EnableFor(obj: any): void;
  69043. /**
  69044. * Removes tags support
  69045. * @param obj defines the object to use
  69046. */
  69047. static DisableFor(obj: any): void;
  69048. /**
  69049. * Gets a boolean indicating if the given object has tags
  69050. * @param obj defines the object to use
  69051. * @returns a boolean
  69052. */
  69053. static HasTags(obj: any): boolean;
  69054. /**
  69055. * Gets the tags available on a given object
  69056. * @param obj defines the object to use
  69057. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69058. * @returns the tags
  69059. */
  69060. static GetTags(obj: any, asString?: boolean): any;
  69061. /**
  69062. * Adds tags to an object
  69063. * @param obj defines the object to use
  69064. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69065. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69066. */
  69067. static AddTagsTo(obj: any, tagsString: string): void;
  69068. /**
  69069. * @hidden
  69070. */
  69071. static _AddTagTo(obj: any, tag: string): void;
  69072. /**
  69073. * Removes specific tags from a specific object
  69074. * @param obj defines the object to use
  69075. * @param tagsString defines the tags to remove
  69076. */
  69077. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69078. /**
  69079. * @hidden
  69080. */
  69081. static _RemoveTagFrom(obj: any, tag: string): void;
  69082. /**
  69083. * Defines if tags hosted on an object match a given query
  69084. * @param obj defines the object to use
  69085. * @param tagsQuery defines the tag query
  69086. * @returns a boolean
  69087. */
  69088. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69089. }
  69090. }
  69091. declare module BABYLON {
  69092. /**
  69093. * Scalar computation library
  69094. */
  69095. export class Scalar {
  69096. /**
  69097. * Two pi constants convenient for computation.
  69098. */
  69099. static TwoPi: number;
  69100. /**
  69101. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69102. * @param a number
  69103. * @param b number
  69104. * @param epsilon (default = 1.401298E-45)
  69105. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69106. */
  69107. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69108. /**
  69109. * Returns a string : the upper case translation of the number i to hexadecimal.
  69110. * @param i number
  69111. * @returns the upper case translation of the number i to hexadecimal.
  69112. */
  69113. static ToHex(i: number): string;
  69114. /**
  69115. * Returns -1 if value is negative and +1 is value is positive.
  69116. * @param value the value
  69117. * @returns the value itself if it's equal to zero.
  69118. */
  69119. static Sign(value: number): number;
  69120. /**
  69121. * Returns the value itself if it's between min and max.
  69122. * Returns min if the value is lower than min.
  69123. * Returns max if the value is greater than max.
  69124. * @param value the value to clmap
  69125. * @param min the min value to clamp to (default: 0)
  69126. * @param max the max value to clamp to (default: 1)
  69127. * @returns the clamped value
  69128. */
  69129. static Clamp(value: number, min?: number, max?: number): number;
  69130. /**
  69131. * the log2 of value.
  69132. * @param value the value to compute log2 of
  69133. * @returns the log2 of value.
  69134. */
  69135. static Log2(value: number): number;
  69136. /**
  69137. * Loops the value, so that it is never larger than length and never smaller than 0.
  69138. *
  69139. * This is similar to the modulo operator but it works with floating point numbers.
  69140. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69141. * With t = 5 and length = 2.5, the result would be 0.0.
  69142. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69143. * @param value the value
  69144. * @param length the length
  69145. * @returns the looped value
  69146. */
  69147. static Repeat(value: number, length: number): number;
  69148. /**
  69149. * Normalize the value between 0.0 and 1.0 using min and max values
  69150. * @param value value to normalize
  69151. * @param min max to normalize between
  69152. * @param max min to normalize between
  69153. * @returns the normalized value
  69154. */
  69155. static Normalize(value: number, min: number, max: number): number;
  69156. /**
  69157. * Denormalize the value from 0.0 and 1.0 using min and max values
  69158. * @param normalized value to denormalize
  69159. * @param min max to denormalize between
  69160. * @param max min to denormalize between
  69161. * @returns the denormalized value
  69162. */
  69163. static Denormalize(normalized: number, min: number, max: number): number;
  69164. /**
  69165. * Calculates the shortest difference between two given angles given in degrees.
  69166. * @param current current angle in degrees
  69167. * @param target target angle in degrees
  69168. * @returns the delta
  69169. */
  69170. static DeltaAngle(current: number, target: number): number;
  69171. /**
  69172. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69173. * @param tx value
  69174. * @param length length
  69175. * @returns The returned value will move back and forth between 0 and length
  69176. */
  69177. static PingPong(tx: number, length: number): number;
  69178. /**
  69179. * Interpolates between min and max with smoothing at the limits.
  69180. *
  69181. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69182. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69183. * @param from from
  69184. * @param to to
  69185. * @param tx value
  69186. * @returns the smooth stepped value
  69187. */
  69188. static SmoothStep(from: number, to: number, tx: number): number;
  69189. /**
  69190. * Moves a value current towards target.
  69191. *
  69192. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69193. * Negative values of maxDelta pushes the value away from target.
  69194. * @param current current value
  69195. * @param target target value
  69196. * @param maxDelta max distance to move
  69197. * @returns resulting value
  69198. */
  69199. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69200. /**
  69201. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69202. *
  69203. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69204. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69205. * @param current current value
  69206. * @param target target value
  69207. * @param maxDelta max distance to move
  69208. * @returns resulting angle
  69209. */
  69210. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69211. /**
  69212. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69213. * @param start start value
  69214. * @param end target value
  69215. * @param amount amount to lerp between
  69216. * @returns the lerped value
  69217. */
  69218. static Lerp(start: number, end: number, amount: number): number;
  69219. /**
  69220. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69221. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69222. * @param start start value
  69223. * @param end target value
  69224. * @param amount amount to lerp between
  69225. * @returns the lerped value
  69226. */
  69227. static LerpAngle(start: number, end: number, amount: number): number;
  69228. /**
  69229. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69230. * @param a start value
  69231. * @param b target value
  69232. * @param value value between a and b
  69233. * @returns the inverseLerp value
  69234. */
  69235. static InverseLerp(a: number, b: number, value: number): number;
  69236. /**
  69237. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69238. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69239. * @param value1 spline value
  69240. * @param tangent1 spline value
  69241. * @param value2 spline value
  69242. * @param tangent2 spline value
  69243. * @param amount input value
  69244. * @returns hermite result
  69245. */
  69246. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69247. /**
  69248. * Returns a random float number between and min and max values
  69249. * @param min min value of random
  69250. * @param max max value of random
  69251. * @returns random value
  69252. */
  69253. static RandomRange(min: number, max: number): number;
  69254. /**
  69255. * This function returns percentage of a number in a given range.
  69256. *
  69257. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69258. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69259. * @param number to convert to percentage
  69260. * @param min min range
  69261. * @param max max range
  69262. * @returns the percentage
  69263. */
  69264. static RangeToPercent(number: number, min: number, max: number): number;
  69265. /**
  69266. * This function returns number that corresponds to the percentage in a given range.
  69267. *
  69268. * PercentToRange(0.34,0,100) will return 34.
  69269. * @param percent to convert to number
  69270. * @param min min range
  69271. * @param max max range
  69272. * @returns the number
  69273. */
  69274. static PercentToRange(percent: number, min: number, max: number): number;
  69275. /**
  69276. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69277. * @param angle The angle to normalize in radian.
  69278. * @return The converted angle.
  69279. */
  69280. static NormalizeRadians(angle: number): number;
  69281. }
  69282. }
  69283. declare module BABYLON {
  69284. /**
  69285. * Constant used to convert a value to gamma space
  69286. * @ignorenaming
  69287. */
  69288. export const ToGammaSpace: number;
  69289. /**
  69290. * Constant used to convert a value to linear space
  69291. * @ignorenaming
  69292. */
  69293. export const ToLinearSpace = 2.2;
  69294. /**
  69295. * Constant used to define the minimal number value in Babylon.js
  69296. * @ignorenaming
  69297. */
  69298. let Epsilon: number;
  69299. }
  69300. declare module BABYLON {
  69301. /**
  69302. * Class used to represent a viewport on screen
  69303. */
  69304. export class Viewport {
  69305. /** viewport left coordinate */
  69306. x: number;
  69307. /** viewport top coordinate */
  69308. y: number;
  69309. /**viewport width */
  69310. width: number;
  69311. /** viewport height */
  69312. height: number;
  69313. /**
  69314. * Creates a Viewport object located at (x, y) and sized (width, height)
  69315. * @param x defines viewport left coordinate
  69316. * @param y defines viewport top coordinate
  69317. * @param width defines the viewport width
  69318. * @param height defines the viewport height
  69319. */
  69320. constructor(
  69321. /** viewport left coordinate */
  69322. x: number,
  69323. /** viewport top coordinate */
  69324. y: number,
  69325. /**viewport width */
  69326. width: number,
  69327. /** viewport height */
  69328. height: number);
  69329. /**
  69330. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69331. * @param renderWidth defines the rendering width
  69332. * @param renderHeight defines the rendering height
  69333. * @returns a new Viewport
  69334. */
  69335. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69336. /**
  69337. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69338. * @param renderWidth defines the rendering width
  69339. * @param renderHeight defines the rendering height
  69340. * @param ref defines the target viewport
  69341. * @returns the current viewport
  69342. */
  69343. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69344. /**
  69345. * Returns a new Viewport copied from the current one
  69346. * @returns a new Viewport
  69347. */
  69348. clone(): Viewport;
  69349. }
  69350. }
  69351. declare module BABYLON {
  69352. /**
  69353. * Class containing a set of static utilities functions for arrays.
  69354. */
  69355. export class ArrayTools {
  69356. /**
  69357. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69358. * @param size the number of element to construct and put in the array
  69359. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69360. * @returns a new array filled with new objects
  69361. */
  69362. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69363. }
  69364. }
  69365. declare module BABYLON {
  69366. /**
  69367. * Class representing a vector containing 2 coordinates
  69368. */
  69369. export class Vector2 {
  69370. /** defines the first coordinate */
  69371. x: number;
  69372. /** defines the second coordinate */
  69373. y: number;
  69374. /**
  69375. * Creates a new Vector2 from the given x and y coordinates
  69376. * @param x defines the first coordinate
  69377. * @param y defines the second coordinate
  69378. */
  69379. constructor(
  69380. /** defines the first coordinate */
  69381. x?: number,
  69382. /** defines the second coordinate */
  69383. y?: number);
  69384. /**
  69385. * Gets a string with the Vector2 coordinates
  69386. * @returns a string with the Vector2 coordinates
  69387. */
  69388. toString(): string;
  69389. /**
  69390. * Gets class name
  69391. * @returns the string "Vector2"
  69392. */
  69393. getClassName(): string;
  69394. /**
  69395. * Gets current vector hash code
  69396. * @returns the Vector2 hash code as a number
  69397. */
  69398. getHashCode(): number;
  69399. /**
  69400. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69401. * @param array defines the source array
  69402. * @param index defines the offset in source array
  69403. * @returns the current Vector2
  69404. */
  69405. toArray(array: FloatArray, index?: number): Vector2;
  69406. /**
  69407. * Copy the current vector to an array
  69408. * @returns a new array with 2 elements: the Vector2 coordinates.
  69409. */
  69410. asArray(): number[];
  69411. /**
  69412. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69413. * @param source defines the source Vector2
  69414. * @returns the current updated Vector2
  69415. */
  69416. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69417. /**
  69418. * Sets the Vector2 coordinates with the given floats
  69419. * @param x defines the first coordinate
  69420. * @param y defines the second coordinate
  69421. * @returns the current updated Vector2
  69422. */
  69423. copyFromFloats(x: number, y: number): Vector2;
  69424. /**
  69425. * Sets the Vector2 coordinates with the given floats
  69426. * @param x defines the first coordinate
  69427. * @param y defines the second coordinate
  69428. * @returns the current updated Vector2
  69429. */
  69430. set(x: number, y: number): Vector2;
  69431. /**
  69432. * Add another vector with the current one
  69433. * @param otherVector defines the other vector
  69434. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  69435. */
  69436. add(otherVector: DeepImmutable<Vector2>): Vector2;
  69437. /**
  69438. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  69439. * @param otherVector defines the other vector
  69440. * @param result defines the target vector
  69441. * @returns the unmodified current Vector2
  69442. */
  69443. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69444. /**
  69445. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  69446. * @param otherVector defines the other vector
  69447. * @returns the current updated Vector2
  69448. */
  69449. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69450. /**
  69451. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  69452. * @param otherVector defines the other vector
  69453. * @returns a new Vector2
  69454. */
  69455. addVector3(otherVector: Vector3): Vector2;
  69456. /**
  69457. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  69458. * @param otherVector defines the other vector
  69459. * @returns a new Vector2
  69460. */
  69461. subtract(otherVector: Vector2): Vector2;
  69462. /**
  69463. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  69464. * @param otherVector defines the other vector
  69465. * @param result defines the target vector
  69466. * @returns the unmodified current Vector2
  69467. */
  69468. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69469. /**
  69470. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  69471. * @param otherVector defines the other vector
  69472. * @returns the current updated Vector2
  69473. */
  69474. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69475. /**
  69476. * Multiplies in place the current Vector2 coordinates by the given ones
  69477. * @param otherVector defines the other vector
  69478. * @returns the current updated Vector2
  69479. */
  69480. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69481. /**
  69482. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  69483. * @param otherVector defines the other vector
  69484. * @returns a new Vector2
  69485. */
  69486. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  69487. /**
  69488. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  69489. * @param otherVector defines the other vector
  69490. * @param result defines the target vector
  69491. * @returns the unmodified current Vector2
  69492. */
  69493. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69494. /**
  69495. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  69496. * @param x defines the first coordinate
  69497. * @param y defines the second coordinate
  69498. * @returns a new Vector2
  69499. */
  69500. multiplyByFloats(x: number, y: number): Vector2;
  69501. /**
  69502. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  69503. * @param otherVector defines the other vector
  69504. * @returns a new Vector2
  69505. */
  69506. divide(otherVector: Vector2): Vector2;
  69507. /**
  69508. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  69509. * @param otherVector defines the other vector
  69510. * @param result defines the target vector
  69511. * @returns the unmodified current Vector2
  69512. */
  69513. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69514. /**
  69515. * Divides the current Vector2 coordinates by the given ones
  69516. * @param otherVector defines the other vector
  69517. * @returns the current updated Vector2
  69518. */
  69519. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69520. /**
  69521. * Gets a new Vector2 with current Vector2 negated coordinates
  69522. * @returns a new Vector2
  69523. */
  69524. negate(): Vector2;
  69525. /**
  69526. * Multiply the Vector2 coordinates by scale
  69527. * @param scale defines the scaling factor
  69528. * @returns the current updated Vector2
  69529. */
  69530. scaleInPlace(scale: number): Vector2;
  69531. /**
  69532. * Returns a new Vector2 scaled by "scale" from the current Vector2
  69533. * @param scale defines the scaling factor
  69534. * @returns a new Vector2
  69535. */
  69536. scale(scale: number): Vector2;
  69537. /**
  69538. * Scale the current Vector2 values by a factor to a given Vector2
  69539. * @param scale defines the scale factor
  69540. * @param result defines the Vector2 object where to store the result
  69541. * @returns the unmodified current Vector2
  69542. */
  69543. scaleToRef(scale: number, result: Vector2): Vector2;
  69544. /**
  69545. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  69546. * @param scale defines the scale factor
  69547. * @param result defines the Vector2 object where to store the result
  69548. * @returns the unmodified current Vector2
  69549. */
  69550. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  69551. /**
  69552. * Gets a boolean if two vectors are equals
  69553. * @param otherVector defines the other vector
  69554. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  69555. */
  69556. equals(otherVector: DeepImmutable<Vector2>): boolean;
  69557. /**
  69558. * Gets a boolean if two vectors are equals (using an epsilon value)
  69559. * @param otherVector defines the other vector
  69560. * @param epsilon defines the minimal distance to consider equality
  69561. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  69562. */
  69563. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  69564. /**
  69565. * Gets a new Vector2 from current Vector2 floored values
  69566. * @returns a new Vector2
  69567. */
  69568. floor(): Vector2;
  69569. /**
  69570. * Gets a new Vector2 from current Vector2 floored values
  69571. * @returns a new Vector2
  69572. */
  69573. fract(): Vector2;
  69574. /**
  69575. * Gets the length of the vector
  69576. * @returns the vector length (float)
  69577. */
  69578. length(): number;
  69579. /**
  69580. * Gets the vector squared length
  69581. * @returns the vector squared length (float)
  69582. */
  69583. lengthSquared(): number;
  69584. /**
  69585. * Normalize the vector
  69586. * @returns the current updated Vector2
  69587. */
  69588. normalize(): Vector2;
  69589. /**
  69590. * Gets a new Vector2 copied from the Vector2
  69591. * @returns a new Vector2
  69592. */
  69593. clone(): Vector2;
  69594. /**
  69595. * Gets a new Vector2(0, 0)
  69596. * @returns a new Vector2
  69597. */
  69598. static Zero(): Vector2;
  69599. /**
  69600. * Gets a new Vector2(1, 1)
  69601. * @returns a new Vector2
  69602. */
  69603. static One(): Vector2;
  69604. /**
  69605. * Gets a new Vector2 set from the given index element of the given array
  69606. * @param array defines the data source
  69607. * @param offset defines the offset in the data source
  69608. * @returns a new Vector2
  69609. */
  69610. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  69611. /**
  69612. * Sets "result" from the given index element of the given array
  69613. * @param array defines the data source
  69614. * @param offset defines the offset in the data source
  69615. * @param result defines the target vector
  69616. */
  69617. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  69618. /**
  69619. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  69620. * @param value1 defines 1st point of control
  69621. * @param value2 defines 2nd point of control
  69622. * @param value3 defines 3rd point of control
  69623. * @param value4 defines 4th point of control
  69624. * @param amount defines the interpolation factor
  69625. * @returns a new Vector2
  69626. */
  69627. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  69628. /**
  69629. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  69630. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  69631. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  69632. * @param value defines the value to clamp
  69633. * @param min defines the lower limit
  69634. * @param max defines the upper limit
  69635. * @returns a new Vector2
  69636. */
  69637. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  69638. /**
  69639. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  69640. * @param value1 defines the 1st control point
  69641. * @param tangent1 defines the outgoing tangent
  69642. * @param value2 defines the 2nd control point
  69643. * @param tangent2 defines the incoming tangent
  69644. * @param amount defines the interpolation factor
  69645. * @returns a new Vector2
  69646. */
  69647. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  69648. /**
  69649. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  69650. * @param start defines the start vector
  69651. * @param end defines the end vector
  69652. * @param amount defines the interpolation factor
  69653. * @returns a new Vector2
  69654. */
  69655. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  69656. /**
  69657. * Gets the dot product of the vector "left" and the vector "right"
  69658. * @param left defines first vector
  69659. * @param right defines second vector
  69660. * @returns the dot product (float)
  69661. */
  69662. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  69663. /**
  69664. * Returns a new Vector2 equal to the normalized given vector
  69665. * @param vector defines the vector to normalize
  69666. * @returns a new Vector2
  69667. */
  69668. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  69669. /**
  69670. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  69671. * @param left defines 1st vector
  69672. * @param right defines 2nd vector
  69673. * @returns a new Vector2
  69674. */
  69675. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69676. /**
  69677. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  69678. * @param left defines 1st vector
  69679. * @param right defines 2nd vector
  69680. * @returns a new Vector2
  69681. */
  69682. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69683. /**
  69684. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  69685. * @param vector defines the vector to transform
  69686. * @param transformation defines the matrix to apply
  69687. * @returns a new Vector2
  69688. */
  69689. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  69690. /**
  69691. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  69692. * @param vector defines the vector to transform
  69693. * @param transformation defines the matrix to apply
  69694. * @param result defines the target vector
  69695. */
  69696. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  69697. /**
  69698. * Determines if a given vector is included in a triangle
  69699. * @param p defines the vector to test
  69700. * @param p0 defines 1st triangle point
  69701. * @param p1 defines 2nd triangle point
  69702. * @param p2 defines 3rd triangle point
  69703. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  69704. */
  69705. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  69706. /**
  69707. * Gets the distance between the vectors "value1" and "value2"
  69708. * @param value1 defines first vector
  69709. * @param value2 defines second vector
  69710. * @returns the distance between vectors
  69711. */
  69712. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69713. /**
  69714. * Returns the squared distance between the vectors "value1" and "value2"
  69715. * @param value1 defines first vector
  69716. * @param value2 defines second vector
  69717. * @returns the squared distance between vectors
  69718. */
  69719. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69720. /**
  69721. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  69722. * @param value1 defines first vector
  69723. * @param value2 defines second vector
  69724. * @returns a new Vector2
  69725. */
  69726. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  69727. /**
  69728. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  69729. * @param p defines the middle point
  69730. * @param segA defines one point of the segment
  69731. * @param segB defines the other point of the segment
  69732. * @returns the shortest distance
  69733. */
  69734. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  69735. }
  69736. /**
  69737. * Classed used to store (x,y,z) vector representation
  69738. * A Vector3 is the main object used in 3D geometry
  69739. * It can represent etiher the coordinates of a point the space, either a direction
  69740. * Reminder: js uses a left handed forward facing system
  69741. */
  69742. export class Vector3 {
  69743. /**
  69744. * Defines the first coordinates (on X axis)
  69745. */
  69746. x: number;
  69747. /**
  69748. * Defines the second coordinates (on Y axis)
  69749. */
  69750. y: number;
  69751. /**
  69752. * Defines the third coordinates (on Z axis)
  69753. */
  69754. z: number;
  69755. private static _UpReadOnly;
  69756. private static _ZeroReadOnly;
  69757. /**
  69758. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  69759. * @param x defines the first coordinates (on X axis)
  69760. * @param y defines the second coordinates (on Y axis)
  69761. * @param z defines the third coordinates (on Z axis)
  69762. */
  69763. constructor(
  69764. /**
  69765. * Defines the first coordinates (on X axis)
  69766. */
  69767. x?: number,
  69768. /**
  69769. * Defines the second coordinates (on Y axis)
  69770. */
  69771. y?: number,
  69772. /**
  69773. * Defines the third coordinates (on Z axis)
  69774. */
  69775. z?: number);
  69776. /**
  69777. * Creates a string representation of the Vector3
  69778. * @returns a string with the Vector3 coordinates.
  69779. */
  69780. toString(): string;
  69781. /**
  69782. * Gets the class name
  69783. * @returns the string "Vector3"
  69784. */
  69785. getClassName(): string;
  69786. /**
  69787. * Creates the Vector3 hash code
  69788. * @returns a number which tends to be unique between Vector3 instances
  69789. */
  69790. getHashCode(): number;
  69791. /**
  69792. * Creates an array containing three elements : the coordinates of the Vector3
  69793. * @returns a new array of numbers
  69794. */
  69795. asArray(): number[];
  69796. /**
  69797. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  69798. * @param array defines the destination array
  69799. * @param index defines the offset in the destination array
  69800. * @returns the current Vector3
  69801. */
  69802. toArray(array: FloatArray, index?: number): Vector3;
  69803. /**
  69804. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  69805. * @returns a new Quaternion object, computed from the Vector3 coordinates
  69806. */
  69807. toQuaternion(): Quaternion;
  69808. /**
  69809. * Adds the given vector to the current Vector3
  69810. * @param otherVector defines the second operand
  69811. * @returns the current updated Vector3
  69812. */
  69813. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  69814. /**
  69815. * Adds the given coordinates to the current Vector3
  69816. * @param x defines the x coordinate of the operand
  69817. * @param y defines the y coordinate of the operand
  69818. * @param z defines the z coordinate of the operand
  69819. * @returns the current updated Vector3
  69820. */
  69821. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  69822. /**
  69823. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  69824. * @param otherVector defines the second operand
  69825. * @returns the resulting Vector3
  69826. */
  69827. add(otherVector: DeepImmutable<Vector3>): Vector3;
  69828. /**
  69829. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  69830. * @param otherVector defines the second operand
  69831. * @param result defines the Vector3 object where to store the result
  69832. * @returns the current Vector3
  69833. */
  69834. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69835. /**
  69836. * Subtract the given vector from the current Vector3
  69837. * @param otherVector defines the second operand
  69838. * @returns the current updated Vector3
  69839. */
  69840. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  69841. /**
  69842. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  69843. * @param otherVector defines the second operand
  69844. * @returns the resulting Vector3
  69845. */
  69846. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  69847. /**
  69848. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  69849. * @param otherVector defines the second operand
  69850. * @param result defines the Vector3 object where to store the result
  69851. * @returns the current Vector3
  69852. */
  69853. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69854. /**
  69855. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  69856. * @param x defines the x coordinate of the operand
  69857. * @param y defines the y coordinate of the operand
  69858. * @param z defines the z coordinate of the operand
  69859. * @returns the resulting Vector3
  69860. */
  69861. subtractFromFloats(x: number, y: number, z: number): Vector3;
  69862. /**
  69863. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  69864. * @param x defines the x coordinate of the operand
  69865. * @param y defines the y coordinate of the operand
  69866. * @param z defines the z coordinate of the operand
  69867. * @param result defines the Vector3 object where to store the result
  69868. * @returns the current Vector3
  69869. */
  69870. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  69871. /**
  69872. * Gets a new Vector3 set with the current Vector3 negated coordinates
  69873. * @returns a new Vector3
  69874. */
  69875. negate(): Vector3;
  69876. /**
  69877. * Multiplies the Vector3 coordinates by the float "scale"
  69878. * @param scale defines the multiplier factor
  69879. * @returns the current updated Vector3
  69880. */
  69881. scaleInPlace(scale: number): Vector3;
  69882. /**
  69883. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  69884. * @param scale defines the multiplier factor
  69885. * @returns a new Vector3
  69886. */
  69887. scale(scale: number): Vector3;
  69888. /**
  69889. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  69890. * @param scale defines the multiplier factor
  69891. * @param result defines the Vector3 object where to store the result
  69892. * @returns the current Vector3
  69893. */
  69894. scaleToRef(scale: number, result: Vector3): Vector3;
  69895. /**
  69896. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  69897. * @param scale defines the scale factor
  69898. * @param result defines the Vector3 object where to store the result
  69899. * @returns the unmodified current Vector3
  69900. */
  69901. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  69902. /**
  69903. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  69904. * @param otherVector defines the second operand
  69905. * @returns true if both vectors are equals
  69906. */
  69907. equals(otherVector: DeepImmutable<Vector3>): boolean;
  69908. /**
  69909. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  69910. * @param otherVector defines the second operand
  69911. * @param epsilon defines the minimal distance to define values as equals
  69912. * @returns true if both vectors are distant less than epsilon
  69913. */
  69914. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  69915. /**
  69916. * Returns true if the current Vector3 coordinates equals the given floats
  69917. * @param x defines the x coordinate of the operand
  69918. * @param y defines the y coordinate of the operand
  69919. * @param z defines the z coordinate of the operand
  69920. * @returns true if both vectors are equals
  69921. */
  69922. equalsToFloats(x: number, y: number, z: number): boolean;
  69923. /**
  69924. * Multiplies the current Vector3 coordinates by the given ones
  69925. * @param otherVector defines the second operand
  69926. * @returns the current updated Vector3
  69927. */
  69928. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  69929. /**
  69930. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  69931. * @param otherVector defines the second operand
  69932. * @returns the new Vector3
  69933. */
  69934. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  69935. /**
  69936. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  69937. * @param otherVector defines the second operand
  69938. * @param result defines the Vector3 object where to store the result
  69939. * @returns the current Vector3
  69940. */
  69941. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69942. /**
  69943. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  69944. * @param x defines the x coordinate of the operand
  69945. * @param y defines the y coordinate of the operand
  69946. * @param z defines the z coordinate of the operand
  69947. * @returns the new Vector3
  69948. */
  69949. multiplyByFloats(x: number, y: number, z: number): Vector3;
  69950. /**
  69951. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  69952. * @param otherVector defines the second operand
  69953. * @returns the new Vector3
  69954. */
  69955. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  69956. /**
  69957. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  69958. * @param otherVector defines the second operand
  69959. * @param result defines the Vector3 object where to store the result
  69960. * @returns the current Vector3
  69961. */
  69962. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69963. /**
  69964. * Divides the current Vector3 coordinates by the given ones.
  69965. * @param otherVector defines the second operand
  69966. * @returns the current updated Vector3
  69967. */
  69968. divideInPlace(otherVector: Vector3): Vector3;
  69969. /**
  69970. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  69971. * @param other defines the second operand
  69972. * @returns the current updated Vector3
  69973. */
  69974. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  69975. /**
  69976. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  69977. * @param other defines the second operand
  69978. * @returns the current updated Vector3
  69979. */
  69980. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  69981. /**
  69982. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  69983. * @param x defines the x coordinate of the operand
  69984. * @param y defines the y coordinate of the operand
  69985. * @param z defines the z coordinate of the operand
  69986. * @returns the current updated Vector3
  69987. */
  69988. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  69989. /**
  69990. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  69991. * @param x defines the x coordinate of the operand
  69992. * @param y defines the y coordinate of the operand
  69993. * @param z defines the z coordinate of the operand
  69994. * @returns the current updated Vector3
  69995. */
  69996. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  69997. /**
  69998. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  69999. * Check if is non uniform within a certain amount of decimal places to account for this
  70000. * @param epsilon the amount the values can differ
  70001. * @returns if the the vector is non uniform to a certain number of decimal places
  70002. */
  70003. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70004. /**
  70005. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70006. */
  70007. readonly isNonUniform: boolean;
  70008. /**
  70009. * Gets a new Vector3 from current Vector3 floored values
  70010. * @returns a new Vector3
  70011. */
  70012. floor(): Vector3;
  70013. /**
  70014. * Gets a new Vector3 from current Vector3 floored values
  70015. * @returns a new Vector3
  70016. */
  70017. fract(): Vector3;
  70018. /**
  70019. * Gets the length of the Vector3
  70020. * @returns the length of the Vector3
  70021. */
  70022. length(): number;
  70023. /**
  70024. * Gets the squared length of the Vector3
  70025. * @returns squared length of the Vector3
  70026. */
  70027. lengthSquared(): number;
  70028. /**
  70029. * Normalize the current Vector3.
  70030. * Please note that this is an in place operation.
  70031. * @returns the current updated Vector3
  70032. */
  70033. normalize(): Vector3;
  70034. /**
  70035. * Reorders the x y z properties of the vector in place
  70036. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70037. * @returns the current updated vector
  70038. */
  70039. reorderInPlace(order: string): this;
  70040. /**
  70041. * Rotates the vector around 0,0,0 by a quaternion
  70042. * @param quaternion the rotation quaternion
  70043. * @param result vector to store the result
  70044. * @returns the resulting vector
  70045. */
  70046. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70047. /**
  70048. * Rotates a vector around a given point
  70049. * @param quaternion the rotation quaternion
  70050. * @param point the point to rotate around
  70051. * @param result vector to store the result
  70052. * @returns the resulting vector
  70053. */
  70054. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70055. /**
  70056. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70057. * The cross product is then orthogonal to both current and "other"
  70058. * @param other defines the right operand
  70059. * @returns the cross product
  70060. */
  70061. cross(other: Vector3): Vector3;
  70062. /**
  70063. * Normalize the current Vector3 with the given input length.
  70064. * Please note that this is an in place operation.
  70065. * @param len the length of the vector
  70066. * @returns the current updated Vector3
  70067. */
  70068. normalizeFromLength(len: number): Vector3;
  70069. /**
  70070. * Normalize the current Vector3 to a new vector
  70071. * @returns the new Vector3
  70072. */
  70073. normalizeToNew(): Vector3;
  70074. /**
  70075. * Normalize the current Vector3 to the reference
  70076. * @param reference define the Vector3 to update
  70077. * @returns the updated Vector3
  70078. */
  70079. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70080. /**
  70081. * Creates a new Vector3 copied from the current Vector3
  70082. * @returns the new Vector3
  70083. */
  70084. clone(): Vector3;
  70085. /**
  70086. * Copies the given vector coordinates to the current Vector3 ones
  70087. * @param source defines the source Vector3
  70088. * @returns the current updated Vector3
  70089. */
  70090. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70091. /**
  70092. * Copies the given floats to the current Vector3 coordinates
  70093. * @param x defines the x coordinate of the operand
  70094. * @param y defines the y coordinate of the operand
  70095. * @param z defines the z coordinate of the operand
  70096. * @returns the current updated Vector3
  70097. */
  70098. copyFromFloats(x: number, y: number, z: number): Vector3;
  70099. /**
  70100. * Copies the given floats to the current Vector3 coordinates
  70101. * @param x defines the x coordinate of the operand
  70102. * @param y defines the y coordinate of the operand
  70103. * @param z defines the z coordinate of the operand
  70104. * @returns the current updated Vector3
  70105. */
  70106. set(x: number, y: number, z: number): Vector3;
  70107. /**
  70108. * Copies the given float to the current Vector3 coordinates
  70109. * @param v defines the x, y and z coordinates of the operand
  70110. * @returns the current updated Vector3
  70111. */
  70112. setAll(v: number): Vector3;
  70113. /**
  70114. * Get the clip factor between two vectors
  70115. * @param vector0 defines the first operand
  70116. * @param vector1 defines the second operand
  70117. * @param axis defines the axis to use
  70118. * @param size defines the size along the axis
  70119. * @returns the clip factor
  70120. */
  70121. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70122. /**
  70123. * Get angle between two vectors
  70124. * @param vector0 angle between vector0 and vector1
  70125. * @param vector1 angle between vector0 and vector1
  70126. * @param normal direction of the normal
  70127. * @return the angle between vector0 and vector1
  70128. */
  70129. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70130. /**
  70131. * Returns a new Vector3 set from the index "offset" of the given array
  70132. * @param array defines the source array
  70133. * @param offset defines the offset in the source array
  70134. * @returns the new Vector3
  70135. */
  70136. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70137. /**
  70138. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70139. * This function is deprecated. Use FromArray instead
  70140. * @param array defines the source array
  70141. * @param offset defines the offset in the source array
  70142. * @returns the new Vector3
  70143. */
  70144. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70145. /**
  70146. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70147. * @param array defines the source array
  70148. * @param offset defines the offset in the source array
  70149. * @param result defines the Vector3 where to store the result
  70150. */
  70151. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70152. /**
  70153. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70154. * This function is deprecated. Use FromArrayToRef instead.
  70155. * @param array defines the source array
  70156. * @param offset defines the offset in the source array
  70157. * @param result defines the Vector3 where to store the result
  70158. */
  70159. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70160. /**
  70161. * Sets the given vector "result" with the given floats.
  70162. * @param x defines the x coordinate of the source
  70163. * @param y defines the y coordinate of the source
  70164. * @param z defines the z coordinate of the source
  70165. * @param result defines the Vector3 where to store the result
  70166. */
  70167. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70168. /**
  70169. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70170. * @returns a new empty Vector3
  70171. */
  70172. static Zero(): Vector3;
  70173. /**
  70174. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70175. * @returns a new unit Vector3
  70176. */
  70177. static One(): Vector3;
  70178. /**
  70179. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70180. * @returns a new up Vector3
  70181. */
  70182. static Up(): Vector3;
  70183. /**
  70184. * Gets a up Vector3 that must not be updated
  70185. */
  70186. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70187. /**
  70188. * Gets a zero Vector3 that must not be updated
  70189. */
  70190. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70191. /**
  70192. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70193. * @returns a new down Vector3
  70194. */
  70195. static Down(): Vector3;
  70196. /**
  70197. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70198. * @returns a new forward Vector3
  70199. */
  70200. static Forward(): Vector3;
  70201. /**
  70202. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70203. * @returns a new forward Vector3
  70204. */
  70205. static Backward(): Vector3;
  70206. /**
  70207. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70208. * @returns a new right Vector3
  70209. */
  70210. static Right(): Vector3;
  70211. /**
  70212. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70213. * @returns a new left Vector3
  70214. */
  70215. static Left(): Vector3;
  70216. /**
  70217. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70218. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70219. * @param vector defines the Vector3 to transform
  70220. * @param transformation defines the transformation matrix
  70221. * @returns the transformed Vector3
  70222. */
  70223. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70224. /**
  70225. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70226. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70227. * @param vector defines the Vector3 to transform
  70228. * @param transformation defines the transformation matrix
  70229. * @param result defines the Vector3 where to store the result
  70230. */
  70231. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70232. /**
  70233. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70234. * This method computes tranformed coordinates only, not transformed direction vectors
  70235. * @param x define the x coordinate of the source vector
  70236. * @param y define the y coordinate of the source vector
  70237. * @param z define the z coordinate of the source vector
  70238. * @param transformation defines the transformation matrix
  70239. * @param result defines the Vector3 where to store the result
  70240. */
  70241. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70242. /**
  70243. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70244. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70245. * @param vector defines the Vector3 to transform
  70246. * @param transformation defines the transformation matrix
  70247. * @returns the new Vector3
  70248. */
  70249. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70250. /**
  70251. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70252. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70253. * @param vector defines the Vector3 to transform
  70254. * @param transformation defines the transformation matrix
  70255. * @param result defines the Vector3 where to store the result
  70256. */
  70257. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70258. /**
  70259. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70260. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70261. * @param x define the x coordinate of the source vector
  70262. * @param y define the y coordinate of the source vector
  70263. * @param z define the z coordinate of the source vector
  70264. * @param transformation defines the transformation matrix
  70265. * @param result defines the Vector3 where to store the result
  70266. */
  70267. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70268. /**
  70269. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70270. * @param value1 defines the first control point
  70271. * @param value2 defines the second control point
  70272. * @param value3 defines the third control point
  70273. * @param value4 defines the fourth control point
  70274. * @param amount defines the amount on the spline to use
  70275. * @returns the new Vector3
  70276. */
  70277. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70278. /**
  70279. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  70280. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70281. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70282. * @param value defines the current value
  70283. * @param min defines the lower range value
  70284. * @param max defines the upper range value
  70285. * @returns the new Vector3
  70286. */
  70287. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70288. /**
  70289. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  70290. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70291. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70292. * @param value defines the current value
  70293. * @param min defines the lower range value
  70294. * @param max defines the upper range value
  70295. * @param result defines the Vector3 where to store the result
  70296. */
  70297. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70298. /**
  70299. * Checks if a given vector is inside a specific range
  70300. * @param v defines the vector to test
  70301. * @param min defines the minimum range
  70302. * @param max defines the maximum range
  70303. */
  70304. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70305. /**
  70306. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70307. * @param value1 defines the first control point
  70308. * @param tangent1 defines the first tangent vector
  70309. * @param value2 defines the second control point
  70310. * @param tangent2 defines the second tangent vector
  70311. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70312. * @returns the new Vector3
  70313. */
  70314. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70315. /**
  70316. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70317. * @param start defines the start value
  70318. * @param end defines the end value
  70319. * @param amount max defines amount between both (between 0 and 1)
  70320. * @returns the new Vector3
  70321. */
  70322. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70323. /**
  70324. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70325. * @param start defines the start value
  70326. * @param end defines the end value
  70327. * @param amount max defines amount between both (between 0 and 1)
  70328. * @param result defines the Vector3 where to store the result
  70329. */
  70330. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70331. /**
  70332. * Returns the dot product (float) between the vectors "left" and "right"
  70333. * @param left defines the left operand
  70334. * @param right defines the right operand
  70335. * @returns the dot product
  70336. */
  70337. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70338. /**
  70339. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70340. * The cross product is then orthogonal to both "left" and "right"
  70341. * @param left defines the left operand
  70342. * @param right defines the right operand
  70343. * @returns the cross product
  70344. */
  70345. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70346. /**
  70347. * Sets the given vector "result" with the cross product of "left" and "right"
  70348. * The cross product is then orthogonal to both "left" and "right"
  70349. * @param left defines the left operand
  70350. * @param right defines the right operand
  70351. * @param result defines the Vector3 where to store the result
  70352. */
  70353. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70354. /**
  70355. * Returns a new Vector3 as the normalization of the given vector
  70356. * @param vector defines the Vector3 to normalize
  70357. * @returns the new Vector3
  70358. */
  70359. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70360. /**
  70361. * Sets the given vector "result" with the normalization of the given first vector
  70362. * @param vector defines the Vector3 to normalize
  70363. * @param result defines the Vector3 where to store the result
  70364. */
  70365. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70366. /**
  70367. * Project a Vector3 onto screen space
  70368. * @param vector defines the Vector3 to project
  70369. * @param world defines the world matrix to use
  70370. * @param transform defines the transform (view x projection) matrix to use
  70371. * @param viewport defines the screen viewport to use
  70372. * @returns the new Vector3
  70373. */
  70374. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70375. /** @hidden */
  70376. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70377. /**
  70378. * Unproject from screen space to object space
  70379. * @param source defines the screen space Vector3 to use
  70380. * @param viewportWidth defines the current width of the viewport
  70381. * @param viewportHeight defines the current height of the viewport
  70382. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70383. * @param transform defines the transform (view x projection) matrix to use
  70384. * @returns the new Vector3
  70385. */
  70386. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70387. /**
  70388. * Unproject from screen space to object space
  70389. * @param source defines the screen space Vector3 to use
  70390. * @param viewportWidth defines the current width of the viewport
  70391. * @param viewportHeight defines the current height of the viewport
  70392. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70393. * @param view defines the view matrix to use
  70394. * @param projection defines the projection matrix to use
  70395. * @returns the new Vector3
  70396. */
  70397. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70398. /**
  70399. * Unproject from screen space to object space
  70400. * @param source defines the screen space Vector3 to use
  70401. * @param viewportWidth defines the current width of the viewport
  70402. * @param viewportHeight defines the current height of the viewport
  70403. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70404. * @param view defines the view matrix to use
  70405. * @param projection defines the projection matrix to use
  70406. * @param result defines the Vector3 where to store the result
  70407. */
  70408. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70409. /**
  70410. * Unproject from screen space to object space
  70411. * @param sourceX defines the screen space x coordinate to use
  70412. * @param sourceY defines the screen space y coordinate to use
  70413. * @param sourceZ defines the screen space z coordinate to use
  70414. * @param viewportWidth defines the current width of the viewport
  70415. * @param viewportHeight defines the current height of the viewport
  70416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70417. * @param view defines the view matrix to use
  70418. * @param projection defines the projection matrix to use
  70419. * @param result defines the Vector3 where to store the result
  70420. */
  70421. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70422. /**
  70423. * Gets the minimal coordinate values between two Vector3
  70424. * @param left defines the first operand
  70425. * @param right defines the second operand
  70426. * @returns the new Vector3
  70427. */
  70428. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70429. /**
  70430. * Gets the maximal coordinate values between two Vector3
  70431. * @param left defines the first operand
  70432. * @param right defines the second operand
  70433. * @returns the new Vector3
  70434. */
  70435. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70436. /**
  70437. * Returns the distance between the vectors "value1" and "value2"
  70438. * @param value1 defines the first operand
  70439. * @param value2 defines the second operand
  70440. * @returns the distance
  70441. */
  70442. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70443. /**
  70444. * Returns the squared distance between the vectors "value1" and "value2"
  70445. * @param value1 defines the first operand
  70446. * @param value2 defines the second operand
  70447. * @returns the squared distance
  70448. */
  70449. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70450. /**
  70451. * Returns a new Vector3 located at the center between "value1" and "value2"
  70452. * @param value1 defines the first operand
  70453. * @param value2 defines the second operand
  70454. * @returns the new Vector3
  70455. */
  70456. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  70457. /**
  70458. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  70459. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  70460. * to something in order to rotate it from its local system to the given target system
  70461. * Note: axis1, axis2 and axis3 are normalized during this operation
  70462. * @param axis1 defines the first axis
  70463. * @param axis2 defines the second axis
  70464. * @param axis3 defines the third axis
  70465. * @returns a new Vector3
  70466. */
  70467. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  70468. /**
  70469. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  70470. * @param axis1 defines the first axis
  70471. * @param axis2 defines the second axis
  70472. * @param axis3 defines the third axis
  70473. * @param ref defines the Vector3 where to store the result
  70474. */
  70475. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  70476. }
  70477. /**
  70478. * Vector4 class created for EulerAngle class conversion to Quaternion
  70479. */
  70480. export class Vector4 {
  70481. /** x value of the vector */
  70482. x: number;
  70483. /** y value of the vector */
  70484. y: number;
  70485. /** z value of the vector */
  70486. z: number;
  70487. /** w value of the vector */
  70488. w: number;
  70489. /**
  70490. * Creates a Vector4 object from the given floats.
  70491. * @param x x value of the vector
  70492. * @param y y value of the vector
  70493. * @param z z value of the vector
  70494. * @param w w value of the vector
  70495. */
  70496. constructor(
  70497. /** x value of the vector */
  70498. x: number,
  70499. /** y value of the vector */
  70500. y: number,
  70501. /** z value of the vector */
  70502. z: number,
  70503. /** w value of the vector */
  70504. w: number);
  70505. /**
  70506. * Returns the string with the Vector4 coordinates.
  70507. * @returns a string containing all the vector values
  70508. */
  70509. toString(): string;
  70510. /**
  70511. * Returns the string "Vector4".
  70512. * @returns "Vector4"
  70513. */
  70514. getClassName(): string;
  70515. /**
  70516. * Returns the Vector4 hash code.
  70517. * @returns a unique hash code
  70518. */
  70519. getHashCode(): number;
  70520. /**
  70521. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  70522. * @returns the resulting array
  70523. */
  70524. asArray(): number[];
  70525. /**
  70526. * Populates the given array from the given index with the Vector4 coordinates.
  70527. * @param array array to populate
  70528. * @param index index of the array to start at (default: 0)
  70529. * @returns the Vector4.
  70530. */
  70531. toArray(array: FloatArray, index?: number): Vector4;
  70532. /**
  70533. * Adds the given vector to the current Vector4.
  70534. * @param otherVector the vector to add
  70535. * @returns the updated Vector4.
  70536. */
  70537. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70538. /**
  70539. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  70540. * @param otherVector the vector to add
  70541. * @returns the resulting vector
  70542. */
  70543. add(otherVector: DeepImmutable<Vector4>): Vector4;
  70544. /**
  70545. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  70546. * @param otherVector the vector to add
  70547. * @param result the vector to store the result
  70548. * @returns the current Vector4.
  70549. */
  70550. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70551. /**
  70552. * Subtract in place the given vector from the current Vector4.
  70553. * @param otherVector the vector to subtract
  70554. * @returns the updated Vector4.
  70555. */
  70556. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70557. /**
  70558. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  70559. * @param otherVector the vector to add
  70560. * @returns the new vector with the result
  70561. */
  70562. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  70563. /**
  70564. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  70565. * @param otherVector the vector to subtract
  70566. * @param result the vector to store the result
  70567. * @returns the current Vector4.
  70568. */
  70569. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70570. /**
  70571. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70572. */
  70573. /**
  70574. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70575. * @param x value to subtract
  70576. * @param y value to subtract
  70577. * @param z value to subtract
  70578. * @param w value to subtract
  70579. * @returns new vector containing the result
  70580. */
  70581. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70582. /**
  70583. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70584. * @param x value to subtract
  70585. * @param y value to subtract
  70586. * @param z value to subtract
  70587. * @param w value to subtract
  70588. * @param result the vector to store the result in
  70589. * @returns the current Vector4.
  70590. */
  70591. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  70592. /**
  70593. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  70594. * @returns a new vector with the negated values
  70595. */
  70596. negate(): Vector4;
  70597. /**
  70598. * Multiplies the current Vector4 coordinates by scale (float).
  70599. * @param scale the number to scale with
  70600. * @returns the updated Vector4.
  70601. */
  70602. scaleInPlace(scale: number): Vector4;
  70603. /**
  70604. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  70605. * @param scale the number to scale with
  70606. * @returns a new vector with the result
  70607. */
  70608. scale(scale: number): Vector4;
  70609. /**
  70610. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  70611. * @param scale the number to scale with
  70612. * @param result a vector to store the result in
  70613. * @returns the current Vector4.
  70614. */
  70615. scaleToRef(scale: number, result: Vector4): Vector4;
  70616. /**
  70617. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  70618. * @param scale defines the scale factor
  70619. * @param result defines the Vector4 object where to store the result
  70620. * @returns the unmodified current Vector4
  70621. */
  70622. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  70623. /**
  70624. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  70625. * @param otherVector the vector to compare against
  70626. * @returns true if they are equal
  70627. */
  70628. equals(otherVector: DeepImmutable<Vector4>): boolean;
  70629. /**
  70630. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  70631. * @param otherVector vector to compare against
  70632. * @param epsilon (Default: very small number)
  70633. * @returns true if they are equal
  70634. */
  70635. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  70636. /**
  70637. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  70638. * @param x x value to compare against
  70639. * @param y y value to compare against
  70640. * @param z z value to compare against
  70641. * @param w w value to compare against
  70642. * @returns true if equal
  70643. */
  70644. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  70645. /**
  70646. * Multiplies in place the current Vector4 by the given one.
  70647. * @param otherVector vector to multiple with
  70648. * @returns the updated Vector4.
  70649. */
  70650. multiplyInPlace(otherVector: Vector4): Vector4;
  70651. /**
  70652. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  70653. * @param otherVector vector to multiple with
  70654. * @returns resulting new vector
  70655. */
  70656. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  70657. /**
  70658. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  70659. * @param otherVector vector to multiple with
  70660. * @param result vector to store the result
  70661. * @returns the current Vector4.
  70662. */
  70663. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70664. /**
  70665. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  70666. * @param x x value multiply with
  70667. * @param y y value multiply with
  70668. * @param z z value multiply with
  70669. * @param w w value multiply with
  70670. * @returns resulting new vector
  70671. */
  70672. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  70673. /**
  70674. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  70675. * @param otherVector vector to devide with
  70676. * @returns resulting new vector
  70677. */
  70678. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  70679. /**
  70680. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  70681. * @param otherVector vector to devide with
  70682. * @param result vector to store the result
  70683. * @returns the current Vector4.
  70684. */
  70685. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70686. /**
  70687. * Divides the current Vector3 coordinates by the given ones.
  70688. * @param otherVector vector to devide with
  70689. * @returns the updated Vector3.
  70690. */
  70691. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70692. /**
  70693. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  70694. * @param other defines the second operand
  70695. * @returns the current updated Vector4
  70696. */
  70697. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70698. /**
  70699. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  70700. * @param other defines the second operand
  70701. * @returns the current updated Vector4
  70702. */
  70703. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70704. /**
  70705. * Gets a new Vector4 from current Vector4 floored values
  70706. * @returns a new Vector4
  70707. */
  70708. floor(): Vector4;
  70709. /**
  70710. * Gets a new Vector4 from current Vector3 floored values
  70711. * @returns a new Vector4
  70712. */
  70713. fract(): Vector4;
  70714. /**
  70715. * Returns the Vector4 length (float).
  70716. * @returns the length
  70717. */
  70718. length(): number;
  70719. /**
  70720. * Returns the Vector4 squared length (float).
  70721. * @returns the length squared
  70722. */
  70723. lengthSquared(): number;
  70724. /**
  70725. * Normalizes in place the Vector4.
  70726. * @returns the updated Vector4.
  70727. */
  70728. normalize(): Vector4;
  70729. /**
  70730. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  70731. * @returns this converted to a new vector3
  70732. */
  70733. toVector3(): Vector3;
  70734. /**
  70735. * Returns a new Vector4 copied from the current one.
  70736. * @returns the new cloned vector
  70737. */
  70738. clone(): Vector4;
  70739. /**
  70740. * Updates the current Vector4 with the given one coordinates.
  70741. * @param source the source vector to copy from
  70742. * @returns the updated Vector4.
  70743. */
  70744. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  70745. /**
  70746. * Updates the current Vector4 coordinates with the given floats.
  70747. * @param x float to copy from
  70748. * @param y float to copy from
  70749. * @param z float to copy from
  70750. * @param w float to copy from
  70751. * @returns the updated Vector4.
  70752. */
  70753. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70754. /**
  70755. * Updates the current Vector4 coordinates with the given floats.
  70756. * @param x float to set from
  70757. * @param y float to set from
  70758. * @param z float to set from
  70759. * @param w float to set from
  70760. * @returns the updated Vector4.
  70761. */
  70762. set(x: number, y: number, z: number, w: number): Vector4;
  70763. /**
  70764. * Copies the given float to the current Vector3 coordinates
  70765. * @param v defines the x, y, z and w coordinates of the operand
  70766. * @returns the current updated Vector3
  70767. */
  70768. setAll(v: number): Vector4;
  70769. /**
  70770. * Returns a new Vector4 set from the starting index of the given array.
  70771. * @param array the array to pull values from
  70772. * @param offset the offset into the array to start at
  70773. * @returns the new vector
  70774. */
  70775. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  70776. /**
  70777. * Updates the given vector "result" from the starting index of the given array.
  70778. * @param array the array to pull values from
  70779. * @param offset the offset into the array to start at
  70780. * @param result the vector to store the result in
  70781. */
  70782. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  70783. /**
  70784. * Updates the given vector "result" from the starting index of the given Float32Array.
  70785. * @param array the array to pull values from
  70786. * @param offset the offset into the array to start at
  70787. * @param result the vector to store the result in
  70788. */
  70789. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  70790. /**
  70791. * Updates the given vector "result" coordinates from the given floats.
  70792. * @param x float to set from
  70793. * @param y float to set from
  70794. * @param z float to set from
  70795. * @param w float to set from
  70796. * @param result the vector to the floats in
  70797. */
  70798. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  70799. /**
  70800. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  70801. * @returns the new vector
  70802. */
  70803. static Zero(): Vector4;
  70804. /**
  70805. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  70806. * @returns the new vector
  70807. */
  70808. static One(): Vector4;
  70809. /**
  70810. * Returns a new normalized Vector4 from the given one.
  70811. * @param vector the vector to normalize
  70812. * @returns the vector
  70813. */
  70814. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  70815. /**
  70816. * Updates the given vector "result" from the normalization of the given one.
  70817. * @param vector the vector to normalize
  70818. * @param result the vector to store the result in
  70819. */
  70820. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  70821. /**
  70822. * Returns a vector with the minimum values from the left and right vectors
  70823. * @param left left vector to minimize
  70824. * @param right right vector to minimize
  70825. * @returns a new vector with the minimum of the left and right vector values
  70826. */
  70827. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  70828. /**
  70829. * Returns a vector with the maximum values from the left and right vectors
  70830. * @param left left vector to maximize
  70831. * @param right right vector to maximize
  70832. * @returns a new vector with the maximum of the left and right vector values
  70833. */
  70834. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  70835. /**
  70836. * Returns the distance (float) between the vectors "value1" and "value2".
  70837. * @param value1 value to calulate the distance between
  70838. * @param value2 value to calulate the distance between
  70839. * @return the distance between the two vectors
  70840. */
  70841. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  70842. /**
  70843. * Returns the squared distance (float) between the vectors "value1" and "value2".
  70844. * @param value1 value to calulate the distance between
  70845. * @param value2 value to calulate the distance between
  70846. * @return the distance between the two vectors squared
  70847. */
  70848. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  70849. /**
  70850. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  70851. * @param value1 value to calulate the center between
  70852. * @param value2 value to calulate the center between
  70853. * @return the center between the two vectors
  70854. */
  70855. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  70856. /**
  70857. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  70858. * This methods computes transformed normalized direction vectors only.
  70859. * @param vector the vector to transform
  70860. * @param transformation the transformation matrix to apply
  70861. * @returns the new vector
  70862. */
  70863. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  70864. /**
  70865. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  70866. * This methods computes transformed normalized direction vectors only.
  70867. * @param vector the vector to transform
  70868. * @param transformation the transformation matrix to apply
  70869. * @param result the vector to store the result in
  70870. */
  70871. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  70872. /**
  70873. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  70874. * This methods computes transformed normalized direction vectors only.
  70875. * @param x value to transform
  70876. * @param y value to transform
  70877. * @param z value to transform
  70878. * @param w value to transform
  70879. * @param transformation the transformation matrix to apply
  70880. * @param result the vector to store the results in
  70881. */
  70882. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  70883. /**
  70884. * Creates a new Vector4 from a Vector3
  70885. * @param source defines the source data
  70886. * @param w defines the 4th component (default is 0)
  70887. * @returns a new Vector4
  70888. */
  70889. static FromVector3(source: Vector3, w?: number): Vector4;
  70890. }
  70891. /**
  70892. * Class used to store quaternion data
  70893. * @see https://en.wikipedia.org/wiki/Quaternion
  70894. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  70895. */
  70896. export class Quaternion {
  70897. /** defines the first component (0 by default) */
  70898. x: number;
  70899. /** defines the second component (0 by default) */
  70900. y: number;
  70901. /** defines the third component (0 by default) */
  70902. z: number;
  70903. /** defines the fourth component (1.0 by default) */
  70904. w: number;
  70905. /**
  70906. * Creates a new Quaternion from the given floats
  70907. * @param x defines the first component (0 by default)
  70908. * @param y defines the second component (0 by default)
  70909. * @param z defines the third component (0 by default)
  70910. * @param w defines the fourth component (1.0 by default)
  70911. */
  70912. constructor(
  70913. /** defines the first component (0 by default) */
  70914. x?: number,
  70915. /** defines the second component (0 by default) */
  70916. y?: number,
  70917. /** defines the third component (0 by default) */
  70918. z?: number,
  70919. /** defines the fourth component (1.0 by default) */
  70920. w?: number);
  70921. /**
  70922. * Gets a string representation for the current quaternion
  70923. * @returns a string with the Quaternion coordinates
  70924. */
  70925. toString(): string;
  70926. /**
  70927. * Gets the class name of the quaternion
  70928. * @returns the string "Quaternion"
  70929. */
  70930. getClassName(): string;
  70931. /**
  70932. * Gets a hash code for this quaternion
  70933. * @returns the quaternion hash code
  70934. */
  70935. getHashCode(): number;
  70936. /**
  70937. * Copy the quaternion to an array
  70938. * @returns a new array populated with 4 elements from the quaternion coordinates
  70939. */
  70940. asArray(): number[];
  70941. /**
  70942. * Check if two quaternions are equals
  70943. * @param otherQuaternion defines the second operand
  70944. * @return true if the current quaternion and the given one coordinates are strictly equals
  70945. */
  70946. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  70947. /**
  70948. * Clone the current quaternion
  70949. * @returns a new quaternion copied from the current one
  70950. */
  70951. clone(): Quaternion;
  70952. /**
  70953. * Copy a quaternion to the current one
  70954. * @param other defines the other quaternion
  70955. * @returns the updated current quaternion
  70956. */
  70957. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  70958. /**
  70959. * Updates the current quaternion with the given float coordinates
  70960. * @param x defines the x coordinate
  70961. * @param y defines the y coordinate
  70962. * @param z defines the z coordinate
  70963. * @param w defines the w coordinate
  70964. * @returns the updated current quaternion
  70965. */
  70966. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  70967. /**
  70968. * Updates the current quaternion from the given float coordinates
  70969. * @param x defines the x coordinate
  70970. * @param y defines the y coordinate
  70971. * @param z defines the z coordinate
  70972. * @param w defines the w coordinate
  70973. * @returns the updated current quaternion
  70974. */
  70975. set(x: number, y: number, z: number, w: number): Quaternion;
  70976. /**
  70977. * Adds two quaternions
  70978. * @param other defines the second operand
  70979. * @returns a new quaternion as the addition result of the given one and the current quaternion
  70980. */
  70981. add(other: DeepImmutable<Quaternion>): Quaternion;
  70982. /**
  70983. * Add a quaternion to the current one
  70984. * @param other defines the quaternion to add
  70985. * @returns the current quaternion
  70986. */
  70987. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  70988. /**
  70989. * Subtract two quaternions
  70990. * @param other defines the second operand
  70991. * @returns a new quaternion as the subtraction result of the given one from the current one
  70992. */
  70993. subtract(other: Quaternion): Quaternion;
  70994. /**
  70995. * Multiplies the current quaternion by a scale factor
  70996. * @param value defines the scale factor
  70997. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  70998. */
  70999. scale(value: number): Quaternion;
  71000. /**
  71001. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71002. * @param scale defines the scale factor
  71003. * @param result defines the Quaternion object where to store the result
  71004. * @returns the unmodified current quaternion
  71005. */
  71006. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71007. /**
  71008. * Multiplies in place the current quaternion by a scale factor
  71009. * @param value defines the scale factor
  71010. * @returns the current modified quaternion
  71011. */
  71012. scaleInPlace(value: number): Quaternion;
  71013. /**
  71014. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71015. * @param scale defines the scale factor
  71016. * @param result defines the Quaternion object where to store the result
  71017. * @returns the unmodified current quaternion
  71018. */
  71019. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71020. /**
  71021. * Multiplies two quaternions
  71022. * @param q1 defines the second operand
  71023. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71024. */
  71025. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71026. /**
  71027. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71028. * @param q1 defines the second operand
  71029. * @param result defines the target quaternion
  71030. * @returns the current quaternion
  71031. */
  71032. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71033. /**
  71034. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71035. * @param q1 defines the second operand
  71036. * @returns the currentupdated quaternion
  71037. */
  71038. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71039. /**
  71040. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71041. * @param ref defines the target quaternion
  71042. * @returns the current quaternion
  71043. */
  71044. conjugateToRef(ref: Quaternion): Quaternion;
  71045. /**
  71046. * Conjugates in place (1-q) the current quaternion
  71047. * @returns the current updated quaternion
  71048. */
  71049. conjugateInPlace(): Quaternion;
  71050. /**
  71051. * Conjugates in place (1-q) the current quaternion
  71052. * @returns a new quaternion
  71053. */
  71054. conjugate(): Quaternion;
  71055. /**
  71056. * Gets length of current quaternion
  71057. * @returns the quaternion length (float)
  71058. */
  71059. length(): number;
  71060. /**
  71061. * Normalize in place the current quaternion
  71062. * @returns the current updated quaternion
  71063. */
  71064. normalize(): Quaternion;
  71065. /**
  71066. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71067. * @param order is a reserved parameter and is ignore for now
  71068. * @returns a new Vector3 containing the Euler angles
  71069. */
  71070. toEulerAngles(order?: string): Vector3;
  71071. /**
  71072. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71073. * @param result defines the vector which will be filled with the Euler angles
  71074. * @param order is a reserved parameter and is ignore for now
  71075. * @returns the current unchanged quaternion
  71076. */
  71077. toEulerAnglesToRef(result: Vector3): Quaternion;
  71078. /**
  71079. * Updates the given rotation matrix with the current quaternion values
  71080. * @param result defines the target matrix
  71081. * @returns the current unchanged quaternion
  71082. */
  71083. toRotationMatrix(result: Matrix): Quaternion;
  71084. /**
  71085. * Updates the current quaternion from the given rotation matrix values
  71086. * @param matrix defines the source matrix
  71087. * @returns the current updated quaternion
  71088. */
  71089. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71090. /**
  71091. * Creates a new quaternion from a rotation matrix
  71092. * @param matrix defines the source matrix
  71093. * @returns a new quaternion created from the given rotation matrix values
  71094. */
  71095. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71096. /**
  71097. * Updates the given quaternion with the given rotation matrix values
  71098. * @param matrix defines the source matrix
  71099. * @param result defines the target quaternion
  71100. */
  71101. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71102. /**
  71103. * Returns the dot product (float) between the quaternions "left" and "right"
  71104. * @param left defines the left operand
  71105. * @param right defines the right operand
  71106. * @returns the dot product
  71107. */
  71108. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71109. /**
  71110. * Checks if the two quaternions are close to each other
  71111. * @param quat0 defines the first quaternion to check
  71112. * @param quat1 defines the second quaternion to check
  71113. * @returns true if the two quaternions are close to each other
  71114. */
  71115. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71116. /**
  71117. * Creates an empty quaternion
  71118. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71119. */
  71120. static Zero(): Quaternion;
  71121. /**
  71122. * Inverse a given quaternion
  71123. * @param q defines the source quaternion
  71124. * @returns a new quaternion as the inverted current quaternion
  71125. */
  71126. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71127. /**
  71128. * Inverse a given quaternion
  71129. * @param q defines the source quaternion
  71130. * @param result the quaternion the result will be stored in
  71131. * @returns the result quaternion
  71132. */
  71133. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71134. /**
  71135. * Creates an identity quaternion
  71136. * @returns the identity quaternion
  71137. */
  71138. static Identity(): Quaternion;
  71139. /**
  71140. * Gets a boolean indicating if the given quaternion is identity
  71141. * @param quaternion defines the quaternion to check
  71142. * @returns true if the quaternion is identity
  71143. */
  71144. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71145. /**
  71146. * Creates a quaternion from a rotation around an axis
  71147. * @param axis defines the axis to use
  71148. * @param angle defines the angle to use
  71149. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71150. */
  71151. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71152. /**
  71153. * Creates a rotation around an axis and stores it into the given quaternion
  71154. * @param axis defines the axis to use
  71155. * @param angle defines the angle to use
  71156. * @param result defines the target quaternion
  71157. * @returns the target quaternion
  71158. */
  71159. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71160. /**
  71161. * Creates a new quaternion from data stored into an array
  71162. * @param array defines the data source
  71163. * @param offset defines the offset in the source array where the data starts
  71164. * @returns a new quaternion
  71165. */
  71166. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71167. /**
  71168. * Create a quaternion from Euler rotation angles
  71169. * @param x Pitch
  71170. * @param y Yaw
  71171. * @param z Roll
  71172. * @returns the new Quaternion
  71173. */
  71174. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71175. /**
  71176. * Updates a quaternion from Euler rotation angles
  71177. * @param x Pitch
  71178. * @param y Yaw
  71179. * @param z Roll
  71180. * @param result the quaternion to store the result
  71181. * @returns the updated quaternion
  71182. */
  71183. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71184. /**
  71185. * Create a quaternion from Euler rotation vector
  71186. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71187. * @returns the new Quaternion
  71188. */
  71189. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71190. /**
  71191. * Updates a quaternion from Euler rotation vector
  71192. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71193. * @param result the quaternion to store the result
  71194. * @returns the updated quaternion
  71195. */
  71196. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71197. /**
  71198. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71199. * @param yaw defines the rotation around Y axis
  71200. * @param pitch defines the rotation around X axis
  71201. * @param roll defines the rotation around Z axis
  71202. * @returns the new quaternion
  71203. */
  71204. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71205. /**
  71206. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71207. * @param yaw defines the rotation around Y axis
  71208. * @param pitch defines the rotation around X axis
  71209. * @param roll defines the rotation around Z axis
  71210. * @param result defines the target quaternion
  71211. */
  71212. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71213. /**
  71214. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71215. * @param alpha defines the rotation around first axis
  71216. * @param beta defines the rotation around second axis
  71217. * @param gamma defines the rotation around third axis
  71218. * @returns the new quaternion
  71219. */
  71220. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71221. /**
  71222. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71223. * @param alpha defines the rotation around first axis
  71224. * @param beta defines the rotation around second axis
  71225. * @param gamma defines the rotation around third axis
  71226. * @param result defines the target quaternion
  71227. */
  71228. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71229. /**
  71230. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  71231. * @param axis1 defines the first axis
  71232. * @param axis2 defines the second axis
  71233. * @param axis3 defines the third axis
  71234. * @returns the new quaternion
  71235. */
  71236. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71237. /**
  71238. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  71239. * @param axis1 defines the first axis
  71240. * @param axis2 defines the second axis
  71241. * @param axis3 defines the third axis
  71242. * @param ref defines the target quaternion
  71243. */
  71244. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71245. /**
  71246. * Interpolates between two quaternions
  71247. * @param left defines first quaternion
  71248. * @param right defines second quaternion
  71249. * @param amount defines the gradient to use
  71250. * @returns the new interpolated quaternion
  71251. */
  71252. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71253. /**
  71254. * Interpolates between two quaternions and stores it into a target quaternion
  71255. * @param left defines first quaternion
  71256. * @param right defines second quaternion
  71257. * @param amount defines the gradient to use
  71258. * @param result defines the target quaternion
  71259. */
  71260. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71261. /**
  71262. * Interpolate between two quaternions using Hermite interpolation
  71263. * @param value1 defines first quaternion
  71264. * @param tangent1 defines the incoming tangent
  71265. * @param value2 defines second quaternion
  71266. * @param tangent2 defines the outgoing tangent
  71267. * @param amount defines the target quaternion
  71268. * @returns the new interpolated quaternion
  71269. */
  71270. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71271. }
  71272. /**
  71273. * Class used to store matrix data (4x4)
  71274. */
  71275. export class Matrix {
  71276. private static _updateFlagSeed;
  71277. private static _identityReadOnly;
  71278. private _isIdentity;
  71279. private _isIdentityDirty;
  71280. private _isIdentity3x2;
  71281. private _isIdentity3x2Dirty;
  71282. /**
  71283. * Gets the update flag of the matrix which is an unique number for the matrix.
  71284. * It will be incremented every time the matrix data change.
  71285. * You can use it to speed the comparison between two versions of the same matrix.
  71286. */
  71287. updateFlag: number;
  71288. private readonly _m;
  71289. /**
  71290. * Gets the internal data of the matrix
  71291. */
  71292. readonly m: DeepImmutable<Float32Array>;
  71293. /** @hidden */
  71294. _markAsUpdated(): void;
  71295. /** @hidden */
  71296. private _updateIdentityStatus;
  71297. /**
  71298. * Creates an empty matrix (filled with zeros)
  71299. */
  71300. constructor();
  71301. /**
  71302. * Check if the current matrix is identity
  71303. * @returns true is the matrix is the identity matrix
  71304. */
  71305. isIdentity(): boolean;
  71306. /**
  71307. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71308. * @returns true is the matrix is the identity matrix
  71309. */
  71310. isIdentityAs3x2(): boolean;
  71311. /**
  71312. * Gets the determinant of the matrix
  71313. * @returns the matrix determinant
  71314. */
  71315. determinant(): number;
  71316. /**
  71317. * Returns the matrix as a Float32Array
  71318. * @returns the matrix underlying array
  71319. */
  71320. toArray(): DeepImmutable<Float32Array>;
  71321. /**
  71322. * Returns the matrix as a Float32Array
  71323. * @returns the matrix underlying array.
  71324. */
  71325. asArray(): DeepImmutable<Float32Array>;
  71326. /**
  71327. * Inverts the current matrix in place
  71328. * @returns the current inverted matrix
  71329. */
  71330. invert(): Matrix;
  71331. /**
  71332. * Sets all the matrix elements to zero
  71333. * @returns the current matrix
  71334. */
  71335. reset(): Matrix;
  71336. /**
  71337. * Adds the current matrix with a second one
  71338. * @param other defines the matrix to add
  71339. * @returns a new matrix as the addition of the current matrix and the given one
  71340. */
  71341. add(other: DeepImmutable<Matrix>): Matrix;
  71342. /**
  71343. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71344. * @param other defines the matrix to add
  71345. * @param result defines the target matrix
  71346. * @returns the current matrix
  71347. */
  71348. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71349. /**
  71350. * Adds in place the given matrix to the current matrix
  71351. * @param other defines the second operand
  71352. * @returns the current updated matrix
  71353. */
  71354. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71355. /**
  71356. * Sets the given matrix to the current inverted Matrix
  71357. * @param other defines the target matrix
  71358. * @returns the unmodified current matrix
  71359. */
  71360. invertToRef(other: Matrix): Matrix;
  71361. /**
  71362. * add a value at the specified position in the current Matrix
  71363. * @param index the index of the value within the matrix. between 0 and 15.
  71364. * @param value the value to be added
  71365. * @returns the current updated matrix
  71366. */
  71367. addAtIndex(index: number, value: number): Matrix;
  71368. /**
  71369. * mutiply the specified position in the current Matrix by a value
  71370. * @param index the index of the value within the matrix. between 0 and 15.
  71371. * @param value the value to be added
  71372. * @returns the current updated matrix
  71373. */
  71374. multiplyAtIndex(index: number, value: number): Matrix;
  71375. /**
  71376. * Inserts the translation vector (using 3 floats) in the current matrix
  71377. * @param x defines the 1st component of the translation
  71378. * @param y defines the 2nd component of the translation
  71379. * @param z defines the 3rd component of the translation
  71380. * @returns the current updated matrix
  71381. */
  71382. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71383. /**
  71384. * Adds the translation vector (using 3 floats) in the current matrix
  71385. * @param x defines the 1st component of the translation
  71386. * @param y defines the 2nd component of the translation
  71387. * @param z defines the 3rd component of the translation
  71388. * @returns the current updated matrix
  71389. */
  71390. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71391. /**
  71392. * Inserts the translation vector in the current matrix
  71393. * @param vector3 defines the translation to insert
  71394. * @returns the current updated matrix
  71395. */
  71396. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71397. /**
  71398. * Gets the translation value of the current matrix
  71399. * @returns a new Vector3 as the extracted translation from the matrix
  71400. */
  71401. getTranslation(): Vector3;
  71402. /**
  71403. * Fill a Vector3 with the extracted translation from the matrix
  71404. * @param result defines the Vector3 where to store the translation
  71405. * @returns the current matrix
  71406. */
  71407. getTranslationToRef(result: Vector3): Matrix;
  71408. /**
  71409. * Remove rotation and scaling part from the matrix
  71410. * @returns the updated matrix
  71411. */
  71412. removeRotationAndScaling(): Matrix;
  71413. /**
  71414. * Multiply two matrices
  71415. * @param other defines the second operand
  71416. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71417. */
  71418. multiply(other: DeepImmutable<Matrix>): Matrix;
  71419. /**
  71420. * Copy the current matrix from the given one
  71421. * @param other defines the source matrix
  71422. * @returns the current updated matrix
  71423. */
  71424. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  71425. /**
  71426. * Populates the given array from the starting index with the current matrix values
  71427. * @param array defines the target array
  71428. * @param offset defines the offset in the target array where to start storing values
  71429. * @returns the current matrix
  71430. */
  71431. copyToArray(array: Float32Array, offset?: number): Matrix;
  71432. /**
  71433. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  71434. * @param other defines the second operand
  71435. * @param result defines the matrix where to store the multiplication
  71436. * @returns the current matrix
  71437. */
  71438. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71439. /**
  71440. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  71441. * @param other defines the second operand
  71442. * @param result defines the array where to store the multiplication
  71443. * @param offset defines the offset in the target array where to start storing values
  71444. * @returns the current matrix
  71445. */
  71446. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  71447. /**
  71448. * Check equality between this matrix and a second one
  71449. * @param value defines the second matrix to compare
  71450. * @returns true is the current matrix and the given one values are strictly equal
  71451. */
  71452. equals(value: DeepImmutable<Matrix>): boolean;
  71453. /**
  71454. * Clone the current matrix
  71455. * @returns a new matrix from the current matrix
  71456. */
  71457. clone(): Matrix;
  71458. /**
  71459. * Returns the name of the current matrix class
  71460. * @returns the string "Matrix"
  71461. */
  71462. getClassName(): string;
  71463. /**
  71464. * Gets the hash code of the current matrix
  71465. * @returns the hash code
  71466. */
  71467. getHashCode(): number;
  71468. /**
  71469. * Decomposes the current Matrix into a translation, rotation and scaling components
  71470. * @param scale defines the scale vector3 given as a reference to update
  71471. * @param rotation defines the rotation quaternion given as a reference to update
  71472. * @param translation defines the translation vector3 given as a reference to update
  71473. * @returns true if operation was successful
  71474. */
  71475. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  71476. /**
  71477. * Gets specific row of the matrix
  71478. * @param index defines the number of the row to get
  71479. * @returns the index-th row of the current matrix as a new Vector4
  71480. */
  71481. getRow(index: number): Nullable<Vector4>;
  71482. /**
  71483. * Sets the index-th row of the current matrix to the vector4 values
  71484. * @param index defines the number of the row to set
  71485. * @param row defines the target vector4
  71486. * @returns the updated current matrix
  71487. */
  71488. setRow(index: number, row: Vector4): Matrix;
  71489. /**
  71490. * Compute the transpose of the matrix
  71491. * @returns the new transposed matrix
  71492. */
  71493. transpose(): Matrix;
  71494. /**
  71495. * Compute the transpose of the matrix and store it in a given matrix
  71496. * @param result defines the target matrix
  71497. * @returns the current matrix
  71498. */
  71499. transposeToRef(result: Matrix): Matrix;
  71500. /**
  71501. * Sets the index-th row of the current matrix with the given 4 x float values
  71502. * @param index defines the row index
  71503. * @param x defines the x component to set
  71504. * @param y defines the y component to set
  71505. * @param z defines the z component to set
  71506. * @param w defines the w component to set
  71507. * @returns the updated current matrix
  71508. */
  71509. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  71510. /**
  71511. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  71512. * @param scale defines the scale factor
  71513. * @returns a new matrix
  71514. */
  71515. scale(scale: number): Matrix;
  71516. /**
  71517. * Scale the current matrix values by a factor to a given result matrix
  71518. * @param scale defines the scale factor
  71519. * @param result defines the matrix to store the result
  71520. * @returns the current matrix
  71521. */
  71522. scaleToRef(scale: number, result: Matrix): Matrix;
  71523. /**
  71524. * Scale the current matrix values by a factor and add the result to a given matrix
  71525. * @param scale defines the scale factor
  71526. * @param result defines the Matrix to store the result
  71527. * @returns the current matrix
  71528. */
  71529. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  71530. /**
  71531. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  71532. * @param ref matrix to store the result
  71533. */
  71534. toNormalMatrix(ref: Matrix): void;
  71535. /**
  71536. * Gets only rotation part of the current matrix
  71537. * @returns a new matrix sets to the extracted rotation matrix from the current one
  71538. */
  71539. getRotationMatrix(): Matrix;
  71540. /**
  71541. * Extracts the rotation matrix from the current one and sets it as the given "result"
  71542. * @param result defines the target matrix to store data to
  71543. * @returns the current matrix
  71544. */
  71545. getRotationMatrixToRef(result: Matrix): Matrix;
  71546. /**
  71547. * Toggles model matrix from being right handed to left handed in place and vice versa
  71548. */
  71549. toggleModelMatrixHandInPlace(): void;
  71550. /**
  71551. * Toggles projection matrix from being right handed to left handed in place and vice versa
  71552. */
  71553. toggleProjectionMatrixHandInPlace(): void;
  71554. /**
  71555. * Creates a matrix from an array
  71556. * @param array defines the source array
  71557. * @param offset defines an offset in the source array
  71558. * @returns a new Matrix set from the starting index of the given array
  71559. */
  71560. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  71561. /**
  71562. * Copy the content of an array into a given matrix
  71563. * @param array defines the source array
  71564. * @param offset defines an offset in the source array
  71565. * @param result defines the target matrix
  71566. */
  71567. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  71568. /**
  71569. * Stores an array into a matrix after having multiplied each component by a given factor
  71570. * @param array defines the source array
  71571. * @param offset defines the offset in the source array
  71572. * @param scale defines the scaling factor
  71573. * @param result defines the target matrix
  71574. */
  71575. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  71576. /**
  71577. * Gets an identity matrix that must not be updated
  71578. */
  71579. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  71580. /**
  71581. * Stores a list of values (16) inside a given matrix
  71582. * @param initialM11 defines 1st value of 1st row
  71583. * @param initialM12 defines 2nd value of 1st row
  71584. * @param initialM13 defines 3rd value of 1st row
  71585. * @param initialM14 defines 4th value of 1st row
  71586. * @param initialM21 defines 1st value of 2nd row
  71587. * @param initialM22 defines 2nd value of 2nd row
  71588. * @param initialM23 defines 3rd value of 2nd row
  71589. * @param initialM24 defines 4th value of 2nd row
  71590. * @param initialM31 defines 1st value of 3rd row
  71591. * @param initialM32 defines 2nd value of 3rd row
  71592. * @param initialM33 defines 3rd value of 3rd row
  71593. * @param initialM34 defines 4th value of 3rd row
  71594. * @param initialM41 defines 1st value of 4th row
  71595. * @param initialM42 defines 2nd value of 4th row
  71596. * @param initialM43 defines 3rd value of 4th row
  71597. * @param initialM44 defines 4th value of 4th row
  71598. * @param result defines the target matrix
  71599. */
  71600. 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;
  71601. /**
  71602. * Creates new matrix from a list of values (16)
  71603. * @param initialM11 defines 1st value of 1st row
  71604. * @param initialM12 defines 2nd value of 1st row
  71605. * @param initialM13 defines 3rd value of 1st row
  71606. * @param initialM14 defines 4th value of 1st row
  71607. * @param initialM21 defines 1st value of 2nd row
  71608. * @param initialM22 defines 2nd value of 2nd row
  71609. * @param initialM23 defines 3rd value of 2nd row
  71610. * @param initialM24 defines 4th value of 2nd row
  71611. * @param initialM31 defines 1st value of 3rd row
  71612. * @param initialM32 defines 2nd value of 3rd row
  71613. * @param initialM33 defines 3rd value of 3rd row
  71614. * @param initialM34 defines 4th value of 3rd row
  71615. * @param initialM41 defines 1st value of 4th row
  71616. * @param initialM42 defines 2nd value of 4th row
  71617. * @param initialM43 defines 3rd value of 4th row
  71618. * @param initialM44 defines 4th value of 4th row
  71619. * @returns the new matrix
  71620. */
  71621. 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;
  71622. /**
  71623. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71624. * @param scale defines the scale vector3
  71625. * @param rotation defines the rotation quaternion
  71626. * @param translation defines the translation vector3
  71627. * @returns a new matrix
  71628. */
  71629. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  71630. /**
  71631. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71632. * @param scale defines the scale vector3
  71633. * @param rotation defines the rotation quaternion
  71634. * @param translation defines the translation vector3
  71635. * @param result defines the target matrix
  71636. */
  71637. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  71638. /**
  71639. * Creates a new identity matrix
  71640. * @returns a new identity matrix
  71641. */
  71642. static Identity(): Matrix;
  71643. /**
  71644. * Creates a new identity matrix and stores the result in a given matrix
  71645. * @param result defines the target matrix
  71646. */
  71647. static IdentityToRef(result: Matrix): void;
  71648. /**
  71649. * Creates a new zero matrix
  71650. * @returns a new zero matrix
  71651. */
  71652. static Zero(): Matrix;
  71653. /**
  71654. * Creates a new rotation matrix for "angle" radians around the X axis
  71655. * @param angle defines the angle (in radians) to use
  71656. * @return the new matrix
  71657. */
  71658. static RotationX(angle: number): Matrix;
  71659. /**
  71660. * Creates a new matrix as the invert of a given matrix
  71661. * @param source defines the source matrix
  71662. * @returns the new matrix
  71663. */
  71664. static Invert(source: DeepImmutable<Matrix>): Matrix;
  71665. /**
  71666. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  71667. * @param angle defines the angle (in radians) to use
  71668. * @param result defines the target matrix
  71669. */
  71670. static RotationXToRef(angle: number, result: Matrix): void;
  71671. /**
  71672. * Creates a new rotation matrix for "angle" radians around the Y axis
  71673. * @param angle defines the angle (in radians) to use
  71674. * @return the new matrix
  71675. */
  71676. static RotationY(angle: number): Matrix;
  71677. /**
  71678. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  71679. * @param angle defines the angle (in radians) to use
  71680. * @param result defines the target matrix
  71681. */
  71682. static RotationYToRef(angle: number, result: Matrix): void;
  71683. /**
  71684. * Creates a new rotation matrix for "angle" radians around the Z axis
  71685. * @param angle defines the angle (in radians) to use
  71686. * @return the new matrix
  71687. */
  71688. static RotationZ(angle: number): Matrix;
  71689. /**
  71690. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  71691. * @param angle defines the angle (in radians) to use
  71692. * @param result defines the target matrix
  71693. */
  71694. static RotationZToRef(angle: number, result: Matrix): void;
  71695. /**
  71696. * Creates a new rotation matrix for "angle" radians around the given axis
  71697. * @param axis defines the axis to use
  71698. * @param angle defines the angle (in radians) to use
  71699. * @return the new matrix
  71700. */
  71701. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  71702. /**
  71703. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  71704. * @param axis defines the axis to use
  71705. * @param angle defines the angle (in radians) to use
  71706. * @param result defines the target matrix
  71707. */
  71708. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  71709. /**
  71710. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  71711. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  71712. * @param from defines the vector to align
  71713. * @param to defines the vector to align to
  71714. * @param result defines the target matrix
  71715. */
  71716. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  71717. /**
  71718. * Creates a rotation matrix
  71719. * @param yaw defines the yaw angle in radians (Y axis)
  71720. * @param pitch defines the pitch angle in radians (X axis)
  71721. * @param roll defines the roll angle in radians (X axis)
  71722. * @returns the new rotation matrix
  71723. */
  71724. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  71725. /**
  71726. * Creates a rotation matrix and stores it in a given matrix
  71727. * @param yaw defines the yaw angle in radians (Y axis)
  71728. * @param pitch defines the pitch angle in radians (X axis)
  71729. * @param roll defines the roll angle in radians (X axis)
  71730. * @param result defines the target matrix
  71731. */
  71732. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  71733. /**
  71734. * Creates a scaling matrix
  71735. * @param x defines the scale factor on X axis
  71736. * @param y defines the scale factor on Y axis
  71737. * @param z defines the scale factor on Z axis
  71738. * @returns the new matrix
  71739. */
  71740. static Scaling(x: number, y: number, z: number): Matrix;
  71741. /**
  71742. * Creates a scaling matrix and stores it in a given matrix
  71743. * @param x defines the scale factor on X axis
  71744. * @param y defines the scale factor on Y axis
  71745. * @param z defines the scale factor on Z axis
  71746. * @param result defines the target matrix
  71747. */
  71748. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  71749. /**
  71750. * Creates a translation matrix
  71751. * @param x defines the translation on X axis
  71752. * @param y defines the translation on Y axis
  71753. * @param z defines the translationon Z axis
  71754. * @returns the new matrix
  71755. */
  71756. static Translation(x: number, y: number, z: number): Matrix;
  71757. /**
  71758. * Creates a translation matrix and stores it in a given matrix
  71759. * @param x defines the translation on X axis
  71760. * @param y defines the translation on Y axis
  71761. * @param z defines the translationon Z axis
  71762. * @param result defines the target matrix
  71763. */
  71764. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  71765. /**
  71766. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  71767. * @param startValue defines the start value
  71768. * @param endValue defines the end value
  71769. * @param gradient defines the gradient factor
  71770. * @returns the new matrix
  71771. */
  71772. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  71773. /**
  71774. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  71775. * @param startValue defines the start value
  71776. * @param endValue defines the end value
  71777. * @param gradient defines the gradient factor
  71778. * @param result defines the Matrix object where to store data
  71779. */
  71780. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  71781. /**
  71782. * Builds a new matrix whose values are computed by:
  71783. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  71784. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  71785. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  71786. * @param startValue defines the first matrix
  71787. * @param endValue defines the second matrix
  71788. * @param gradient defines the gradient between the two matrices
  71789. * @returns the new matrix
  71790. */
  71791. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  71792. /**
  71793. * Update a matrix to values which are computed by:
  71794. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  71795. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  71796. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  71797. * @param startValue defines the first matrix
  71798. * @param endValue defines the second matrix
  71799. * @param gradient defines the gradient between the two matrices
  71800. * @param result defines the target matrix
  71801. */
  71802. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  71803. /**
  71804. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  71805. * This function works in left handed mode
  71806. * @param eye defines the final position of the entity
  71807. * @param target defines where the entity should look at
  71808. * @param up defines the up vector for the entity
  71809. * @returns the new matrix
  71810. */
  71811. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  71812. /**
  71813. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  71814. * This function works in left handed mode
  71815. * @param eye defines the final position of the entity
  71816. * @param target defines where the entity should look at
  71817. * @param up defines the up vector for the entity
  71818. * @param result defines the target matrix
  71819. */
  71820. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  71821. /**
  71822. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  71823. * This function works in right handed mode
  71824. * @param eye defines the final position of the entity
  71825. * @param target defines where the entity should look at
  71826. * @param up defines the up vector for the entity
  71827. * @returns the new matrix
  71828. */
  71829. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  71830. /**
  71831. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  71832. * This function works in right handed mode
  71833. * @param eye defines the final position of the entity
  71834. * @param target defines where the entity should look at
  71835. * @param up defines the up vector for the entity
  71836. * @param result defines the target matrix
  71837. */
  71838. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  71839. /**
  71840. * Create a left-handed orthographic projection matrix
  71841. * @param width defines the viewport width
  71842. * @param height defines the viewport height
  71843. * @param znear defines the near clip plane
  71844. * @param zfar defines the far clip plane
  71845. * @returns a new matrix as a left-handed orthographic projection matrix
  71846. */
  71847. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  71848. /**
  71849. * Store a left-handed orthographic projection to a given matrix
  71850. * @param width defines the viewport width
  71851. * @param height defines the viewport height
  71852. * @param znear defines the near clip plane
  71853. * @param zfar defines the far clip plane
  71854. * @param result defines the target matrix
  71855. */
  71856. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  71857. /**
  71858. * Create a left-handed orthographic projection matrix
  71859. * @param left defines the viewport left coordinate
  71860. * @param right defines the viewport right coordinate
  71861. * @param bottom defines the viewport bottom coordinate
  71862. * @param top defines the viewport top coordinate
  71863. * @param znear defines the near clip plane
  71864. * @param zfar defines the far clip plane
  71865. * @returns a new matrix as a left-handed orthographic projection matrix
  71866. */
  71867. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  71868. /**
  71869. * Stores a left-handed orthographic projection into a given matrix
  71870. * @param left defines the viewport left coordinate
  71871. * @param right defines the viewport right coordinate
  71872. * @param bottom defines the viewport bottom coordinate
  71873. * @param top defines the viewport top coordinate
  71874. * @param znear defines the near clip plane
  71875. * @param zfar defines the far clip plane
  71876. * @param result defines the target matrix
  71877. */
  71878. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  71879. /**
  71880. * Creates a right-handed orthographic projection matrix
  71881. * @param left defines the viewport left coordinate
  71882. * @param right defines the viewport right coordinate
  71883. * @param bottom defines the viewport bottom coordinate
  71884. * @param top defines the viewport top coordinate
  71885. * @param znear defines the near clip plane
  71886. * @param zfar defines the far clip plane
  71887. * @returns a new matrix as a right-handed orthographic projection matrix
  71888. */
  71889. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  71890. /**
  71891. * Stores a right-handed orthographic projection into a given matrix
  71892. * @param left defines the viewport left coordinate
  71893. * @param right defines the viewport right coordinate
  71894. * @param bottom defines the viewport bottom coordinate
  71895. * @param top defines the viewport top coordinate
  71896. * @param znear defines the near clip plane
  71897. * @param zfar defines the far clip plane
  71898. * @param result defines the target matrix
  71899. */
  71900. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  71901. /**
  71902. * Creates a left-handed perspective projection matrix
  71903. * @param width defines the viewport width
  71904. * @param height defines the viewport height
  71905. * @param znear defines the near clip plane
  71906. * @param zfar defines the far clip plane
  71907. * @returns a new matrix as a left-handed perspective projection matrix
  71908. */
  71909. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  71910. /**
  71911. * Creates a left-handed perspective projection matrix
  71912. * @param fov defines the horizontal field of view
  71913. * @param aspect defines the aspect ratio
  71914. * @param znear defines the near clip plane
  71915. * @param zfar defines the far clip plane
  71916. * @returns a new matrix as a left-handed perspective projection matrix
  71917. */
  71918. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  71919. /**
  71920. * Stores a left-handed perspective projection into a given matrix
  71921. * @param fov defines the horizontal field of view
  71922. * @param aspect defines the aspect ratio
  71923. * @param znear defines the near clip plane
  71924. * @param zfar defines the far clip plane
  71925. * @param result defines the target matrix
  71926. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  71927. */
  71928. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  71929. /**
  71930. * Creates a right-handed perspective projection matrix
  71931. * @param fov defines the horizontal field of view
  71932. * @param aspect defines the aspect ratio
  71933. * @param znear defines the near clip plane
  71934. * @param zfar defines the far clip plane
  71935. * @returns a new matrix as a right-handed perspective projection matrix
  71936. */
  71937. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  71938. /**
  71939. * Stores a right-handed perspective projection into a given matrix
  71940. * @param fov defines the horizontal field of view
  71941. * @param aspect defines the aspect ratio
  71942. * @param znear defines the near clip plane
  71943. * @param zfar defines the far clip plane
  71944. * @param result defines the target matrix
  71945. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  71946. */
  71947. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  71948. /**
  71949. * Stores a perspective projection for WebVR info a given matrix
  71950. * @param fov defines the field of view
  71951. * @param znear defines the near clip plane
  71952. * @param zfar defines the far clip plane
  71953. * @param result defines the target matrix
  71954. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  71955. */
  71956. static PerspectiveFovWebVRToRef(fov: {
  71957. upDegrees: number;
  71958. downDegrees: number;
  71959. leftDegrees: number;
  71960. rightDegrees: number;
  71961. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  71962. /**
  71963. * Computes a complete transformation matrix
  71964. * @param viewport defines the viewport to use
  71965. * @param world defines the world matrix
  71966. * @param view defines the view matrix
  71967. * @param projection defines the projection matrix
  71968. * @param zmin defines the near clip plane
  71969. * @param zmax defines the far clip plane
  71970. * @returns the transformation matrix
  71971. */
  71972. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  71973. /**
  71974. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  71975. * @param matrix defines the matrix to use
  71976. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  71977. */
  71978. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  71979. /**
  71980. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  71981. * @param matrix defines the matrix to use
  71982. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  71983. */
  71984. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  71985. /**
  71986. * Compute the transpose of a given matrix
  71987. * @param matrix defines the matrix to transpose
  71988. * @returns the new matrix
  71989. */
  71990. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  71991. /**
  71992. * Compute the transpose of a matrix and store it in a target matrix
  71993. * @param matrix defines the matrix to transpose
  71994. * @param result defines the target matrix
  71995. */
  71996. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  71997. /**
  71998. * Computes a reflection matrix from a plane
  71999. * @param plane defines the reflection plane
  72000. * @returns a new matrix
  72001. */
  72002. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72003. /**
  72004. * Computes a reflection matrix from a plane
  72005. * @param plane defines the reflection plane
  72006. * @param result defines the target matrix
  72007. */
  72008. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72009. /**
  72010. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72011. * @param xaxis defines the value of the 1st axis
  72012. * @param yaxis defines the value of the 2nd axis
  72013. * @param zaxis defines the value of the 3rd axis
  72014. * @param result defines the target matrix
  72015. */
  72016. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72017. /**
  72018. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72019. * @param quat defines the quaternion to use
  72020. * @param result defines the target matrix
  72021. */
  72022. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72023. }
  72024. /**
  72025. * @hidden
  72026. */
  72027. export class TmpVectors {
  72028. static Vector2: Vector2[];
  72029. static Vector3: Vector3[];
  72030. static Vector4: Vector4[];
  72031. static Quaternion: Quaternion[];
  72032. static Matrix: Matrix[];
  72033. }
  72034. }
  72035. declare module BABYLON {
  72036. /**
  72037. * Defines potential orientation for back face culling
  72038. */
  72039. export enum Orientation {
  72040. /**
  72041. * Clockwise
  72042. */
  72043. CW = 0,
  72044. /** Counter clockwise */
  72045. CCW = 1
  72046. }
  72047. /** Class used to represent a Bezier curve */
  72048. export class BezierCurve {
  72049. /**
  72050. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72051. * @param t defines the time
  72052. * @param x1 defines the left coordinate on X axis
  72053. * @param y1 defines the left coordinate on Y axis
  72054. * @param x2 defines the right coordinate on X axis
  72055. * @param y2 defines the right coordinate on Y axis
  72056. * @returns the interpolated value
  72057. */
  72058. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72059. }
  72060. /**
  72061. * Defines angle representation
  72062. */
  72063. export class Angle {
  72064. private _radians;
  72065. /**
  72066. * Creates an Angle object of "radians" radians (float).
  72067. * @param radians the angle in radians
  72068. */
  72069. constructor(radians: number);
  72070. /**
  72071. * Get value in degrees
  72072. * @returns the Angle value in degrees (float)
  72073. */
  72074. degrees(): number;
  72075. /**
  72076. * Get value in radians
  72077. * @returns the Angle value in radians (float)
  72078. */
  72079. radians(): number;
  72080. /**
  72081. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72082. * @param a defines first vector
  72083. * @param b defines second vector
  72084. * @returns a new Angle
  72085. */
  72086. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72087. /**
  72088. * Gets a new Angle object from the given float in radians
  72089. * @param radians defines the angle value in radians
  72090. * @returns a new Angle
  72091. */
  72092. static FromRadians(radians: number): Angle;
  72093. /**
  72094. * Gets a new Angle object from the given float in degrees
  72095. * @param degrees defines the angle value in degrees
  72096. * @returns a new Angle
  72097. */
  72098. static FromDegrees(degrees: number): Angle;
  72099. }
  72100. /**
  72101. * This represents an arc in a 2d space.
  72102. */
  72103. export class Arc2 {
  72104. /** Defines the start point of the arc */
  72105. startPoint: Vector2;
  72106. /** Defines the mid point of the arc */
  72107. midPoint: Vector2;
  72108. /** Defines the end point of the arc */
  72109. endPoint: Vector2;
  72110. /**
  72111. * Defines the center point of the arc.
  72112. */
  72113. centerPoint: Vector2;
  72114. /**
  72115. * Defines the radius of the arc.
  72116. */
  72117. radius: number;
  72118. /**
  72119. * Defines the angle of the arc (from mid point to end point).
  72120. */
  72121. angle: Angle;
  72122. /**
  72123. * Defines the start angle of the arc (from start point to middle point).
  72124. */
  72125. startAngle: Angle;
  72126. /**
  72127. * Defines the orientation of the arc (clock wise/counter clock wise).
  72128. */
  72129. orientation: Orientation;
  72130. /**
  72131. * Creates an Arc object from the three given points : start, middle and end.
  72132. * @param startPoint Defines the start point of the arc
  72133. * @param midPoint Defines the midlle point of the arc
  72134. * @param endPoint Defines the end point of the arc
  72135. */
  72136. constructor(
  72137. /** Defines the start point of the arc */
  72138. startPoint: Vector2,
  72139. /** Defines the mid point of the arc */
  72140. midPoint: Vector2,
  72141. /** Defines the end point of the arc */
  72142. endPoint: Vector2);
  72143. }
  72144. /**
  72145. * Represents a 2D path made up of multiple 2D points
  72146. */
  72147. export class Path2 {
  72148. private _points;
  72149. private _length;
  72150. /**
  72151. * If the path start and end point are the same
  72152. */
  72153. closed: boolean;
  72154. /**
  72155. * Creates a Path2 object from the starting 2D coordinates x and y.
  72156. * @param x the starting points x value
  72157. * @param y the starting points y value
  72158. */
  72159. constructor(x: number, y: number);
  72160. /**
  72161. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72162. * @param x the added points x value
  72163. * @param y the added points y value
  72164. * @returns the updated Path2.
  72165. */
  72166. addLineTo(x: number, y: number): Path2;
  72167. /**
  72168. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  72169. * @param midX middle point x value
  72170. * @param midY middle point y value
  72171. * @param endX end point x value
  72172. * @param endY end point y value
  72173. * @param numberOfSegments (default: 36)
  72174. * @returns the updated Path2.
  72175. */
  72176. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72177. /**
  72178. * Closes the Path2.
  72179. * @returns the Path2.
  72180. */
  72181. close(): Path2;
  72182. /**
  72183. * Gets the sum of the distance between each sequential point in the path
  72184. * @returns the Path2 total length (float).
  72185. */
  72186. length(): number;
  72187. /**
  72188. * Gets the points which construct the path
  72189. * @returns the Path2 internal array of points.
  72190. */
  72191. getPoints(): Vector2[];
  72192. /**
  72193. * Retreives the point at the distance aways from the starting point
  72194. * @param normalizedLengthPosition the length along the path to retreive the point from
  72195. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72196. */
  72197. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72198. /**
  72199. * Creates a new path starting from an x and y position
  72200. * @param x starting x value
  72201. * @param y starting y value
  72202. * @returns a new Path2 starting at the coordinates (x, y).
  72203. */
  72204. static StartingAt(x: number, y: number): Path2;
  72205. }
  72206. /**
  72207. * Represents a 3D path made up of multiple 3D points
  72208. */
  72209. export class Path3D {
  72210. /**
  72211. * an array of Vector3, the curve axis of the Path3D
  72212. */
  72213. path: Vector3[];
  72214. private _curve;
  72215. private _distances;
  72216. private _tangents;
  72217. private _normals;
  72218. private _binormals;
  72219. private _raw;
  72220. /**
  72221. * new Path3D(path, normal, raw)
  72222. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72223. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72224. * @param path an array of Vector3, the curve axis of the Path3D
  72225. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72226. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72227. */
  72228. constructor(
  72229. /**
  72230. * an array of Vector3, the curve axis of the Path3D
  72231. */
  72232. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72233. /**
  72234. * Returns the Path3D array of successive Vector3 designing its curve.
  72235. * @returns the Path3D array of successive Vector3 designing its curve.
  72236. */
  72237. getCurve(): Vector3[];
  72238. /**
  72239. * Returns an array populated with tangent vectors on each Path3D curve point.
  72240. * @returns an array populated with tangent vectors on each Path3D curve point.
  72241. */
  72242. getTangents(): Vector3[];
  72243. /**
  72244. * Returns an array populated with normal vectors on each Path3D curve point.
  72245. * @returns an array populated with normal vectors on each Path3D curve point.
  72246. */
  72247. getNormals(): Vector3[];
  72248. /**
  72249. * Returns an array populated with binormal vectors on each Path3D curve point.
  72250. * @returns an array populated with binormal vectors on each Path3D curve point.
  72251. */
  72252. getBinormals(): Vector3[];
  72253. /**
  72254. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72255. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72256. */
  72257. getDistances(): number[];
  72258. /**
  72259. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72260. * @param path path which all values are copied into the curves points
  72261. * @param firstNormal which should be projected onto the curve
  72262. * @returns the same object updated.
  72263. */
  72264. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72265. private _compute;
  72266. private _getFirstNonNullVector;
  72267. private _getLastNonNullVector;
  72268. private _normalVector;
  72269. }
  72270. /**
  72271. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72272. * A Curve3 is designed from a series of successive Vector3.
  72273. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72274. */
  72275. export class Curve3 {
  72276. private _points;
  72277. private _length;
  72278. /**
  72279. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72280. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72281. * @param v1 (Vector3) the control point
  72282. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72283. * @param nbPoints (integer) the wanted number of points in the curve
  72284. * @returns the created Curve3
  72285. */
  72286. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72287. /**
  72288. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72289. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72290. * @param v1 (Vector3) the first control point
  72291. * @param v2 (Vector3) the second control point
  72292. * @param v3 (Vector3) the end point of the Cubic Bezier
  72293. * @param nbPoints (integer) the wanted number of points in the curve
  72294. * @returns the created Curve3
  72295. */
  72296. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72297. /**
  72298. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72299. * @param p1 (Vector3) the origin point of the Hermite Spline
  72300. * @param t1 (Vector3) the tangent vector at the origin point
  72301. * @param p2 (Vector3) the end point of the Hermite Spline
  72302. * @param t2 (Vector3) the tangent vector at the end point
  72303. * @param nbPoints (integer) the wanted number of points in the curve
  72304. * @returns the created Curve3
  72305. */
  72306. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72307. /**
  72308. * Returns a Curve3 object along a CatmullRom Spline curve :
  72309. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72310. * @param nbPoints (integer) the wanted number of points between each curve control points
  72311. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72312. * @returns the created Curve3
  72313. */
  72314. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72315. /**
  72316. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72317. * A Curve3 is designed from a series of successive Vector3.
  72318. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72319. * @param points points which make up the curve
  72320. */
  72321. constructor(points: Vector3[]);
  72322. /**
  72323. * @returns the Curve3 stored array of successive Vector3
  72324. */
  72325. getPoints(): Vector3[];
  72326. /**
  72327. * @returns the computed length (float) of the curve.
  72328. */
  72329. length(): number;
  72330. /**
  72331. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72332. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72333. * curveA and curveB keep unchanged.
  72334. * @param curve the curve to continue from this curve
  72335. * @returns the newly constructed curve
  72336. */
  72337. continue(curve: DeepImmutable<Curve3>): Curve3;
  72338. private _computeLength;
  72339. }
  72340. }
  72341. declare module BABYLON {
  72342. /**
  72343. * This represents the main contract an easing function should follow.
  72344. * Easing functions are used throughout the animation system.
  72345. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72346. */
  72347. export interface IEasingFunction {
  72348. /**
  72349. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72350. * of the easing function.
  72351. * The link below provides some of the most common examples of easing functions.
  72352. * @see https://easings.net/
  72353. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72354. * @returns the corresponding value on the curve defined by the easing function
  72355. */
  72356. ease(gradient: number): number;
  72357. }
  72358. /**
  72359. * Base class used for every default easing function.
  72360. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72361. */
  72362. export class EasingFunction implements IEasingFunction {
  72363. /**
  72364. * Interpolation follows the mathematical formula associated with the easing function.
  72365. */
  72366. static readonly EASINGMODE_EASEIN: number;
  72367. /**
  72368. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72369. */
  72370. static readonly EASINGMODE_EASEOUT: number;
  72371. /**
  72372. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72373. */
  72374. static readonly EASINGMODE_EASEINOUT: number;
  72375. private _easingMode;
  72376. /**
  72377. * Sets the easing mode of the current function.
  72378. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72379. */
  72380. setEasingMode(easingMode: number): void;
  72381. /**
  72382. * Gets the current easing mode.
  72383. * @returns the easing mode
  72384. */
  72385. getEasingMode(): number;
  72386. /**
  72387. * @hidden
  72388. */
  72389. easeInCore(gradient: number): number;
  72390. /**
  72391. * Given an input gradient between 0 and 1, this returns the corresponding value
  72392. * of the easing function.
  72393. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72394. * @returns the corresponding value on the curve defined by the easing function
  72395. */
  72396. ease(gradient: number): number;
  72397. }
  72398. /**
  72399. * Easing function with a circle shape (see link below).
  72400. * @see https://easings.net/#easeInCirc
  72401. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72402. */
  72403. export class CircleEase extends EasingFunction implements IEasingFunction {
  72404. /** @hidden */
  72405. easeInCore(gradient: number): number;
  72406. }
  72407. /**
  72408. * Easing function with a ease back shape (see link below).
  72409. * @see https://easings.net/#easeInBack
  72410. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72411. */
  72412. export class BackEase extends EasingFunction implements IEasingFunction {
  72413. /** Defines the amplitude of the function */
  72414. amplitude: number;
  72415. /**
  72416. * Instantiates a back ease easing
  72417. * @see https://easings.net/#easeInBack
  72418. * @param amplitude Defines the amplitude of the function
  72419. */
  72420. constructor(
  72421. /** Defines the amplitude of the function */
  72422. amplitude?: number);
  72423. /** @hidden */
  72424. easeInCore(gradient: number): number;
  72425. }
  72426. /**
  72427. * Easing function with a bouncing shape (see link below).
  72428. * @see https://easings.net/#easeInBounce
  72429. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72430. */
  72431. export class BounceEase extends EasingFunction implements IEasingFunction {
  72432. /** Defines the number of bounces */
  72433. bounces: number;
  72434. /** Defines the amplitude of the bounce */
  72435. bounciness: number;
  72436. /**
  72437. * Instantiates a bounce easing
  72438. * @see https://easings.net/#easeInBounce
  72439. * @param bounces Defines the number of bounces
  72440. * @param bounciness Defines the amplitude of the bounce
  72441. */
  72442. constructor(
  72443. /** Defines the number of bounces */
  72444. bounces?: number,
  72445. /** Defines the amplitude of the bounce */
  72446. bounciness?: number);
  72447. /** @hidden */
  72448. easeInCore(gradient: number): number;
  72449. }
  72450. /**
  72451. * Easing function with a power of 3 shape (see link below).
  72452. * @see https://easings.net/#easeInCubic
  72453. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72454. */
  72455. export class CubicEase extends EasingFunction implements IEasingFunction {
  72456. /** @hidden */
  72457. easeInCore(gradient: number): number;
  72458. }
  72459. /**
  72460. * Easing function with an elastic shape (see link below).
  72461. * @see https://easings.net/#easeInElastic
  72462. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72463. */
  72464. export class ElasticEase extends EasingFunction implements IEasingFunction {
  72465. /** Defines the number of oscillations*/
  72466. oscillations: number;
  72467. /** Defines the amplitude of the oscillations*/
  72468. springiness: number;
  72469. /**
  72470. * Instantiates an elastic easing function
  72471. * @see https://easings.net/#easeInElastic
  72472. * @param oscillations Defines the number of oscillations
  72473. * @param springiness Defines the amplitude of the oscillations
  72474. */
  72475. constructor(
  72476. /** Defines the number of oscillations*/
  72477. oscillations?: number,
  72478. /** Defines the amplitude of the oscillations*/
  72479. springiness?: number);
  72480. /** @hidden */
  72481. easeInCore(gradient: number): number;
  72482. }
  72483. /**
  72484. * Easing function with an exponential shape (see link below).
  72485. * @see https://easings.net/#easeInExpo
  72486. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72487. */
  72488. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  72489. /** Defines the exponent of the function */
  72490. exponent: number;
  72491. /**
  72492. * Instantiates an exponential easing function
  72493. * @see https://easings.net/#easeInExpo
  72494. * @param exponent Defines the exponent of the function
  72495. */
  72496. constructor(
  72497. /** Defines the exponent of the function */
  72498. exponent?: number);
  72499. /** @hidden */
  72500. easeInCore(gradient: number): number;
  72501. }
  72502. /**
  72503. * Easing function with a power shape (see link below).
  72504. * @see https://easings.net/#easeInQuad
  72505. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72506. */
  72507. export class PowerEase extends EasingFunction implements IEasingFunction {
  72508. /** Defines the power of the function */
  72509. power: number;
  72510. /**
  72511. * Instantiates an power base easing function
  72512. * @see https://easings.net/#easeInQuad
  72513. * @param power Defines the power of the function
  72514. */
  72515. constructor(
  72516. /** Defines the power of the function */
  72517. power?: number);
  72518. /** @hidden */
  72519. easeInCore(gradient: number): number;
  72520. }
  72521. /**
  72522. * Easing function with a power of 2 shape (see link below).
  72523. * @see https://easings.net/#easeInQuad
  72524. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72525. */
  72526. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  72527. /** @hidden */
  72528. easeInCore(gradient: number): number;
  72529. }
  72530. /**
  72531. * Easing function with a power of 4 shape (see link below).
  72532. * @see https://easings.net/#easeInQuart
  72533. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72534. */
  72535. export class QuarticEase extends EasingFunction implements IEasingFunction {
  72536. /** @hidden */
  72537. easeInCore(gradient: number): number;
  72538. }
  72539. /**
  72540. * Easing function with a power of 5 shape (see link below).
  72541. * @see https://easings.net/#easeInQuint
  72542. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72543. */
  72544. export class QuinticEase extends EasingFunction implements IEasingFunction {
  72545. /** @hidden */
  72546. easeInCore(gradient: number): number;
  72547. }
  72548. /**
  72549. * Easing function with a sin shape (see link below).
  72550. * @see https://easings.net/#easeInSine
  72551. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72552. */
  72553. export class SineEase extends EasingFunction implements IEasingFunction {
  72554. /** @hidden */
  72555. easeInCore(gradient: number): number;
  72556. }
  72557. /**
  72558. * Easing function with a bezier shape (see link below).
  72559. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72560. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72561. */
  72562. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72563. /** Defines the x component of the start tangent in the bezier curve */
  72564. x1: number;
  72565. /** Defines the y component of the start tangent in the bezier curve */
  72566. y1: number;
  72567. /** Defines the x component of the end tangent in the bezier curve */
  72568. x2: number;
  72569. /** Defines the y component of the end tangent in the bezier curve */
  72570. y2: number;
  72571. /**
  72572. * Instantiates a bezier function
  72573. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72574. * @param x1 Defines the x component of the start tangent in the bezier curve
  72575. * @param y1 Defines the y component of the start tangent in the bezier curve
  72576. * @param x2 Defines the x component of the end tangent in the bezier curve
  72577. * @param y2 Defines the y component of the end tangent in the bezier curve
  72578. */
  72579. constructor(
  72580. /** Defines the x component of the start tangent in the bezier curve */
  72581. x1?: number,
  72582. /** Defines the y component of the start tangent in the bezier curve */
  72583. y1?: number,
  72584. /** Defines the x component of the end tangent in the bezier curve */
  72585. x2?: number,
  72586. /** Defines the y component of the end tangent in the bezier curve */
  72587. y2?: number);
  72588. /** @hidden */
  72589. easeInCore(gradient: number): number;
  72590. }
  72591. }
  72592. declare module BABYLON {
  72593. /**
  72594. * Class used to hold a RBG color
  72595. */
  72596. export class Color3 {
  72597. /**
  72598. * Defines the red component (between 0 and 1, default is 0)
  72599. */
  72600. r: number;
  72601. /**
  72602. * Defines the green component (between 0 and 1, default is 0)
  72603. */
  72604. g: number;
  72605. /**
  72606. * Defines the blue component (between 0 and 1, default is 0)
  72607. */
  72608. b: number;
  72609. /**
  72610. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  72611. * @param r defines the red component (between 0 and 1, default is 0)
  72612. * @param g defines the green component (between 0 and 1, default is 0)
  72613. * @param b defines the blue component (between 0 and 1, default is 0)
  72614. */
  72615. constructor(
  72616. /**
  72617. * Defines the red component (between 0 and 1, default is 0)
  72618. */
  72619. r?: number,
  72620. /**
  72621. * Defines the green component (between 0 and 1, default is 0)
  72622. */
  72623. g?: number,
  72624. /**
  72625. * Defines the blue component (between 0 and 1, default is 0)
  72626. */
  72627. b?: number);
  72628. /**
  72629. * Creates a string with the Color3 current values
  72630. * @returns the string representation of the Color3 object
  72631. */
  72632. toString(): string;
  72633. /**
  72634. * Returns the string "Color3"
  72635. * @returns "Color3"
  72636. */
  72637. getClassName(): string;
  72638. /**
  72639. * Compute the Color3 hash code
  72640. * @returns an unique number that can be used to hash Color3 objects
  72641. */
  72642. getHashCode(): number;
  72643. /**
  72644. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  72645. * @param array defines the array where to store the r,g,b components
  72646. * @param index defines an optional index in the target array to define where to start storing values
  72647. * @returns the current Color3 object
  72648. */
  72649. toArray(array: FloatArray, index?: number): Color3;
  72650. /**
  72651. * Returns a new Color4 object from the current Color3 and the given alpha
  72652. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  72653. * @returns a new Color4 object
  72654. */
  72655. toColor4(alpha?: number): Color4;
  72656. /**
  72657. * Returns a new array populated with 3 numeric elements : red, green and blue values
  72658. * @returns the new array
  72659. */
  72660. asArray(): number[];
  72661. /**
  72662. * Returns the luminance value
  72663. * @returns a float value
  72664. */
  72665. toLuminance(): number;
  72666. /**
  72667. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  72668. * @param otherColor defines the second operand
  72669. * @returns the new Color3 object
  72670. */
  72671. multiply(otherColor: DeepImmutable<Color3>): Color3;
  72672. /**
  72673. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  72674. * @param otherColor defines the second operand
  72675. * @param result defines the Color3 object where to store the result
  72676. * @returns the current Color3
  72677. */
  72678. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72679. /**
  72680. * Determines equality between Color3 objects
  72681. * @param otherColor defines the second operand
  72682. * @returns true if the rgb values are equal to the given ones
  72683. */
  72684. equals(otherColor: DeepImmutable<Color3>): boolean;
  72685. /**
  72686. * Determines equality between the current Color3 object and a set of r,b,g values
  72687. * @param r defines the red component to check
  72688. * @param g defines the green component to check
  72689. * @param b defines the blue component to check
  72690. * @returns true if the rgb values are equal to the given ones
  72691. */
  72692. equalsFloats(r: number, g: number, b: number): boolean;
  72693. /**
  72694. * Multiplies in place each rgb value by scale
  72695. * @param scale defines the scaling factor
  72696. * @returns the updated Color3
  72697. */
  72698. scale(scale: number): Color3;
  72699. /**
  72700. * Multiplies the rgb values by scale and stores the result into "result"
  72701. * @param scale defines the scaling factor
  72702. * @param result defines the Color3 object where to store the result
  72703. * @returns the unmodified current Color3
  72704. */
  72705. scaleToRef(scale: number, result: Color3): Color3;
  72706. /**
  72707. * Scale the current Color3 values by a factor and add the result to a given Color3
  72708. * @param scale defines the scale factor
  72709. * @param result defines color to store the result into
  72710. * @returns the unmodified current Color3
  72711. */
  72712. scaleAndAddToRef(scale: number, result: Color3): Color3;
  72713. /**
  72714. * Clamps the rgb values by the min and max values and stores the result into "result"
  72715. * @param min defines minimum clamping value (default is 0)
  72716. * @param max defines maximum clamping value (default is 1)
  72717. * @param result defines color to store the result into
  72718. * @returns the original Color3
  72719. */
  72720. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  72721. /**
  72722. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  72723. * @param otherColor defines the second operand
  72724. * @returns the new Color3
  72725. */
  72726. add(otherColor: DeepImmutable<Color3>): Color3;
  72727. /**
  72728. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  72729. * @param otherColor defines the second operand
  72730. * @param result defines Color3 object to store the result into
  72731. * @returns the unmodified current Color3
  72732. */
  72733. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72734. /**
  72735. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  72736. * @param otherColor defines the second operand
  72737. * @returns the new Color3
  72738. */
  72739. subtract(otherColor: DeepImmutable<Color3>): Color3;
  72740. /**
  72741. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  72742. * @param otherColor defines the second operand
  72743. * @param result defines Color3 object to store the result into
  72744. * @returns the unmodified current Color3
  72745. */
  72746. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72747. /**
  72748. * Copy the current object
  72749. * @returns a new Color3 copied the current one
  72750. */
  72751. clone(): Color3;
  72752. /**
  72753. * Copies the rgb values from the source in the current Color3
  72754. * @param source defines the source Color3 object
  72755. * @returns the updated Color3 object
  72756. */
  72757. copyFrom(source: DeepImmutable<Color3>): Color3;
  72758. /**
  72759. * Updates the Color3 rgb values from the given floats
  72760. * @param r defines the red component to read from
  72761. * @param g defines the green component to read from
  72762. * @param b defines the blue component to read from
  72763. * @returns the current Color3 object
  72764. */
  72765. copyFromFloats(r: number, g: number, b: number): Color3;
  72766. /**
  72767. * Updates the Color3 rgb values from the given floats
  72768. * @param r defines the red component to read from
  72769. * @param g defines the green component to read from
  72770. * @param b defines the blue component to read from
  72771. * @returns the current Color3 object
  72772. */
  72773. set(r: number, g: number, b: number): Color3;
  72774. /**
  72775. * Compute the Color3 hexadecimal code as a string
  72776. * @returns a string containing the hexadecimal representation of the Color3 object
  72777. */
  72778. toHexString(): string;
  72779. /**
  72780. * Computes a new Color3 converted from the current one to linear space
  72781. * @returns a new Color3 object
  72782. */
  72783. toLinearSpace(): Color3;
  72784. /**
  72785. * Converts current color in rgb space to HSV values
  72786. * @returns a new color3 representing the HSV values
  72787. */
  72788. toHSV(): Color3;
  72789. /**
  72790. * Converts current color in rgb space to HSV values
  72791. * @param result defines the Color3 where to store the HSV values
  72792. */
  72793. toHSVToRef(result: Color3): void;
  72794. /**
  72795. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  72796. * @param convertedColor defines the Color3 object where to store the linear space version
  72797. * @returns the unmodified Color3
  72798. */
  72799. toLinearSpaceToRef(convertedColor: Color3): Color3;
  72800. /**
  72801. * Computes a new Color3 converted from the current one to gamma space
  72802. * @returns a new Color3 object
  72803. */
  72804. toGammaSpace(): Color3;
  72805. /**
  72806. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  72807. * @param convertedColor defines the Color3 object where to store the gamma space version
  72808. * @returns the unmodified Color3
  72809. */
  72810. toGammaSpaceToRef(convertedColor: Color3): Color3;
  72811. private static _BlackReadOnly;
  72812. /**
  72813. * Convert Hue, saturation and value to a Color3 (RGB)
  72814. * @param hue defines the hue
  72815. * @param saturation defines the saturation
  72816. * @param value defines the value
  72817. * @param result defines the Color3 where to store the RGB values
  72818. */
  72819. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  72820. /**
  72821. * Creates a new Color3 from the string containing valid hexadecimal values
  72822. * @param hex defines a string containing valid hexadecimal values
  72823. * @returns a new Color3 object
  72824. */
  72825. static FromHexString(hex: string): Color3;
  72826. /**
  72827. * Creates a new Color3 from the starting index of the given array
  72828. * @param array defines the source array
  72829. * @param offset defines an offset in the source array
  72830. * @returns a new Color3 object
  72831. */
  72832. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  72833. /**
  72834. * Creates a new Color3 from integer values (< 256)
  72835. * @param r defines the red component to read from (value between 0 and 255)
  72836. * @param g defines the green component to read from (value between 0 and 255)
  72837. * @param b defines the blue component to read from (value between 0 and 255)
  72838. * @returns a new Color3 object
  72839. */
  72840. static FromInts(r: number, g: number, b: number): Color3;
  72841. /**
  72842. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  72843. * @param start defines the start Color3 value
  72844. * @param end defines the end Color3 value
  72845. * @param amount defines the gradient value between start and end
  72846. * @returns a new Color3 object
  72847. */
  72848. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  72849. /**
  72850. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  72851. * @param left defines the start value
  72852. * @param right defines the end value
  72853. * @param amount defines the gradient factor
  72854. * @param result defines the Color3 object where to store the result
  72855. */
  72856. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  72857. /**
  72858. * Returns a Color3 value containing a red color
  72859. * @returns a new Color3 object
  72860. */
  72861. static Red(): Color3;
  72862. /**
  72863. * Returns a Color3 value containing a green color
  72864. * @returns a new Color3 object
  72865. */
  72866. static Green(): Color3;
  72867. /**
  72868. * Returns a Color3 value containing a blue color
  72869. * @returns a new Color3 object
  72870. */
  72871. static Blue(): Color3;
  72872. /**
  72873. * Returns a Color3 value containing a black color
  72874. * @returns a new Color3 object
  72875. */
  72876. static Black(): Color3;
  72877. /**
  72878. * Gets a Color3 value containing a black color that must not be updated
  72879. */
  72880. static readonly BlackReadOnly: DeepImmutable<Color3>;
  72881. /**
  72882. * Returns a Color3 value containing a white color
  72883. * @returns a new Color3 object
  72884. */
  72885. static White(): Color3;
  72886. /**
  72887. * Returns a Color3 value containing a purple color
  72888. * @returns a new Color3 object
  72889. */
  72890. static Purple(): Color3;
  72891. /**
  72892. * Returns a Color3 value containing a magenta color
  72893. * @returns a new Color3 object
  72894. */
  72895. static Magenta(): Color3;
  72896. /**
  72897. * Returns a Color3 value containing a yellow color
  72898. * @returns a new Color3 object
  72899. */
  72900. static Yellow(): Color3;
  72901. /**
  72902. * Returns a Color3 value containing a gray color
  72903. * @returns a new Color3 object
  72904. */
  72905. static Gray(): Color3;
  72906. /**
  72907. * Returns a Color3 value containing a teal color
  72908. * @returns a new Color3 object
  72909. */
  72910. static Teal(): Color3;
  72911. /**
  72912. * Returns a Color3 value containing a random color
  72913. * @returns a new Color3 object
  72914. */
  72915. static Random(): Color3;
  72916. }
  72917. /**
  72918. * Class used to hold a RBGA color
  72919. */
  72920. export class Color4 {
  72921. /**
  72922. * Defines the red component (between 0 and 1, default is 0)
  72923. */
  72924. r: number;
  72925. /**
  72926. * Defines the green component (between 0 and 1, default is 0)
  72927. */
  72928. g: number;
  72929. /**
  72930. * Defines the blue component (between 0 and 1, default is 0)
  72931. */
  72932. b: number;
  72933. /**
  72934. * Defines the alpha component (between 0 and 1, default is 1)
  72935. */
  72936. a: number;
  72937. /**
  72938. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  72939. * @param r defines the red component (between 0 and 1, default is 0)
  72940. * @param g defines the green component (between 0 and 1, default is 0)
  72941. * @param b defines the blue component (between 0 and 1, default is 0)
  72942. * @param a defines the alpha component (between 0 and 1, default is 1)
  72943. */
  72944. constructor(
  72945. /**
  72946. * Defines the red component (between 0 and 1, default is 0)
  72947. */
  72948. r?: number,
  72949. /**
  72950. * Defines the green component (between 0 and 1, default is 0)
  72951. */
  72952. g?: number,
  72953. /**
  72954. * Defines the blue component (between 0 and 1, default is 0)
  72955. */
  72956. b?: number,
  72957. /**
  72958. * Defines the alpha component (between 0 and 1, default is 1)
  72959. */
  72960. a?: number);
  72961. /**
  72962. * Adds in place the given Color4 values to the current Color4 object
  72963. * @param right defines the second operand
  72964. * @returns the current updated Color4 object
  72965. */
  72966. addInPlace(right: DeepImmutable<Color4>): Color4;
  72967. /**
  72968. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  72969. * @returns the new array
  72970. */
  72971. asArray(): number[];
  72972. /**
  72973. * Stores from the starting index in the given array the Color4 successive values
  72974. * @param array defines the array where to store the r,g,b components
  72975. * @param index defines an optional index in the target array to define where to start storing values
  72976. * @returns the current Color4 object
  72977. */
  72978. toArray(array: number[], index?: number): Color4;
  72979. /**
  72980. * Determines equality between Color4 objects
  72981. * @param otherColor defines the second operand
  72982. * @returns true if the rgba values are equal to the given ones
  72983. */
  72984. equals(otherColor: DeepImmutable<Color4>): boolean;
  72985. /**
  72986. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  72987. * @param right defines the second operand
  72988. * @returns a new Color4 object
  72989. */
  72990. add(right: DeepImmutable<Color4>): Color4;
  72991. /**
  72992. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  72993. * @param right defines the second operand
  72994. * @returns a new Color4 object
  72995. */
  72996. subtract(right: DeepImmutable<Color4>): Color4;
  72997. /**
  72998. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  72999. * @param right defines the second operand
  73000. * @param result defines the Color4 object where to store the result
  73001. * @returns the current Color4 object
  73002. */
  73003. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73004. /**
  73005. * Creates a new Color4 with the current Color4 values multiplied by scale
  73006. * @param scale defines the scaling factor to apply
  73007. * @returns a new Color4 object
  73008. */
  73009. scale(scale: number): Color4;
  73010. /**
  73011. * Multiplies the current Color4 values by scale and stores the result in "result"
  73012. * @param scale defines the scaling factor to apply
  73013. * @param result defines the Color4 object where to store the result
  73014. * @returns the current unmodified Color4
  73015. */
  73016. scaleToRef(scale: number, result: Color4): Color4;
  73017. /**
  73018. * Scale the current Color4 values by a factor and add the result to a given Color4
  73019. * @param scale defines the scale factor
  73020. * @param result defines the Color4 object where to store the result
  73021. * @returns the unmodified current Color4
  73022. */
  73023. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73024. /**
  73025. * Clamps the rgb values by the min and max values and stores the result into "result"
  73026. * @param min defines minimum clamping value (default is 0)
  73027. * @param max defines maximum clamping value (default is 1)
  73028. * @param result defines color to store the result into.
  73029. * @returns the cuurent Color4
  73030. */
  73031. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73032. /**
  73033. * Multipy an Color4 value by another and return a new Color4 object
  73034. * @param color defines the Color4 value to multiply by
  73035. * @returns a new Color4 object
  73036. */
  73037. multiply(color: Color4): Color4;
  73038. /**
  73039. * Multipy a Color4 value by another and push the result in a reference value
  73040. * @param color defines the Color4 value to multiply by
  73041. * @param result defines the Color4 to fill the result in
  73042. * @returns the result Color4
  73043. */
  73044. multiplyToRef(color: Color4, result: Color4): Color4;
  73045. /**
  73046. * Creates a string with the Color4 current values
  73047. * @returns the string representation of the Color4 object
  73048. */
  73049. toString(): string;
  73050. /**
  73051. * Returns the string "Color4"
  73052. * @returns "Color4"
  73053. */
  73054. getClassName(): string;
  73055. /**
  73056. * Compute the Color4 hash code
  73057. * @returns an unique number that can be used to hash Color4 objects
  73058. */
  73059. getHashCode(): number;
  73060. /**
  73061. * Creates a new Color4 copied from the current one
  73062. * @returns a new Color4 object
  73063. */
  73064. clone(): Color4;
  73065. /**
  73066. * Copies the given Color4 values into the current one
  73067. * @param source defines the source Color4 object
  73068. * @returns the current updated Color4 object
  73069. */
  73070. copyFrom(source: Color4): Color4;
  73071. /**
  73072. * Copies the given float values into the current one
  73073. * @param r defines the red component to read from
  73074. * @param g defines the green component to read from
  73075. * @param b defines the blue component to read from
  73076. * @param a defines the alpha component to read from
  73077. * @returns the current updated Color4 object
  73078. */
  73079. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73080. /**
  73081. * Copies the given float values into the current one
  73082. * @param r defines the red component to read from
  73083. * @param g defines the green component to read from
  73084. * @param b defines the blue component to read from
  73085. * @param a defines the alpha component to read from
  73086. * @returns the current updated Color4 object
  73087. */
  73088. set(r: number, g: number, b: number, a: number): Color4;
  73089. /**
  73090. * Compute the Color4 hexadecimal code as a string
  73091. * @returns a string containing the hexadecimal representation of the Color4 object
  73092. */
  73093. toHexString(): string;
  73094. /**
  73095. * Computes a new Color4 converted from the current one to linear space
  73096. * @returns a new Color4 object
  73097. */
  73098. toLinearSpace(): Color4;
  73099. /**
  73100. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73101. * @param convertedColor defines the Color4 object where to store the linear space version
  73102. * @returns the unmodified Color4
  73103. */
  73104. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73105. /**
  73106. * Computes a new Color4 converted from the current one to gamma space
  73107. * @returns a new Color4 object
  73108. */
  73109. toGammaSpace(): Color4;
  73110. /**
  73111. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73112. * @param convertedColor defines the Color4 object where to store the gamma space version
  73113. * @returns the unmodified Color4
  73114. */
  73115. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73116. /**
  73117. * Creates a new Color4 from the string containing valid hexadecimal values
  73118. * @param hex defines a string containing valid hexadecimal values
  73119. * @returns a new Color4 object
  73120. */
  73121. static FromHexString(hex: string): Color4;
  73122. /**
  73123. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73124. * @param left defines the start value
  73125. * @param right defines the end value
  73126. * @param amount defines the gradient factor
  73127. * @returns a new Color4 object
  73128. */
  73129. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73130. /**
  73131. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73132. * @param left defines the start value
  73133. * @param right defines the end value
  73134. * @param amount defines the gradient factor
  73135. * @param result defines the Color4 object where to store data
  73136. */
  73137. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73138. /**
  73139. * Creates a new Color4 from a Color3 and an alpha value
  73140. * @param color3 defines the source Color3 to read from
  73141. * @param alpha defines the alpha component (1.0 by default)
  73142. * @returns a new Color4 object
  73143. */
  73144. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73145. /**
  73146. * Creates a new Color4 from the starting index element of the given array
  73147. * @param array defines the source array to read from
  73148. * @param offset defines the offset in the source array
  73149. * @returns a new Color4 object
  73150. */
  73151. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73152. /**
  73153. * Creates a new Color3 from integer values (< 256)
  73154. * @param r defines the red component to read from (value between 0 and 255)
  73155. * @param g defines the green component to read from (value between 0 and 255)
  73156. * @param b defines the blue component to read from (value between 0 and 255)
  73157. * @param a defines the alpha component to read from (value between 0 and 255)
  73158. * @returns a new Color3 object
  73159. */
  73160. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73161. /**
  73162. * Check the content of a given array and convert it to an array containing RGBA data
  73163. * If the original array was already containing count * 4 values then it is returned directly
  73164. * @param colors defines the array to check
  73165. * @param count defines the number of RGBA data to expect
  73166. * @returns an array containing count * 4 values (RGBA)
  73167. */
  73168. static CheckColors4(colors: number[], count: number): number[];
  73169. }
  73170. /**
  73171. * @hidden
  73172. */
  73173. export class TmpColors {
  73174. static Color3: Color3[];
  73175. static Color4: Color4[];
  73176. }
  73177. }
  73178. declare module BABYLON {
  73179. /**
  73180. * Defines an interface which represents an animation key frame
  73181. */
  73182. export interface IAnimationKey {
  73183. /**
  73184. * Frame of the key frame
  73185. */
  73186. frame: number;
  73187. /**
  73188. * Value at the specifies key frame
  73189. */
  73190. value: any;
  73191. /**
  73192. * The input tangent for the cubic hermite spline
  73193. */
  73194. inTangent?: any;
  73195. /**
  73196. * The output tangent for the cubic hermite spline
  73197. */
  73198. outTangent?: any;
  73199. /**
  73200. * The animation interpolation type
  73201. */
  73202. interpolation?: AnimationKeyInterpolation;
  73203. }
  73204. /**
  73205. * Enum for the animation key frame interpolation type
  73206. */
  73207. export enum AnimationKeyInterpolation {
  73208. /**
  73209. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73210. */
  73211. STEP = 1
  73212. }
  73213. }
  73214. declare module BABYLON {
  73215. /**
  73216. * Represents the range of an animation
  73217. */
  73218. export class AnimationRange {
  73219. /**The name of the animation range**/
  73220. name: string;
  73221. /**The starting frame of the animation */
  73222. from: number;
  73223. /**The ending frame of the animation*/
  73224. to: number;
  73225. /**
  73226. * Initializes the range of an animation
  73227. * @param name The name of the animation range
  73228. * @param from The starting frame of the animation
  73229. * @param to The ending frame of the animation
  73230. */
  73231. constructor(
  73232. /**The name of the animation range**/
  73233. name: string,
  73234. /**The starting frame of the animation */
  73235. from: number,
  73236. /**The ending frame of the animation*/
  73237. to: number);
  73238. /**
  73239. * Makes a copy of the animation range
  73240. * @returns A copy of the animation range
  73241. */
  73242. clone(): AnimationRange;
  73243. }
  73244. }
  73245. declare module BABYLON {
  73246. /**
  73247. * Composed of a frame, and an action function
  73248. */
  73249. export class AnimationEvent {
  73250. /** The frame for which the event is triggered **/
  73251. frame: number;
  73252. /** The event to perform when triggered **/
  73253. action: (currentFrame: number) => void;
  73254. /** Specifies if the event should be triggered only once**/
  73255. onlyOnce?: boolean | undefined;
  73256. /**
  73257. * Specifies if the animation event is done
  73258. */
  73259. isDone: boolean;
  73260. /**
  73261. * Initializes the animation event
  73262. * @param frame The frame for which the event is triggered
  73263. * @param action The event to perform when triggered
  73264. * @param onlyOnce Specifies if the event should be triggered only once
  73265. */
  73266. constructor(
  73267. /** The frame for which the event is triggered **/
  73268. frame: number,
  73269. /** The event to perform when triggered **/
  73270. action: (currentFrame: number) => void,
  73271. /** Specifies if the event should be triggered only once**/
  73272. onlyOnce?: boolean | undefined);
  73273. /** @hidden */
  73274. _clone(): AnimationEvent;
  73275. }
  73276. }
  73277. declare module BABYLON {
  73278. /**
  73279. * Interface used to define a behavior
  73280. */
  73281. export interface Behavior<T> {
  73282. /** gets or sets behavior's name */
  73283. name: string;
  73284. /**
  73285. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73286. */
  73287. init(): void;
  73288. /**
  73289. * Called when the behavior is attached to a target
  73290. * @param target defines the target where the behavior is attached to
  73291. */
  73292. attach(target: T): void;
  73293. /**
  73294. * Called when the behavior is detached from its target
  73295. */
  73296. detach(): void;
  73297. }
  73298. /**
  73299. * Interface implemented by classes supporting behaviors
  73300. */
  73301. export interface IBehaviorAware<T> {
  73302. /**
  73303. * Attach a behavior
  73304. * @param behavior defines the behavior to attach
  73305. * @returns the current host
  73306. */
  73307. addBehavior(behavior: Behavior<T>): T;
  73308. /**
  73309. * Remove a behavior from the current object
  73310. * @param behavior defines the behavior to detach
  73311. * @returns the current host
  73312. */
  73313. removeBehavior(behavior: Behavior<T>): T;
  73314. /**
  73315. * Gets a behavior using its name to search
  73316. * @param name defines the name to search
  73317. * @returns the behavior or null if not found
  73318. */
  73319. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73320. }
  73321. }
  73322. declare module BABYLON {
  73323. /**
  73324. * Defines an array and its length.
  73325. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73326. */
  73327. export interface ISmartArrayLike<T> {
  73328. /**
  73329. * The data of the array.
  73330. */
  73331. data: Array<T>;
  73332. /**
  73333. * The active length of the array.
  73334. */
  73335. length: number;
  73336. }
  73337. /**
  73338. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73339. */
  73340. export class SmartArray<T> implements ISmartArrayLike<T> {
  73341. /**
  73342. * The full set of data from the array.
  73343. */
  73344. data: Array<T>;
  73345. /**
  73346. * The active length of the array.
  73347. */
  73348. length: number;
  73349. protected _id: number;
  73350. /**
  73351. * Instantiates a Smart Array.
  73352. * @param capacity defines the default capacity of the array.
  73353. */
  73354. constructor(capacity: number);
  73355. /**
  73356. * Pushes a value at the end of the active data.
  73357. * @param value defines the object to push in the array.
  73358. */
  73359. push(value: T): void;
  73360. /**
  73361. * Iterates over the active data and apply the lambda to them.
  73362. * @param func defines the action to apply on each value.
  73363. */
  73364. forEach(func: (content: T) => void): void;
  73365. /**
  73366. * Sorts the full sets of data.
  73367. * @param compareFn defines the comparison function to apply.
  73368. */
  73369. sort(compareFn: (a: T, b: T) => number): void;
  73370. /**
  73371. * Resets the active data to an empty array.
  73372. */
  73373. reset(): void;
  73374. /**
  73375. * Releases all the data from the array as well as the array.
  73376. */
  73377. dispose(): void;
  73378. /**
  73379. * Concats the active data with a given array.
  73380. * @param array defines the data to concatenate with.
  73381. */
  73382. concat(array: any): void;
  73383. /**
  73384. * Returns the position of a value in the active data.
  73385. * @param value defines the value to find the index for
  73386. * @returns the index if found in the active data otherwise -1
  73387. */
  73388. indexOf(value: T): number;
  73389. /**
  73390. * Returns whether an element is part of the active data.
  73391. * @param value defines the value to look for
  73392. * @returns true if found in the active data otherwise false
  73393. */
  73394. contains(value: T): boolean;
  73395. private static _GlobalId;
  73396. }
  73397. /**
  73398. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73399. * The data in this array can only be present once
  73400. */
  73401. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73402. private _duplicateId;
  73403. /**
  73404. * Pushes a value at the end of the active data.
  73405. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73406. * @param value defines the object to push in the array.
  73407. */
  73408. push(value: T): void;
  73409. /**
  73410. * Pushes a value at the end of the active data.
  73411. * If the data is already present, it won t be added again
  73412. * @param value defines the object to push in the array.
  73413. * @returns true if added false if it was already present
  73414. */
  73415. pushNoDuplicate(value: T): boolean;
  73416. /**
  73417. * Resets the active data to an empty array.
  73418. */
  73419. reset(): void;
  73420. /**
  73421. * Concats the active data with a given array.
  73422. * This ensures no dupplicate will be present in the result.
  73423. * @param array defines the data to concatenate with.
  73424. */
  73425. concatWithNoDuplicate(array: any): void;
  73426. }
  73427. }
  73428. declare module BABYLON {
  73429. /**
  73430. * @ignore
  73431. * This is a list of all the different input types that are available in the application.
  73432. * Fo instance: ArcRotateCameraGamepadInput...
  73433. */
  73434. export var CameraInputTypes: {};
  73435. /**
  73436. * This is the contract to implement in order to create a new input class.
  73437. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  73438. */
  73439. export interface ICameraInput<TCamera extends Camera> {
  73440. /**
  73441. * Defines the camera the input is attached to.
  73442. */
  73443. camera: Nullable<TCamera>;
  73444. /**
  73445. * Gets the class name of the current intput.
  73446. * @returns the class name
  73447. */
  73448. getClassName(): string;
  73449. /**
  73450. * Get the friendly name associated with the input class.
  73451. * @returns the input friendly name
  73452. */
  73453. getSimpleName(): string;
  73454. /**
  73455. * Attach the input controls to a specific dom element to get the input from.
  73456. * @param element Defines the element the controls should be listened from
  73457. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73458. */
  73459. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73460. /**
  73461. * Detach the current controls from the specified dom element.
  73462. * @param element Defines the element to stop listening the inputs from
  73463. */
  73464. detachControl(element: Nullable<HTMLElement>): void;
  73465. /**
  73466. * Update the current camera state depending on the inputs that have been used this frame.
  73467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73468. */
  73469. checkInputs?: () => void;
  73470. }
  73471. /**
  73472. * Represents a map of input types to input instance or input index to input instance.
  73473. */
  73474. export interface CameraInputsMap<TCamera extends Camera> {
  73475. /**
  73476. * Accessor to the input by input type.
  73477. */
  73478. [name: string]: ICameraInput<TCamera>;
  73479. /**
  73480. * Accessor to the input by input index.
  73481. */
  73482. [idx: number]: ICameraInput<TCamera>;
  73483. }
  73484. /**
  73485. * This represents the input manager used within a camera.
  73486. * It helps dealing with all the different kind of input attached to a camera.
  73487. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73488. */
  73489. export class CameraInputsManager<TCamera extends Camera> {
  73490. /**
  73491. * Defines the list of inputs attahed to the camera.
  73492. */
  73493. attached: CameraInputsMap<TCamera>;
  73494. /**
  73495. * Defines the dom element the camera is collecting inputs from.
  73496. * This is null if the controls have not been attached.
  73497. */
  73498. attachedElement: Nullable<HTMLElement>;
  73499. /**
  73500. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73501. */
  73502. noPreventDefault: boolean;
  73503. /**
  73504. * Defined the camera the input manager belongs to.
  73505. */
  73506. camera: TCamera;
  73507. /**
  73508. * Update the current camera state depending on the inputs that have been used this frame.
  73509. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73510. */
  73511. checkInputs: () => void;
  73512. /**
  73513. * Instantiate a new Camera Input Manager.
  73514. * @param camera Defines the camera the input manager blongs to
  73515. */
  73516. constructor(camera: TCamera);
  73517. /**
  73518. * Add an input method to a camera
  73519. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73520. * @param input camera input method
  73521. */
  73522. add(input: ICameraInput<TCamera>): void;
  73523. /**
  73524. * Remove a specific input method from a camera
  73525. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  73526. * @param inputToRemove camera input method
  73527. */
  73528. remove(inputToRemove: ICameraInput<TCamera>): void;
  73529. /**
  73530. * Remove a specific input type from a camera
  73531. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  73532. * @param inputType the type of the input to remove
  73533. */
  73534. removeByType(inputType: string): void;
  73535. private _addCheckInputs;
  73536. /**
  73537. * Attach the input controls to the currently attached dom element to listen the events from.
  73538. * @param input Defines the input to attach
  73539. */
  73540. attachInput(input: ICameraInput<TCamera>): void;
  73541. /**
  73542. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  73543. * @param element Defines the dom element to collect the events from
  73544. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73545. */
  73546. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  73547. /**
  73548. * Detach the current manager inputs controls from a specific dom element.
  73549. * @param element Defines the dom element to collect the events from
  73550. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  73551. */
  73552. detachElement(element: HTMLElement, disconnect?: boolean): void;
  73553. /**
  73554. * Rebuild the dynamic inputCheck function from the current list of
  73555. * defined inputs in the manager.
  73556. */
  73557. rebuildInputCheck(): void;
  73558. /**
  73559. * Remove all attached input methods from a camera
  73560. */
  73561. clear(): void;
  73562. /**
  73563. * Serialize the current input manager attached to a camera.
  73564. * This ensures than once parsed,
  73565. * the input associated to the camera will be identical to the current ones
  73566. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  73567. */
  73568. serialize(serializedCamera: any): void;
  73569. /**
  73570. * Parses an input manager serialized JSON to restore the previous list of inputs
  73571. * and states associated to a camera.
  73572. * @param parsedCamera Defines the JSON to parse
  73573. */
  73574. parse(parsedCamera: any): void;
  73575. }
  73576. }
  73577. declare module BABYLON {
  73578. /**
  73579. * Class used to store data that will be store in GPU memory
  73580. */
  73581. export class Buffer {
  73582. private _engine;
  73583. private _buffer;
  73584. /** @hidden */
  73585. _data: Nullable<DataArray>;
  73586. private _updatable;
  73587. private _instanced;
  73588. private _divisor;
  73589. /**
  73590. * Gets the byte stride.
  73591. */
  73592. readonly byteStride: number;
  73593. /**
  73594. * Constructor
  73595. * @param engine the engine
  73596. * @param data the data to use for this buffer
  73597. * @param updatable whether the data is updatable
  73598. * @param stride the stride (optional)
  73599. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73600. * @param instanced whether the buffer is instanced (optional)
  73601. * @param useBytes set to true if the stride in in bytes (optional)
  73602. * @param divisor sets an optional divisor for instances (1 by default)
  73603. */
  73604. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  73605. /**
  73606. * Create a new VertexBuffer based on the current buffer
  73607. * @param kind defines the vertex buffer kind (position, normal, etc.)
  73608. * @param offset defines offset in the buffer (0 by default)
  73609. * @param size defines the size in floats of attributes (position is 3 for instance)
  73610. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  73611. * @param instanced defines if the vertex buffer contains indexed data
  73612. * @param useBytes defines if the offset and stride are in bytes *
  73613. * @param divisor sets an optional divisor for instances (1 by default)
  73614. * @returns the new vertex buffer
  73615. */
  73616. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  73617. /**
  73618. * Gets a boolean indicating if the Buffer is updatable?
  73619. * @returns true if the buffer is updatable
  73620. */
  73621. isUpdatable(): boolean;
  73622. /**
  73623. * Gets current buffer's data
  73624. * @returns a DataArray or null
  73625. */
  73626. getData(): Nullable<DataArray>;
  73627. /**
  73628. * Gets underlying native buffer
  73629. * @returns underlying native buffer
  73630. */
  73631. getBuffer(): Nullable<DataBuffer>;
  73632. /**
  73633. * Gets the stride in float32 units (i.e. byte stride / 4).
  73634. * May not be an integer if the byte stride is not divisible by 4.
  73635. * DEPRECATED. Use byteStride instead.
  73636. * @returns the stride in float32 units
  73637. */
  73638. getStrideSize(): number;
  73639. /**
  73640. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73641. * @param data defines the data to store
  73642. */
  73643. create(data?: Nullable<DataArray>): void;
  73644. /** @hidden */
  73645. _rebuild(): void;
  73646. /**
  73647. * Update current buffer data
  73648. * @param data defines the data to store
  73649. */
  73650. update(data: DataArray): void;
  73651. /**
  73652. * Updates the data directly.
  73653. * @param data the new data
  73654. * @param offset the new offset
  73655. * @param vertexCount the vertex count (optional)
  73656. * @param useBytes set to true if the offset is in bytes
  73657. */
  73658. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  73659. /**
  73660. * Release all resources
  73661. */
  73662. dispose(): void;
  73663. }
  73664. /**
  73665. * Specialized buffer used to store vertex data
  73666. */
  73667. export class VertexBuffer {
  73668. /** @hidden */
  73669. _buffer: Buffer;
  73670. private _kind;
  73671. private _size;
  73672. private _ownsBuffer;
  73673. private _instanced;
  73674. private _instanceDivisor;
  73675. /**
  73676. * The byte type.
  73677. */
  73678. static readonly BYTE: number;
  73679. /**
  73680. * The unsigned byte type.
  73681. */
  73682. static readonly UNSIGNED_BYTE: number;
  73683. /**
  73684. * The short type.
  73685. */
  73686. static readonly SHORT: number;
  73687. /**
  73688. * The unsigned short type.
  73689. */
  73690. static readonly UNSIGNED_SHORT: number;
  73691. /**
  73692. * The integer type.
  73693. */
  73694. static readonly INT: number;
  73695. /**
  73696. * The unsigned integer type.
  73697. */
  73698. static readonly UNSIGNED_INT: number;
  73699. /**
  73700. * The float type.
  73701. */
  73702. static readonly FLOAT: number;
  73703. /**
  73704. * Gets or sets the instance divisor when in instanced mode
  73705. */
  73706. instanceDivisor: number;
  73707. /**
  73708. * Gets the byte stride.
  73709. */
  73710. readonly byteStride: number;
  73711. /**
  73712. * Gets the byte offset.
  73713. */
  73714. readonly byteOffset: number;
  73715. /**
  73716. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  73717. */
  73718. readonly normalized: boolean;
  73719. /**
  73720. * Gets the data type of each component in the array.
  73721. */
  73722. readonly type: number;
  73723. /**
  73724. * Constructor
  73725. * @param engine the engine
  73726. * @param data the data to use for this vertex buffer
  73727. * @param kind the vertex buffer kind
  73728. * @param updatable whether the data is updatable
  73729. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73730. * @param stride the stride (optional)
  73731. * @param instanced whether the buffer is instanced (optional)
  73732. * @param offset the offset of the data (optional)
  73733. * @param size the number of components (optional)
  73734. * @param type the type of the component (optional)
  73735. * @param normalized whether the data contains normalized data (optional)
  73736. * @param useBytes set to true if stride and offset are in bytes (optional)
  73737. * @param divisor defines the instance divisor to use (1 by default)
  73738. */
  73739. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  73740. /** @hidden */
  73741. _rebuild(): void;
  73742. /**
  73743. * Returns the kind of the VertexBuffer (string)
  73744. * @returns a string
  73745. */
  73746. getKind(): string;
  73747. /**
  73748. * Gets a boolean indicating if the VertexBuffer is updatable?
  73749. * @returns true if the buffer is updatable
  73750. */
  73751. isUpdatable(): boolean;
  73752. /**
  73753. * Gets current buffer's data
  73754. * @returns a DataArray or null
  73755. */
  73756. getData(): Nullable<DataArray>;
  73757. /**
  73758. * Gets underlying native buffer
  73759. * @returns underlying native buffer
  73760. */
  73761. getBuffer(): Nullable<DataBuffer>;
  73762. /**
  73763. * Gets the stride in float32 units (i.e. byte stride / 4).
  73764. * May not be an integer if the byte stride is not divisible by 4.
  73765. * DEPRECATED. Use byteStride instead.
  73766. * @returns the stride in float32 units
  73767. */
  73768. getStrideSize(): number;
  73769. /**
  73770. * Returns the offset as a multiple of the type byte length.
  73771. * DEPRECATED. Use byteOffset instead.
  73772. * @returns the offset in bytes
  73773. */
  73774. getOffset(): number;
  73775. /**
  73776. * Returns the number of components per vertex attribute (integer)
  73777. * @returns the size in float
  73778. */
  73779. getSize(): number;
  73780. /**
  73781. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  73782. * @returns true if this buffer is instanced
  73783. */
  73784. getIsInstanced(): boolean;
  73785. /**
  73786. * Returns the instancing divisor, zero for non-instanced (integer).
  73787. * @returns a number
  73788. */
  73789. getInstanceDivisor(): number;
  73790. /**
  73791. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73792. * @param data defines the data to store
  73793. */
  73794. create(data?: DataArray): void;
  73795. /**
  73796. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  73797. * This function will create a new buffer if the current one is not updatable
  73798. * @param data defines the data to store
  73799. */
  73800. update(data: DataArray): void;
  73801. /**
  73802. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  73803. * Returns the directly updated WebGLBuffer.
  73804. * @param data the new data
  73805. * @param offset the new offset
  73806. * @param useBytes set to true if the offset is in bytes
  73807. */
  73808. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  73809. /**
  73810. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  73811. */
  73812. dispose(): void;
  73813. /**
  73814. * Enumerates each value of this vertex buffer as numbers.
  73815. * @param count the number of values to enumerate
  73816. * @param callback the callback function called for each value
  73817. */
  73818. forEach(count: number, callback: (value: number, index: number) => void): void;
  73819. /**
  73820. * Positions
  73821. */
  73822. static readonly PositionKind: string;
  73823. /**
  73824. * Normals
  73825. */
  73826. static readonly NormalKind: string;
  73827. /**
  73828. * Tangents
  73829. */
  73830. static readonly TangentKind: string;
  73831. /**
  73832. * Texture coordinates
  73833. */
  73834. static readonly UVKind: string;
  73835. /**
  73836. * Texture coordinates 2
  73837. */
  73838. static readonly UV2Kind: string;
  73839. /**
  73840. * Texture coordinates 3
  73841. */
  73842. static readonly UV3Kind: string;
  73843. /**
  73844. * Texture coordinates 4
  73845. */
  73846. static readonly UV4Kind: string;
  73847. /**
  73848. * Texture coordinates 5
  73849. */
  73850. static readonly UV5Kind: string;
  73851. /**
  73852. * Texture coordinates 6
  73853. */
  73854. static readonly UV6Kind: string;
  73855. /**
  73856. * Colors
  73857. */
  73858. static readonly ColorKind: string;
  73859. /**
  73860. * Matrix indices (for bones)
  73861. */
  73862. static readonly MatricesIndicesKind: string;
  73863. /**
  73864. * Matrix weights (for bones)
  73865. */
  73866. static readonly MatricesWeightsKind: string;
  73867. /**
  73868. * Additional matrix indices (for bones)
  73869. */
  73870. static readonly MatricesIndicesExtraKind: string;
  73871. /**
  73872. * Additional matrix weights (for bones)
  73873. */
  73874. static readonly MatricesWeightsExtraKind: string;
  73875. /**
  73876. * Deduces the stride given a kind.
  73877. * @param kind The kind string to deduce
  73878. * @returns The deduced stride
  73879. */
  73880. static DeduceStride(kind: string): number;
  73881. /**
  73882. * Gets the byte length of the given type.
  73883. * @param type the type
  73884. * @returns the number of bytes
  73885. */
  73886. static GetTypeByteLength(type: number): number;
  73887. /**
  73888. * Enumerates each value of the given parameters as numbers.
  73889. * @param data the data to enumerate
  73890. * @param byteOffset the byte offset of the data
  73891. * @param byteStride the byte stride of the data
  73892. * @param componentCount the number of components per element
  73893. * @param componentType the type of the component
  73894. * @param count the number of values to enumerate
  73895. * @param normalized whether the data is normalized
  73896. * @param callback the callback function called for each value
  73897. */
  73898. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  73899. private static _GetFloatValue;
  73900. }
  73901. }
  73902. declare module BABYLON {
  73903. /**
  73904. * @hidden
  73905. */
  73906. export class IntersectionInfo {
  73907. bu: Nullable<number>;
  73908. bv: Nullable<number>;
  73909. distance: number;
  73910. faceId: number;
  73911. subMeshId: number;
  73912. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  73913. }
  73914. }
  73915. declare module BABYLON {
  73916. /**
  73917. * Represens a plane by the equation ax + by + cz + d = 0
  73918. */
  73919. export class Plane {
  73920. private static _TmpMatrix;
  73921. /**
  73922. * Normal of the plane (a,b,c)
  73923. */
  73924. normal: Vector3;
  73925. /**
  73926. * d component of the plane
  73927. */
  73928. d: number;
  73929. /**
  73930. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  73931. * @param a a component of the plane
  73932. * @param b b component of the plane
  73933. * @param c c component of the plane
  73934. * @param d d component of the plane
  73935. */
  73936. constructor(a: number, b: number, c: number, d: number);
  73937. /**
  73938. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  73939. */
  73940. asArray(): number[];
  73941. /**
  73942. * @returns a new plane copied from the current Plane.
  73943. */
  73944. clone(): Plane;
  73945. /**
  73946. * @returns the string "Plane".
  73947. */
  73948. getClassName(): string;
  73949. /**
  73950. * @returns the Plane hash code.
  73951. */
  73952. getHashCode(): number;
  73953. /**
  73954. * Normalize the current Plane in place.
  73955. * @returns the updated Plane.
  73956. */
  73957. normalize(): Plane;
  73958. /**
  73959. * Applies a transformation the plane and returns the result
  73960. * @param transformation the transformation matrix to be applied to the plane
  73961. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  73962. */
  73963. transform(transformation: DeepImmutable<Matrix>): Plane;
  73964. /**
  73965. * Calcualtte the dot product between the point and the plane normal
  73966. * @param point point to calculate the dot product with
  73967. * @returns the dot product (float) of the point coordinates and the plane normal.
  73968. */
  73969. dotCoordinate(point: DeepImmutable<Vector3>): number;
  73970. /**
  73971. * Updates the current Plane from the plane defined by the three given points.
  73972. * @param point1 one of the points used to contruct the plane
  73973. * @param point2 one of the points used to contruct the plane
  73974. * @param point3 one of the points used to contruct the plane
  73975. * @returns the updated Plane.
  73976. */
  73977. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  73978. /**
  73979. * Checks if the plane is facing a given direction
  73980. * @param direction the direction to check if the plane is facing
  73981. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  73982. * @returns True is the vector "direction" is the same side than the plane normal.
  73983. */
  73984. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  73985. /**
  73986. * Calculates the distance to a point
  73987. * @param point point to calculate distance to
  73988. * @returns the signed distance (float) from the given point to the Plane.
  73989. */
  73990. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  73991. /**
  73992. * Creates a plane from an array
  73993. * @param array the array to create a plane from
  73994. * @returns a new Plane from the given array.
  73995. */
  73996. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  73997. /**
  73998. * Creates a plane from three points
  73999. * @param point1 point used to create the plane
  74000. * @param point2 point used to create the plane
  74001. * @param point3 point used to create the plane
  74002. * @returns a new Plane defined by the three given points.
  74003. */
  74004. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74005. /**
  74006. * Creates a plane from an origin point and a normal
  74007. * @param origin origin of the plane to be constructed
  74008. * @param normal normal of the plane to be constructed
  74009. * @returns a new Plane the normal vector to this plane at the given origin point.
  74010. * Note : the vector "normal" is updated because normalized.
  74011. */
  74012. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74013. /**
  74014. * Calculates the distance from a plane and a point
  74015. * @param origin origin of the plane to be constructed
  74016. * @param normal normal of the plane to be constructed
  74017. * @param point point to calculate distance to
  74018. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74019. */
  74020. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74021. }
  74022. }
  74023. declare module BABYLON {
  74024. /**
  74025. * Class used to store bounding sphere information
  74026. */
  74027. export class BoundingSphere {
  74028. /**
  74029. * Gets the center of the bounding sphere in local space
  74030. */
  74031. readonly center: Vector3;
  74032. /**
  74033. * Radius of the bounding sphere in local space
  74034. */
  74035. radius: number;
  74036. /**
  74037. * Gets the center of the bounding sphere in world space
  74038. */
  74039. readonly centerWorld: Vector3;
  74040. /**
  74041. * Radius of the bounding sphere in world space
  74042. */
  74043. radiusWorld: number;
  74044. /**
  74045. * Gets the minimum vector in local space
  74046. */
  74047. readonly minimum: Vector3;
  74048. /**
  74049. * Gets the maximum vector in local space
  74050. */
  74051. readonly maximum: Vector3;
  74052. private _worldMatrix;
  74053. private static readonly TmpVector3;
  74054. /**
  74055. * Creates a new bounding sphere
  74056. * @param min defines the minimum vector (in local space)
  74057. * @param max defines the maximum vector (in local space)
  74058. * @param worldMatrix defines the new world matrix
  74059. */
  74060. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74061. /**
  74062. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74063. * @param min defines the new minimum vector (in local space)
  74064. * @param max defines the new maximum vector (in local space)
  74065. * @param worldMatrix defines the new world matrix
  74066. */
  74067. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74068. /**
  74069. * Scale the current bounding sphere by applying a scale factor
  74070. * @param factor defines the scale factor to apply
  74071. * @returns the current bounding box
  74072. */
  74073. scale(factor: number): BoundingSphere;
  74074. /**
  74075. * Gets the world matrix of the bounding box
  74076. * @returns a matrix
  74077. */
  74078. getWorldMatrix(): DeepImmutable<Matrix>;
  74079. /** @hidden */
  74080. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74081. /**
  74082. * Tests if the bounding sphere is intersecting the frustum planes
  74083. * @param frustumPlanes defines the frustum planes to test
  74084. * @returns true if there is an intersection
  74085. */
  74086. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74087. /**
  74088. * Tests if the bounding sphere center is in between the frustum planes.
  74089. * Used for optimistic fast inclusion.
  74090. * @param frustumPlanes defines the frustum planes to test
  74091. * @returns true if the sphere center is in between the frustum planes
  74092. */
  74093. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74094. /**
  74095. * Tests if a point is inside the bounding sphere
  74096. * @param point defines the point to test
  74097. * @returns true if the point is inside the bounding sphere
  74098. */
  74099. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74100. /**
  74101. * Checks if two sphere intersct
  74102. * @param sphere0 sphere 0
  74103. * @param sphere1 sphere 1
  74104. * @returns true if the speres intersect
  74105. */
  74106. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74107. }
  74108. }
  74109. declare module BABYLON {
  74110. /**
  74111. * Class used to store bounding box information
  74112. */
  74113. export class BoundingBox implements ICullable {
  74114. /**
  74115. * Gets the 8 vectors representing the bounding box in local space
  74116. */
  74117. readonly vectors: Vector3[];
  74118. /**
  74119. * Gets the center of the bounding box in local space
  74120. */
  74121. readonly center: Vector3;
  74122. /**
  74123. * Gets the center of the bounding box in world space
  74124. */
  74125. readonly centerWorld: Vector3;
  74126. /**
  74127. * Gets the extend size in local space
  74128. */
  74129. readonly extendSize: Vector3;
  74130. /**
  74131. * Gets the extend size in world space
  74132. */
  74133. readonly extendSizeWorld: Vector3;
  74134. /**
  74135. * Gets the OBB (object bounding box) directions
  74136. */
  74137. readonly directions: Vector3[];
  74138. /**
  74139. * Gets the 8 vectors representing the bounding box in world space
  74140. */
  74141. readonly vectorsWorld: Vector3[];
  74142. /**
  74143. * Gets the minimum vector in world space
  74144. */
  74145. readonly minimumWorld: Vector3;
  74146. /**
  74147. * Gets the maximum vector in world space
  74148. */
  74149. readonly maximumWorld: Vector3;
  74150. /**
  74151. * Gets the minimum vector in local space
  74152. */
  74153. readonly minimum: Vector3;
  74154. /**
  74155. * Gets the maximum vector in local space
  74156. */
  74157. readonly maximum: Vector3;
  74158. private _worldMatrix;
  74159. private static readonly TmpVector3;
  74160. /**
  74161. * @hidden
  74162. */
  74163. _tag: number;
  74164. /**
  74165. * Creates a new bounding box
  74166. * @param min defines the minimum vector (in local space)
  74167. * @param max defines the maximum vector (in local space)
  74168. * @param worldMatrix defines the new world matrix
  74169. */
  74170. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74171. /**
  74172. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74173. * @param min defines the new minimum vector (in local space)
  74174. * @param max defines the new maximum vector (in local space)
  74175. * @param worldMatrix defines the new world matrix
  74176. */
  74177. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74178. /**
  74179. * Scale the current bounding box by applying a scale factor
  74180. * @param factor defines the scale factor to apply
  74181. * @returns the current bounding box
  74182. */
  74183. scale(factor: number): BoundingBox;
  74184. /**
  74185. * Gets the world matrix of the bounding box
  74186. * @returns a matrix
  74187. */
  74188. getWorldMatrix(): DeepImmutable<Matrix>;
  74189. /** @hidden */
  74190. _update(world: DeepImmutable<Matrix>): void;
  74191. /**
  74192. * Tests if the bounding box is intersecting the frustum planes
  74193. * @param frustumPlanes defines the frustum planes to test
  74194. * @returns true if there is an intersection
  74195. */
  74196. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74197. /**
  74198. * Tests if the bounding box is entirely inside the frustum planes
  74199. * @param frustumPlanes defines the frustum planes to test
  74200. * @returns true if there is an inclusion
  74201. */
  74202. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74203. /**
  74204. * Tests if a point is inside the bounding box
  74205. * @param point defines the point to test
  74206. * @returns true if the point is inside the bounding box
  74207. */
  74208. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74209. /**
  74210. * Tests if the bounding box intersects with a bounding sphere
  74211. * @param sphere defines the sphere to test
  74212. * @returns true if there is an intersection
  74213. */
  74214. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74215. /**
  74216. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74217. * @param min defines the min vector to use
  74218. * @param max defines the max vector to use
  74219. * @returns true if there is an intersection
  74220. */
  74221. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74222. /**
  74223. * Tests if two bounding boxes are intersections
  74224. * @param box0 defines the first box to test
  74225. * @param box1 defines the second box to test
  74226. * @returns true if there is an intersection
  74227. */
  74228. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74229. /**
  74230. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74231. * @param minPoint defines the minimum vector of the bounding box
  74232. * @param maxPoint defines the maximum vector of the bounding box
  74233. * @param sphereCenter defines the sphere center
  74234. * @param sphereRadius defines the sphere radius
  74235. * @returns true if there is an intersection
  74236. */
  74237. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74238. /**
  74239. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74240. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74241. * @param frustumPlanes defines the frustum planes to test
  74242. * @return true if there is an inclusion
  74243. */
  74244. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74245. /**
  74246. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74247. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74248. * @param frustumPlanes defines the frustum planes to test
  74249. * @return true if there is an intersection
  74250. */
  74251. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74252. }
  74253. }
  74254. declare module BABYLON {
  74255. /** @hidden */
  74256. export class Collider {
  74257. /** Define if a collision was found */
  74258. collisionFound: boolean;
  74259. /**
  74260. * Define last intersection point in local space
  74261. */
  74262. intersectionPoint: Vector3;
  74263. /**
  74264. * Define last collided mesh
  74265. */
  74266. collidedMesh: Nullable<AbstractMesh>;
  74267. private _collisionPoint;
  74268. private _planeIntersectionPoint;
  74269. private _tempVector;
  74270. private _tempVector2;
  74271. private _tempVector3;
  74272. private _tempVector4;
  74273. private _edge;
  74274. private _baseToVertex;
  74275. private _destinationPoint;
  74276. private _slidePlaneNormal;
  74277. private _displacementVector;
  74278. /** @hidden */
  74279. _radius: Vector3;
  74280. /** @hidden */
  74281. _retry: number;
  74282. private _velocity;
  74283. private _basePoint;
  74284. private _epsilon;
  74285. /** @hidden */
  74286. _velocityWorldLength: number;
  74287. /** @hidden */
  74288. _basePointWorld: Vector3;
  74289. private _velocityWorld;
  74290. private _normalizedVelocity;
  74291. /** @hidden */
  74292. _initialVelocity: Vector3;
  74293. /** @hidden */
  74294. _initialPosition: Vector3;
  74295. private _nearestDistance;
  74296. private _collisionMask;
  74297. collisionMask: number;
  74298. /**
  74299. * Gets the plane normal used to compute the sliding response (in local space)
  74300. */
  74301. readonly slidePlaneNormal: Vector3;
  74302. /** @hidden */
  74303. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74304. /** @hidden */
  74305. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74306. /** @hidden */
  74307. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74308. /** @hidden */
  74309. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74310. /** @hidden */
  74311. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74312. /** @hidden */
  74313. _getResponse(pos: Vector3, vel: Vector3): void;
  74314. }
  74315. }
  74316. declare module BABYLON {
  74317. /**
  74318. * Interface for cullable objects
  74319. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74320. */
  74321. export interface ICullable {
  74322. /**
  74323. * Checks if the object or part of the object is in the frustum
  74324. * @param frustumPlanes Camera near/planes
  74325. * @returns true if the object is in frustum otherwise false
  74326. */
  74327. isInFrustum(frustumPlanes: Plane[]): boolean;
  74328. /**
  74329. * Checks if a cullable object (mesh...) is in the camera frustum
  74330. * Unlike isInFrustum this cheks the full bounding box
  74331. * @param frustumPlanes Camera near/planes
  74332. * @returns true if the object is in frustum otherwise false
  74333. */
  74334. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74335. }
  74336. /**
  74337. * Info for a bounding data of a mesh
  74338. */
  74339. export class BoundingInfo implements ICullable {
  74340. /**
  74341. * Bounding box for the mesh
  74342. */
  74343. readonly boundingBox: BoundingBox;
  74344. /**
  74345. * Bounding sphere for the mesh
  74346. */
  74347. readonly boundingSphere: BoundingSphere;
  74348. private _isLocked;
  74349. private static readonly TmpVector3;
  74350. /**
  74351. * Constructs bounding info
  74352. * @param minimum min vector of the bounding box/sphere
  74353. * @param maximum max vector of the bounding box/sphere
  74354. * @param worldMatrix defines the new world matrix
  74355. */
  74356. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74357. /**
  74358. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74359. * @param min defines the new minimum vector (in local space)
  74360. * @param max defines the new maximum vector (in local space)
  74361. * @param worldMatrix defines the new world matrix
  74362. */
  74363. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74364. /**
  74365. * min vector of the bounding box/sphere
  74366. */
  74367. readonly minimum: Vector3;
  74368. /**
  74369. * max vector of the bounding box/sphere
  74370. */
  74371. readonly maximum: Vector3;
  74372. /**
  74373. * If the info is locked and won't be updated to avoid perf overhead
  74374. */
  74375. isLocked: boolean;
  74376. /**
  74377. * Updates the bounding sphere and box
  74378. * @param world world matrix to be used to update
  74379. */
  74380. update(world: DeepImmutable<Matrix>): void;
  74381. /**
  74382. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74383. * @param center New center of the bounding info
  74384. * @param extend New extend of the bounding info
  74385. * @returns the current bounding info
  74386. */
  74387. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74388. /**
  74389. * Scale the current bounding info by applying a scale factor
  74390. * @param factor defines the scale factor to apply
  74391. * @returns the current bounding info
  74392. */
  74393. scale(factor: number): BoundingInfo;
  74394. /**
  74395. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74396. * @param frustumPlanes defines the frustum to test
  74397. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74398. * @returns true if the bounding info is in the frustum planes
  74399. */
  74400. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74401. /**
  74402. * Gets the world distance between the min and max points of the bounding box
  74403. */
  74404. readonly diagonalLength: number;
  74405. /**
  74406. * Checks if a cullable object (mesh...) is in the camera frustum
  74407. * Unlike isInFrustum this cheks the full bounding box
  74408. * @param frustumPlanes Camera near/planes
  74409. * @returns true if the object is in frustum otherwise false
  74410. */
  74411. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74412. /** @hidden */
  74413. _checkCollision(collider: Collider): boolean;
  74414. /**
  74415. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74416. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74417. * @param point the point to check intersection with
  74418. * @returns if the point intersects
  74419. */
  74420. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74421. /**
  74422. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74423. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74424. * @param boundingInfo the bounding info to check intersection with
  74425. * @param precise if the intersection should be done using OBB
  74426. * @returns if the bounding info intersects
  74427. */
  74428. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  74429. }
  74430. }
  74431. declare module BABYLON {
  74432. /**
  74433. * Extracts minimum and maximum values from a list of indexed positions
  74434. * @param positions defines the positions to use
  74435. * @param indices defines the indices to the positions
  74436. * @param indexStart defines the start index
  74437. * @param indexCount defines the end index
  74438. * @param bias defines bias value to add to the result
  74439. * @return minimum and maximum values
  74440. */
  74441. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  74442. minimum: Vector3;
  74443. maximum: Vector3;
  74444. };
  74445. /**
  74446. * Extracts minimum and maximum values from a list of positions
  74447. * @param positions defines the positions to use
  74448. * @param start defines the start index in the positions array
  74449. * @param count defines the number of positions to handle
  74450. * @param bias defines bias value to add to the result
  74451. * @param stride defines the stride size to use (distance between two positions in the positions array)
  74452. * @return minimum and maximum values
  74453. */
  74454. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  74455. minimum: Vector3;
  74456. maximum: Vector3;
  74457. };
  74458. }
  74459. declare module BABYLON {
  74460. /** @hidden */
  74461. export class WebGLDataBuffer extends DataBuffer {
  74462. private _buffer;
  74463. constructor(resource: WebGLBuffer);
  74464. readonly underlyingResource: any;
  74465. }
  74466. }
  74467. declare module BABYLON {
  74468. /** @hidden */
  74469. export class WebGLPipelineContext implements IPipelineContext {
  74470. engine: ThinEngine;
  74471. program: Nullable<WebGLProgram>;
  74472. context?: WebGLRenderingContext;
  74473. vertexShader?: WebGLShader;
  74474. fragmentShader?: WebGLShader;
  74475. isParallelCompiled: boolean;
  74476. onCompiled?: () => void;
  74477. transformFeedback?: WebGLTransformFeedback | null;
  74478. readonly isAsync: boolean;
  74479. readonly isReady: boolean;
  74480. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  74481. }
  74482. }
  74483. declare module BABYLON {
  74484. interface ThinEngine {
  74485. /**
  74486. * Create an uniform buffer
  74487. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74488. * @param elements defines the content of the uniform buffer
  74489. * @returns the webGL uniform buffer
  74490. */
  74491. createUniformBuffer(elements: FloatArray): DataBuffer;
  74492. /**
  74493. * Create a dynamic uniform buffer
  74494. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74495. * @param elements defines the content of the uniform buffer
  74496. * @returns the webGL uniform buffer
  74497. */
  74498. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  74499. /**
  74500. * Update an existing uniform buffer
  74501. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74502. * @param uniformBuffer defines the target uniform buffer
  74503. * @param elements defines the content to update
  74504. * @param offset defines the offset in the uniform buffer where update should start
  74505. * @param count defines the size of the data to update
  74506. */
  74507. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  74508. /**
  74509. * Bind an uniform buffer to the current webGL context
  74510. * @param buffer defines the buffer to bind
  74511. */
  74512. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  74513. /**
  74514. * Bind a buffer to the current webGL context at a given location
  74515. * @param buffer defines the buffer to bind
  74516. * @param location defines the index where to bind the buffer
  74517. */
  74518. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  74519. /**
  74520. * Bind a specific block at a given index in a specific shader program
  74521. * @param pipelineContext defines the pipeline context to use
  74522. * @param blockName defines the block name
  74523. * @param index defines the index where to bind the block
  74524. */
  74525. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  74526. }
  74527. }
  74528. declare module BABYLON {
  74529. /**
  74530. * Uniform buffer objects.
  74531. *
  74532. * Handles blocks of uniform on the GPU.
  74533. *
  74534. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74535. *
  74536. * For more information, please refer to :
  74537. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74538. */
  74539. export class UniformBuffer {
  74540. private _engine;
  74541. private _buffer;
  74542. private _data;
  74543. private _bufferData;
  74544. private _dynamic?;
  74545. private _uniformLocations;
  74546. private _uniformSizes;
  74547. private _uniformLocationPointer;
  74548. private _needSync;
  74549. private _noUBO;
  74550. private _currentEffect;
  74551. /** @hidden */
  74552. _alreadyBound: boolean;
  74553. private static _MAX_UNIFORM_SIZE;
  74554. private static _tempBuffer;
  74555. /**
  74556. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  74557. * This is dynamic to allow compat with webgl 1 and 2.
  74558. * You will need to pass the name of the uniform as well as the value.
  74559. */
  74560. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  74561. /**
  74562. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  74563. * This is dynamic to allow compat with webgl 1 and 2.
  74564. * You will need to pass the name of the uniform as well as the value.
  74565. */
  74566. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  74567. /**
  74568. * Lambda to Update a single float in a uniform buffer.
  74569. * This is dynamic to allow compat with webgl 1 and 2.
  74570. * You will need to pass the name of the uniform as well as the value.
  74571. */
  74572. updateFloat: (name: string, x: number) => void;
  74573. /**
  74574. * Lambda to Update a vec2 of float in a uniform buffer.
  74575. * This is dynamic to allow compat with webgl 1 and 2.
  74576. * You will need to pass the name of the uniform as well as the value.
  74577. */
  74578. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  74579. /**
  74580. * Lambda to Update a vec3 of float in a uniform buffer.
  74581. * This is dynamic to allow compat with webgl 1 and 2.
  74582. * You will need to pass the name of the uniform as well as the value.
  74583. */
  74584. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  74585. /**
  74586. * Lambda to Update a vec4 of float in a uniform buffer.
  74587. * This is dynamic to allow compat with webgl 1 and 2.
  74588. * You will need to pass the name of the uniform as well as the value.
  74589. */
  74590. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  74591. /**
  74592. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  74593. * This is dynamic to allow compat with webgl 1 and 2.
  74594. * You will need to pass the name of the uniform as well as the value.
  74595. */
  74596. updateMatrix: (name: string, mat: Matrix) => void;
  74597. /**
  74598. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  74599. * This is dynamic to allow compat with webgl 1 and 2.
  74600. * You will need to pass the name of the uniform as well as the value.
  74601. */
  74602. updateVector3: (name: string, vector: Vector3) => void;
  74603. /**
  74604. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  74605. * This is dynamic to allow compat with webgl 1 and 2.
  74606. * You will need to pass the name of the uniform as well as the value.
  74607. */
  74608. updateVector4: (name: string, vector: Vector4) => void;
  74609. /**
  74610. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  74611. * This is dynamic to allow compat with webgl 1 and 2.
  74612. * You will need to pass the name of the uniform as well as the value.
  74613. */
  74614. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  74615. /**
  74616. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  74617. * This is dynamic to allow compat with webgl 1 and 2.
  74618. * You will need to pass the name of the uniform as well as the value.
  74619. */
  74620. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  74621. /**
  74622. * Instantiates a new Uniform buffer objects.
  74623. *
  74624. * Handles blocks of uniform on the GPU.
  74625. *
  74626. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74627. *
  74628. * For more information, please refer to :
  74629. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74630. * @param engine Define the engine the buffer is associated with
  74631. * @param data Define the data contained in the buffer
  74632. * @param dynamic Define if the buffer is updatable
  74633. */
  74634. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  74635. /**
  74636. * Indicates if the buffer is using the WebGL2 UBO implementation,
  74637. * or just falling back on setUniformXXX calls.
  74638. */
  74639. readonly useUbo: boolean;
  74640. /**
  74641. * Indicates if the WebGL underlying uniform buffer is in sync
  74642. * with the javascript cache data.
  74643. */
  74644. readonly isSync: boolean;
  74645. /**
  74646. * Indicates if the WebGL underlying uniform buffer is dynamic.
  74647. * Also, a dynamic UniformBuffer will disable cache verification and always
  74648. * update the underlying WebGL uniform buffer to the GPU.
  74649. * @returns if Dynamic, otherwise false
  74650. */
  74651. isDynamic(): boolean;
  74652. /**
  74653. * The data cache on JS side.
  74654. * @returns the underlying data as a float array
  74655. */
  74656. getData(): Float32Array;
  74657. /**
  74658. * The underlying WebGL Uniform buffer.
  74659. * @returns the webgl buffer
  74660. */
  74661. getBuffer(): Nullable<DataBuffer>;
  74662. /**
  74663. * std140 layout specifies how to align data within an UBO structure.
  74664. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  74665. * for specs.
  74666. */
  74667. private _fillAlignment;
  74668. /**
  74669. * Adds an uniform in the buffer.
  74670. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  74671. * for the layout to be correct !
  74672. * @param name Name of the uniform, as used in the uniform block in the shader.
  74673. * @param size Data size, or data directly.
  74674. */
  74675. addUniform(name: string, size: number | number[]): void;
  74676. /**
  74677. * Adds a Matrix 4x4 to the uniform buffer.
  74678. * @param name Name of the uniform, as used in the uniform block in the shader.
  74679. * @param mat A 4x4 matrix.
  74680. */
  74681. addMatrix(name: string, mat: Matrix): void;
  74682. /**
  74683. * Adds a vec2 to the uniform buffer.
  74684. * @param name Name of the uniform, as used in the uniform block in the shader.
  74685. * @param x Define the x component value of the vec2
  74686. * @param y Define the y component value of the vec2
  74687. */
  74688. addFloat2(name: string, x: number, y: number): void;
  74689. /**
  74690. * Adds a vec3 to the uniform buffer.
  74691. * @param name Name of the uniform, as used in the uniform block in the shader.
  74692. * @param x Define the x component value of the vec3
  74693. * @param y Define the y component value of the vec3
  74694. * @param z Define the z component value of the vec3
  74695. */
  74696. addFloat3(name: string, x: number, y: number, z: number): void;
  74697. /**
  74698. * Adds a vec3 to the uniform buffer.
  74699. * @param name Name of the uniform, as used in the uniform block in the shader.
  74700. * @param color Define the vec3 from a Color
  74701. */
  74702. addColor3(name: string, color: Color3): void;
  74703. /**
  74704. * Adds a vec4 to the uniform buffer.
  74705. * @param name Name of the uniform, as used in the uniform block in the shader.
  74706. * @param color Define the rgb components from a Color
  74707. * @param alpha Define the a component of the vec4
  74708. */
  74709. addColor4(name: string, color: Color3, alpha: number): void;
  74710. /**
  74711. * Adds a vec3 to the uniform buffer.
  74712. * @param name Name of the uniform, as used in the uniform block in the shader.
  74713. * @param vector Define the vec3 components from a Vector
  74714. */
  74715. addVector3(name: string, vector: Vector3): void;
  74716. /**
  74717. * Adds a Matrix 3x3 to the uniform buffer.
  74718. * @param name Name of the uniform, as used in the uniform block in the shader.
  74719. */
  74720. addMatrix3x3(name: string): void;
  74721. /**
  74722. * Adds a Matrix 2x2 to the uniform buffer.
  74723. * @param name Name of the uniform, as used in the uniform block in the shader.
  74724. */
  74725. addMatrix2x2(name: string): void;
  74726. /**
  74727. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  74728. */
  74729. create(): void;
  74730. /** @hidden */
  74731. _rebuild(): void;
  74732. /**
  74733. * Updates the WebGL Uniform Buffer on the GPU.
  74734. * If the `dynamic` flag is set to true, no cache comparison is done.
  74735. * Otherwise, the buffer will be updated only if the cache differs.
  74736. */
  74737. update(): void;
  74738. /**
  74739. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  74740. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  74741. * @param data Define the flattened data
  74742. * @param size Define the size of the data.
  74743. */
  74744. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  74745. private _valueCache;
  74746. private _cacheMatrix;
  74747. private _updateMatrix3x3ForUniform;
  74748. private _updateMatrix3x3ForEffect;
  74749. private _updateMatrix2x2ForEffect;
  74750. private _updateMatrix2x2ForUniform;
  74751. private _updateFloatForEffect;
  74752. private _updateFloatForUniform;
  74753. private _updateFloat2ForEffect;
  74754. private _updateFloat2ForUniform;
  74755. private _updateFloat3ForEffect;
  74756. private _updateFloat3ForUniform;
  74757. private _updateFloat4ForEffect;
  74758. private _updateFloat4ForUniform;
  74759. private _updateMatrixForEffect;
  74760. private _updateMatrixForUniform;
  74761. private _updateVector3ForEffect;
  74762. private _updateVector3ForUniform;
  74763. private _updateVector4ForEffect;
  74764. private _updateVector4ForUniform;
  74765. private _updateColor3ForEffect;
  74766. private _updateColor3ForUniform;
  74767. private _updateColor4ForEffect;
  74768. private _updateColor4ForUniform;
  74769. /**
  74770. * Sets a sampler uniform on the effect.
  74771. * @param name Define the name of the sampler.
  74772. * @param texture Define the texture to set in the sampler
  74773. */
  74774. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  74775. /**
  74776. * Directly updates the value of the uniform in the cache AND on the GPU.
  74777. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  74778. * @param data Define the flattened data
  74779. */
  74780. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  74781. /**
  74782. * Binds this uniform buffer to an effect.
  74783. * @param effect Define the effect to bind the buffer to
  74784. * @param name Name of the uniform block in the shader.
  74785. */
  74786. bindToEffect(effect: Effect, name: string): void;
  74787. /**
  74788. * Disposes the uniform buffer.
  74789. */
  74790. dispose(): void;
  74791. }
  74792. }
  74793. declare module BABYLON {
  74794. /**
  74795. * Enum that determines the text-wrapping mode to use.
  74796. */
  74797. export enum InspectableType {
  74798. /**
  74799. * Checkbox for booleans
  74800. */
  74801. Checkbox = 0,
  74802. /**
  74803. * Sliders for numbers
  74804. */
  74805. Slider = 1,
  74806. /**
  74807. * Vector3
  74808. */
  74809. Vector3 = 2,
  74810. /**
  74811. * Quaternions
  74812. */
  74813. Quaternion = 3,
  74814. /**
  74815. * Color3
  74816. */
  74817. Color3 = 4,
  74818. /**
  74819. * String
  74820. */
  74821. String = 5
  74822. }
  74823. /**
  74824. * Interface used to define custom inspectable properties.
  74825. * This interface is used by the inspector to display custom property grids
  74826. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  74827. */
  74828. export interface IInspectable {
  74829. /**
  74830. * Gets the label to display
  74831. */
  74832. label: string;
  74833. /**
  74834. * Gets the name of the property to edit
  74835. */
  74836. propertyName: string;
  74837. /**
  74838. * Gets the type of the editor to use
  74839. */
  74840. type: InspectableType;
  74841. /**
  74842. * Gets the minimum value of the property when using in "slider" mode
  74843. */
  74844. min?: number;
  74845. /**
  74846. * Gets the maximum value of the property when using in "slider" mode
  74847. */
  74848. max?: number;
  74849. /**
  74850. * Gets the setp to use when using in "slider" mode
  74851. */
  74852. step?: number;
  74853. }
  74854. }
  74855. declare module BABYLON {
  74856. /**
  74857. * Class used to provide helper for timing
  74858. */
  74859. export class TimingTools {
  74860. /**
  74861. * Polyfill for setImmediate
  74862. * @param action defines the action to execute after the current execution block
  74863. */
  74864. static SetImmediate(action: () => void): void;
  74865. }
  74866. }
  74867. declare module BABYLON {
  74868. /**
  74869. * Class used to enable instatition of objects by class name
  74870. */
  74871. export class InstantiationTools {
  74872. /**
  74873. * Use this object to register external classes like custom textures or material
  74874. * to allow the laoders to instantiate them
  74875. */
  74876. static RegisteredExternalClasses: {
  74877. [key: string]: Object;
  74878. };
  74879. /**
  74880. * Tries to instantiate a new object from a given class name
  74881. * @param className defines the class name to instantiate
  74882. * @returns the new object or null if the system was not able to do the instantiation
  74883. */
  74884. static Instantiate(className: string): any;
  74885. }
  74886. }
  74887. declare module BABYLON {
  74888. /**
  74889. * Define options used to create a depth texture
  74890. */
  74891. export class DepthTextureCreationOptions {
  74892. /** Specifies whether or not a stencil should be allocated in the texture */
  74893. generateStencil?: boolean;
  74894. /** Specifies whether or not bilinear filtering is enable on the texture */
  74895. bilinearFiltering?: boolean;
  74896. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  74897. comparisonFunction?: number;
  74898. /** Specifies if the created texture is a cube texture */
  74899. isCube?: boolean;
  74900. }
  74901. }
  74902. declare module BABYLON {
  74903. interface ThinEngine {
  74904. /**
  74905. * Creates a depth stencil cube texture.
  74906. * This is only available in WebGL 2.
  74907. * @param size The size of face edge in the cube texture.
  74908. * @param options The options defining the cube texture.
  74909. * @returns The cube texture
  74910. */
  74911. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  74912. /**
  74913. * Creates a cube texture
  74914. * @param rootUrl defines the url where the files to load is located
  74915. * @param scene defines the current scene
  74916. * @param files defines the list of files to load (1 per face)
  74917. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  74918. * @param onLoad defines an optional callback raised when the texture is loaded
  74919. * @param onError defines an optional callback raised if there is an issue to load the texture
  74920. * @param format defines the format of the data
  74921. * @param forcedExtension defines the extension to use to pick the right loader
  74922. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  74923. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  74924. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  74925. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  74926. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  74927. * @returns the cube texture as an InternalTexture
  74928. */
  74929. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  74930. /**
  74931. * Creates a cube texture
  74932. * @param rootUrl defines the url where the files to load is located
  74933. * @param scene defines the current scene
  74934. * @param files defines the list of files to load (1 per face)
  74935. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  74936. * @param onLoad defines an optional callback raised when the texture is loaded
  74937. * @param onError defines an optional callback raised if there is an issue to load the texture
  74938. * @param format defines the format of the data
  74939. * @param forcedExtension defines the extension to use to pick the right loader
  74940. * @returns the cube texture as an InternalTexture
  74941. */
  74942. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  74943. /**
  74944. * Creates a cube texture
  74945. * @param rootUrl defines the url where the files to load is located
  74946. * @param scene defines the current scene
  74947. * @param files defines the list of files to load (1 per face)
  74948. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  74949. * @param onLoad defines an optional callback raised when the texture is loaded
  74950. * @param onError defines an optional callback raised if there is an issue to load the texture
  74951. * @param format defines the format of the data
  74952. * @param forcedExtension defines the extension to use to pick the right loader
  74953. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  74954. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  74955. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  74956. * @returns the cube texture as an InternalTexture
  74957. */
  74958. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  74959. /** @hidden */
  74960. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  74961. /** @hidden */
  74962. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  74963. /** @hidden */
  74964. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  74965. /** @hidden */
  74966. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  74967. /**
  74968. * @hidden
  74969. */
  74970. _setCubeMapTextureParams(loadMipmap: boolean): void;
  74971. }
  74972. }
  74973. declare module BABYLON {
  74974. /**
  74975. * Class for creating a cube texture
  74976. */
  74977. export class CubeTexture extends BaseTexture {
  74978. private _delayedOnLoad;
  74979. /**
  74980. * The url of the texture
  74981. */
  74982. url: string;
  74983. /**
  74984. * Gets or sets the center of the bounding box associated with the cube texture.
  74985. * It must define where the camera used to render the texture was set
  74986. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  74987. */
  74988. boundingBoxPosition: Vector3;
  74989. private _boundingBoxSize;
  74990. /**
  74991. * Gets or sets the size of the bounding box associated with the cube texture
  74992. * When defined, the cubemap will switch to local mode
  74993. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  74994. * @example https://www.babylonjs-playground.com/#RNASML
  74995. */
  74996. /**
  74997. * Returns the bounding box size
  74998. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  74999. */
  75000. boundingBoxSize: Vector3;
  75001. protected _rotationY: number;
  75002. /**
  75003. * Sets texture matrix rotation angle around Y axis in radians.
  75004. */
  75005. /**
  75006. * Gets texture matrix rotation angle around Y axis radians.
  75007. */
  75008. rotationY: number;
  75009. /**
  75010. * Are mip maps generated for this texture or not.
  75011. */
  75012. readonly noMipmap: boolean;
  75013. private _noMipmap;
  75014. private _files;
  75015. protected _forcedExtension: Nullable<string>;
  75016. private _extensions;
  75017. private _textureMatrix;
  75018. private _format;
  75019. private _createPolynomials;
  75020. /** @hidden */
  75021. _prefiltered: boolean;
  75022. /**
  75023. * Creates a cube texture from an array of image urls
  75024. * @param files defines an array of image urls
  75025. * @param scene defines the hosting scene
  75026. * @param noMipmap specifies if mip maps are not used
  75027. * @returns a cube texture
  75028. */
  75029. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75030. /**
  75031. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75032. * @param url defines the url of the prefiltered texture
  75033. * @param scene defines the scene the texture is attached to
  75034. * @param forcedExtension defines the extension of the file if different from the url
  75035. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75036. * @return the prefiltered texture
  75037. */
  75038. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75039. /**
  75040. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75041. * as prefiltered data.
  75042. * @param rootUrl defines the url of the texture or the root name of the six images
  75043. * @param scene defines the scene the texture is attached to
  75044. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75045. * @param noMipmap defines if mipmaps should be created or not
  75046. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75047. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75048. * @param onError defines a callback triggered in case of error during load
  75049. * @param format defines the internal format to use for the texture once loaded
  75050. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75051. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75052. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75053. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75054. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75055. * @return the cube texture
  75056. */
  75057. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  75058. /**
  75059. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75060. */
  75061. readonly isPrefiltered: boolean;
  75062. /**
  75063. * Get the current class name of the texture useful for serialization or dynamic coding.
  75064. * @returns "CubeTexture"
  75065. */
  75066. getClassName(): string;
  75067. /**
  75068. * Update the url (and optional buffer) of this texture if url was null during construction.
  75069. * @param url the url of the texture
  75070. * @param forcedExtension defines the extension to use
  75071. * @param onLoad callback called when the texture is loaded (defaults to null)
  75072. */
  75073. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75074. /**
  75075. * Delays loading of the cube texture
  75076. * @param forcedExtension defines the extension to use
  75077. */
  75078. delayLoad(forcedExtension?: string): void;
  75079. /**
  75080. * Returns the reflection texture matrix
  75081. * @returns the reflection texture matrix
  75082. */
  75083. getReflectionTextureMatrix(): Matrix;
  75084. /**
  75085. * Sets the reflection texture matrix
  75086. * @param value Reflection texture matrix
  75087. */
  75088. setReflectionTextureMatrix(value: Matrix): void;
  75089. /**
  75090. * Parses text to create a cube texture
  75091. * @param parsedTexture define the serialized text to read from
  75092. * @param scene defines the hosting scene
  75093. * @param rootUrl defines the root url of the cube texture
  75094. * @returns a cube texture
  75095. */
  75096. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75097. /**
  75098. * Makes a clone, or deep copy, of the cube texture
  75099. * @returns a new cube texture
  75100. */
  75101. clone(): CubeTexture;
  75102. }
  75103. }
  75104. declare module BABYLON {
  75105. /**
  75106. * Manages the defines for the Material
  75107. */
  75108. export class MaterialDefines {
  75109. /** @hidden */
  75110. protected _keys: string[];
  75111. private _isDirty;
  75112. /** @hidden */
  75113. _renderId: number;
  75114. /** @hidden */
  75115. _areLightsDirty: boolean;
  75116. /** @hidden */
  75117. _areLightsDisposed: boolean;
  75118. /** @hidden */
  75119. _areAttributesDirty: boolean;
  75120. /** @hidden */
  75121. _areTexturesDirty: boolean;
  75122. /** @hidden */
  75123. _areFresnelDirty: boolean;
  75124. /** @hidden */
  75125. _areMiscDirty: boolean;
  75126. /** @hidden */
  75127. _areImageProcessingDirty: boolean;
  75128. /** @hidden */
  75129. _normals: boolean;
  75130. /** @hidden */
  75131. _uvs: boolean;
  75132. /** @hidden */
  75133. _needNormals: boolean;
  75134. /** @hidden */
  75135. _needUVs: boolean;
  75136. [id: string]: any;
  75137. /**
  75138. * Specifies if the material needs to be re-calculated
  75139. */
  75140. readonly isDirty: boolean;
  75141. /**
  75142. * Marks the material to indicate that it has been re-calculated
  75143. */
  75144. markAsProcessed(): void;
  75145. /**
  75146. * Marks the material to indicate that it needs to be re-calculated
  75147. */
  75148. markAsUnprocessed(): void;
  75149. /**
  75150. * Marks the material to indicate all of its defines need to be re-calculated
  75151. */
  75152. markAllAsDirty(): void;
  75153. /**
  75154. * Marks the material to indicate that image processing needs to be re-calculated
  75155. */
  75156. markAsImageProcessingDirty(): void;
  75157. /**
  75158. * Marks the material to indicate the lights need to be re-calculated
  75159. * @param disposed Defines whether the light is dirty due to dispose or not
  75160. */
  75161. markAsLightDirty(disposed?: boolean): void;
  75162. /**
  75163. * Marks the attribute state as changed
  75164. */
  75165. markAsAttributesDirty(): void;
  75166. /**
  75167. * Marks the texture state as changed
  75168. */
  75169. markAsTexturesDirty(): void;
  75170. /**
  75171. * Marks the fresnel state as changed
  75172. */
  75173. markAsFresnelDirty(): void;
  75174. /**
  75175. * Marks the misc state as changed
  75176. */
  75177. markAsMiscDirty(): void;
  75178. /**
  75179. * Rebuilds the material defines
  75180. */
  75181. rebuild(): void;
  75182. /**
  75183. * Specifies if two material defines are equal
  75184. * @param other - A material define instance to compare to
  75185. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75186. */
  75187. isEqual(other: MaterialDefines): boolean;
  75188. /**
  75189. * Clones this instance's defines to another instance
  75190. * @param other - material defines to clone values to
  75191. */
  75192. cloneTo(other: MaterialDefines): void;
  75193. /**
  75194. * Resets the material define values
  75195. */
  75196. reset(): void;
  75197. /**
  75198. * Converts the material define values to a string
  75199. * @returns - String of material define information
  75200. */
  75201. toString(): string;
  75202. }
  75203. }
  75204. declare module BABYLON {
  75205. /**
  75206. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75207. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75208. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  75209. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75210. */
  75211. export class ColorCurves {
  75212. private _dirty;
  75213. private _tempColor;
  75214. private _globalCurve;
  75215. private _highlightsCurve;
  75216. private _midtonesCurve;
  75217. private _shadowsCurve;
  75218. private _positiveCurve;
  75219. private _negativeCurve;
  75220. private _globalHue;
  75221. private _globalDensity;
  75222. private _globalSaturation;
  75223. private _globalExposure;
  75224. /**
  75225. * Gets the global Hue value.
  75226. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75227. */
  75228. /**
  75229. * Sets the global Hue value.
  75230. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75231. */
  75232. globalHue: number;
  75233. /**
  75234. * Gets the global Density value.
  75235. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75236. * Values less than zero provide a filter of opposite hue.
  75237. */
  75238. /**
  75239. * Sets the global Density value.
  75240. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75241. * Values less than zero provide a filter of opposite hue.
  75242. */
  75243. globalDensity: number;
  75244. /**
  75245. * Gets the global Saturation value.
  75246. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75247. */
  75248. /**
  75249. * Sets the global Saturation value.
  75250. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75251. */
  75252. globalSaturation: number;
  75253. /**
  75254. * Gets the global Exposure value.
  75255. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75256. */
  75257. /**
  75258. * Sets the global Exposure value.
  75259. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75260. */
  75261. globalExposure: number;
  75262. private _highlightsHue;
  75263. private _highlightsDensity;
  75264. private _highlightsSaturation;
  75265. private _highlightsExposure;
  75266. /**
  75267. * Gets the highlights Hue value.
  75268. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75269. */
  75270. /**
  75271. * Sets the highlights Hue value.
  75272. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75273. */
  75274. highlightsHue: number;
  75275. /**
  75276. * Gets the highlights Density value.
  75277. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75278. * Values less than zero provide a filter of opposite hue.
  75279. */
  75280. /**
  75281. * Sets the highlights Density value.
  75282. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75283. * Values less than zero provide a filter of opposite hue.
  75284. */
  75285. highlightsDensity: number;
  75286. /**
  75287. * Gets the highlights Saturation value.
  75288. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75289. */
  75290. /**
  75291. * Sets the highlights Saturation value.
  75292. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75293. */
  75294. highlightsSaturation: number;
  75295. /**
  75296. * Gets the highlights Exposure value.
  75297. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75298. */
  75299. /**
  75300. * Sets the highlights Exposure value.
  75301. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75302. */
  75303. highlightsExposure: number;
  75304. private _midtonesHue;
  75305. private _midtonesDensity;
  75306. private _midtonesSaturation;
  75307. private _midtonesExposure;
  75308. /**
  75309. * Gets the midtones Hue value.
  75310. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75311. */
  75312. /**
  75313. * Sets the midtones Hue value.
  75314. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75315. */
  75316. midtonesHue: number;
  75317. /**
  75318. * Gets the midtones Density value.
  75319. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75320. * Values less than zero provide a filter of opposite hue.
  75321. */
  75322. /**
  75323. * Sets the midtones Density value.
  75324. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75325. * Values less than zero provide a filter of opposite hue.
  75326. */
  75327. midtonesDensity: number;
  75328. /**
  75329. * Gets the midtones Saturation value.
  75330. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75331. */
  75332. /**
  75333. * Sets the midtones Saturation value.
  75334. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75335. */
  75336. midtonesSaturation: number;
  75337. /**
  75338. * Gets the midtones Exposure value.
  75339. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75340. */
  75341. /**
  75342. * Sets the midtones Exposure value.
  75343. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75344. */
  75345. midtonesExposure: number;
  75346. private _shadowsHue;
  75347. private _shadowsDensity;
  75348. private _shadowsSaturation;
  75349. private _shadowsExposure;
  75350. /**
  75351. * Gets the shadows Hue value.
  75352. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75353. */
  75354. /**
  75355. * Sets the shadows Hue value.
  75356. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  75357. */
  75358. shadowsHue: number;
  75359. /**
  75360. * Gets the shadows Density value.
  75361. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75362. * Values less than zero provide a filter of opposite hue.
  75363. */
  75364. /**
  75365. * Sets the shadows Density value.
  75366. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  75367. * Values less than zero provide a filter of opposite hue.
  75368. */
  75369. shadowsDensity: number;
  75370. /**
  75371. * Gets the shadows Saturation value.
  75372. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75373. */
  75374. /**
  75375. * Sets the shadows Saturation value.
  75376. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  75377. */
  75378. shadowsSaturation: number;
  75379. /**
  75380. * Gets the shadows Exposure value.
  75381. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75382. */
  75383. /**
  75384. * Sets the shadows Exposure value.
  75385. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  75386. */
  75387. shadowsExposure: number;
  75388. /**
  75389. * Returns the class name
  75390. * @returns The class name
  75391. */
  75392. getClassName(): string;
  75393. /**
  75394. * Binds the color curves to the shader.
  75395. * @param colorCurves The color curve to bind
  75396. * @param effect The effect to bind to
  75397. * @param positiveUniform The positive uniform shader parameter
  75398. * @param neutralUniform The neutral uniform shader parameter
  75399. * @param negativeUniform The negative uniform shader parameter
  75400. */
  75401. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75402. /**
  75403. * Prepare the list of uniforms associated with the ColorCurves effects.
  75404. * @param uniformsList The list of uniforms used in the effect
  75405. */
  75406. static PrepareUniforms(uniformsList: string[]): void;
  75407. /**
  75408. * Returns color grading data based on a hue, density, saturation and exposure value.
  75409. * @param filterHue The hue of the color filter.
  75410. * @param filterDensity The density of the color filter.
  75411. * @param saturation The saturation.
  75412. * @param exposure The exposure.
  75413. * @param result The result data container.
  75414. */
  75415. private getColorGradingDataToRef;
  75416. /**
  75417. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75418. * @param value The input slider value in range [-100,100].
  75419. * @returns Adjusted value.
  75420. */
  75421. private static applyColorGradingSliderNonlinear;
  75422. /**
  75423. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75424. * @param hue The hue (H) input.
  75425. * @param saturation The saturation (S) input.
  75426. * @param brightness The brightness (B) input.
  75427. * @result An RGBA color represented as Vector4.
  75428. */
  75429. private static fromHSBToRef;
  75430. /**
  75431. * Returns a value clamped between min and max
  75432. * @param value The value to clamp
  75433. * @param min The minimum of value
  75434. * @param max The maximum of value
  75435. * @returns The clamped value.
  75436. */
  75437. private static clamp;
  75438. /**
  75439. * Clones the current color curve instance.
  75440. * @return The cloned curves
  75441. */
  75442. clone(): ColorCurves;
  75443. /**
  75444. * Serializes the current color curve instance to a json representation.
  75445. * @return a JSON representation
  75446. */
  75447. serialize(): any;
  75448. /**
  75449. * Parses the color curve from a json representation.
  75450. * @param source the JSON source to parse
  75451. * @return The parsed curves
  75452. */
  75453. static Parse(source: any): ColorCurves;
  75454. }
  75455. }
  75456. declare module BABYLON {
  75457. /**
  75458. * Interface to follow in your material defines to integrate easily the
  75459. * Image proccessing functions.
  75460. * @hidden
  75461. */
  75462. export interface IImageProcessingConfigurationDefines {
  75463. IMAGEPROCESSING: boolean;
  75464. VIGNETTE: boolean;
  75465. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75466. VIGNETTEBLENDMODEOPAQUE: boolean;
  75467. TONEMAPPING: boolean;
  75468. TONEMAPPING_ACES: boolean;
  75469. CONTRAST: boolean;
  75470. EXPOSURE: boolean;
  75471. COLORCURVES: boolean;
  75472. COLORGRADING: boolean;
  75473. COLORGRADING3D: boolean;
  75474. SAMPLER3DGREENDEPTH: boolean;
  75475. SAMPLER3DBGRMAP: boolean;
  75476. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75477. }
  75478. /**
  75479. * @hidden
  75480. */
  75481. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  75482. IMAGEPROCESSING: boolean;
  75483. VIGNETTE: boolean;
  75484. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75485. VIGNETTEBLENDMODEOPAQUE: boolean;
  75486. TONEMAPPING: boolean;
  75487. TONEMAPPING_ACES: boolean;
  75488. CONTRAST: boolean;
  75489. COLORCURVES: boolean;
  75490. COLORGRADING: boolean;
  75491. COLORGRADING3D: boolean;
  75492. SAMPLER3DGREENDEPTH: boolean;
  75493. SAMPLER3DBGRMAP: boolean;
  75494. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75495. EXPOSURE: boolean;
  75496. constructor();
  75497. }
  75498. /**
  75499. * This groups together the common properties used for image processing either in direct forward pass
  75500. * or through post processing effect depending on the use of the image processing pipeline in your scene
  75501. * or not.
  75502. */
  75503. export class ImageProcessingConfiguration {
  75504. /**
  75505. * Default tone mapping applied in BabylonJS.
  75506. */
  75507. static readonly TONEMAPPING_STANDARD: number;
  75508. /**
  75509. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  75510. * to other engines rendering to increase portability.
  75511. */
  75512. static readonly TONEMAPPING_ACES: number;
  75513. /**
  75514. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  75515. */
  75516. colorCurves: Nullable<ColorCurves>;
  75517. private _colorCurvesEnabled;
  75518. /**
  75519. * Gets wether the color curves effect is enabled.
  75520. */
  75521. /**
  75522. * Sets wether the color curves effect is enabled.
  75523. */
  75524. colorCurvesEnabled: boolean;
  75525. private _colorGradingTexture;
  75526. /**
  75527. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75528. */
  75529. /**
  75530. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75531. */
  75532. colorGradingTexture: Nullable<BaseTexture>;
  75533. private _colorGradingEnabled;
  75534. /**
  75535. * Gets wether the color grading effect is enabled.
  75536. */
  75537. /**
  75538. * Sets wether the color grading effect is enabled.
  75539. */
  75540. colorGradingEnabled: boolean;
  75541. private _colorGradingWithGreenDepth;
  75542. /**
  75543. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  75544. */
  75545. /**
  75546. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  75547. */
  75548. colorGradingWithGreenDepth: boolean;
  75549. private _colorGradingBGR;
  75550. /**
  75551. * Gets wether the color grading texture contains BGR values.
  75552. */
  75553. /**
  75554. * Sets wether the color grading texture contains BGR values.
  75555. */
  75556. colorGradingBGR: boolean;
  75557. /** @hidden */
  75558. _exposure: number;
  75559. /**
  75560. * Gets the Exposure used in the effect.
  75561. */
  75562. /**
  75563. * Sets the Exposure used in the effect.
  75564. */
  75565. exposure: number;
  75566. private _toneMappingEnabled;
  75567. /**
  75568. * Gets wether the tone mapping effect is enabled.
  75569. */
  75570. /**
  75571. * Sets wether the tone mapping effect is enabled.
  75572. */
  75573. toneMappingEnabled: boolean;
  75574. private _toneMappingType;
  75575. /**
  75576. * Gets the type of tone mapping effect.
  75577. */
  75578. /**
  75579. * Sets the type of tone mapping effect used in BabylonJS.
  75580. */
  75581. toneMappingType: number;
  75582. protected _contrast: number;
  75583. /**
  75584. * Gets the contrast used in the effect.
  75585. */
  75586. /**
  75587. * Sets the contrast used in the effect.
  75588. */
  75589. contrast: number;
  75590. /**
  75591. * Vignette stretch size.
  75592. */
  75593. vignetteStretch: number;
  75594. /**
  75595. * Vignette centre X Offset.
  75596. */
  75597. vignetteCentreX: number;
  75598. /**
  75599. * Vignette centre Y Offset.
  75600. */
  75601. vignetteCentreY: number;
  75602. /**
  75603. * Vignette weight or intensity of the vignette effect.
  75604. */
  75605. vignetteWeight: number;
  75606. /**
  75607. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  75608. * if vignetteEnabled is set to true.
  75609. */
  75610. vignetteColor: Color4;
  75611. /**
  75612. * Camera field of view used by the Vignette effect.
  75613. */
  75614. vignetteCameraFov: number;
  75615. private _vignetteBlendMode;
  75616. /**
  75617. * Gets the vignette blend mode allowing different kind of effect.
  75618. */
  75619. /**
  75620. * Sets the vignette blend mode allowing different kind of effect.
  75621. */
  75622. vignetteBlendMode: number;
  75623. private _vignetteEnabled;
  75624. /**
  75625. * Gets wether the vignette effect is enabled.
  75626. */
  75627. /**
  75628. * Sets wether the vignette effect is enabled.
  75629. */
  75630. vignetteEnabled: boolean;
  75631. private _applyByPostProcess;
  75632. /**
  75633. * Gets wether the image processing is applied through a post process or not.
  75634. */
  75635. /**
  75636. * Sets wether the image processing is applied through a post process or not.
  75637. */
  75638. applyByPostProcess: boolean;
  75639. private _isEnabled;
  75640. /**
  75641. * Gets wether the image processing is enabled or not.
  75642. */
  75643. /**
  75644. * Sets wether the image processing is enabled or not.
  75645. */
  75646. isEnabled: boolean;
  75647. /**
  75648. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  75649. */
  75650. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  75651. /**
  75652. * Method called each time the image processing information changes requires to recompile the effect.
  75653. */
  75654. protected _updateParameters(): void;
  75655. /**
  75656. * Gets the current class name.
  75657. * @return "ImageProcessingConfiguration"
  75658. */
  75659. getClassName(): string;
  75660. /**
  75661. * Prepare the list of uniforms associated with the Image Processing effects.
  75662. * @param uniforms The list of uniforms used in the effect
  75663. * @param defines the list of defines currently in use
  75664. */
  75665. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  75666. /**
  75667. * Prepare the list of samplers associated with the Image Processing effects.
  75668. * @param samplersList The list of uniforms used in the effect
  75669. * @param defines the list of defines currently in use
  75670. */
  75671. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  75672. /**
  75673. * Prepare the list of defines associated to the shader.
  75674. * @param defines the list of defines to complete
  75675. * @param forPostProcess Define if we are currently in post process mode or not
  75676. */
  75677. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  75678. /**
  75679. * Returns true if all the image processing information are ready.
  75680. * @returns True if ready, otherwise, false
  75681. */
  75682. isReady(): boolean;
  75683. /**
  75684. * Binds the image processing to the shader.
  75685. * @param effect The effect to bind to
  75686. * @param aspectRatio Define the current aspect ratio of the effect
  75687. */
  75688. bind(effect: Effect, aspectRatio?: number): void;
  75689. /**
  75690. * Clones the current image processing instance.
  75691. * @return The cloned image processing
  75692. */
  75693. clone(): ImageProcessingConfiguration;
  75694. /**
  75695. * Serializes the current image processing instance to a json representation.
  75696. * @return a JSON representation
  75697. */
  75698. serialize(): any;
  75699. /**
  75700. * Parses the image processing from a json representation.
  75701. * @param source the JSON source to parse
  75702. * @return The parsed image processing
  75703. */
  75704. static Parse(source: any): ImageProcessingConfiguration;
  75705. private static _VIGNETTEMODE_MULTIPLY;
  75706. private static _VIGNETTEMODE_OPAQUE;
  75707. /**
  75708. * Used to apply the vignette as a mix with the pixel color.
  75709. */
  75710. static readonly VIGNETTEMODE_MULTIPLY: number;
  75711. /**
  75712. * Used to apply the vignette as a replacement of the pixel color.
  75713. */
  75714. static readonly VIGNETTEMODE_OPAQUE: number;
  75715. }
  75716. }
  75717. declare module BABYLON {
  75718. /** @hidden */
  75719. export var postprocessVertexShader: {
  75720. name: string;
  75721. shader: string;
  75722. };
  75723. }
  75724. declare module BABYLON {
  75725. interface ThinEngine {
  75726. /**
  75727. * Creates a new render target texture
  75728. * @param size defines the size of the texture
  75729. * @param options defines the options used to create the texture
  75730. * @returns a new render target texture stored in an InternalTexture
  75731. */
  75732. createRenderTargetTexture(size: number | {
  75733. width: number;
  75734. height: number;
  75735. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  75736. /**
  75737. * Creates a depth stencil texture.
  75738. * This is only available in WebGL 2 or with the depth texture extension available.
  75739. * @param size The size of face edge in the texture.
  75740. * @param options The options defining the texture.
  75741. * @returns The texture
  75742. */
  75743. createDepthStencilTexture(size: number | {
  75744. width: number;
  75745. height: number;
  75746. }, options: DepthTextureCreationOptions): InternalTexture;
  75747. /** @hidden */
  75748. _createDepthStencilTexture(size: number | {
  75749. width: number;
  75750. height: number;
  75751. }, options: DepthTextureCreationOptions): InternalTexture;
  75752. }
  75753. }
  75754. declare module BABYLON {
  75755. /** Defines supported spaces */
  75756. export enum Space {
  75757. /** Local (object) space */
  75758. LOCAL = 0,
  75759. /** World space */
  75760. WORLD = 1,
  75761. /** Bone space */
  75762. BONE = 2
  75763. }
  75764. /** Defines the 3 main axes */
  75765. export class Axis {
  75766. /** X axis */
  75767. static X: Vector3;
  75768. /** Y axis */
  75769. static Y: Vector3;
  75770. /** Z axis */
  75771. static Z: Vector3;
  75772. }
  75773. }
  75774. declare module BABYLON {
  75775. /**
  75776. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  75777. * This is the base of the follow, arc rotate cameras and Free camera
  75778. * @see http://doc.babylonjs.com/features/cameras
  75779. */
  75780. export class TargetCamera extends Camera {
  75781. private static _RigCamTransformMatrix;
  75782. private static _TargetTransformMatrix;
  75783. private static _TargetFocalPoint;
  75784. /**
  75785. * Define the current direction the camera is moving to
  75786. */
  75787. cameraDirection: Vector3;
  75788. /**
  75789. * Define the current rotation the camera is rotating to
  75790. */
  75791. cameraRotation: Vector2;
  75792. /**
  75793. * When set, the up vector of the camera will be updated by the rotation of the camera
  75794. */
  75795. updateUpVectorFromRotation: boolean;
  75796. private _tmpQuaternion;
  75797. /**
  75798. * Define the current rotation of the camera
  75799. */
  75800. rotation: Vector3;
  75801. /**
  75802. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  75803. */
  75804. rotationQuaternion: Quaternion;
  75805. /**
  75806. * Define the current speed of the camera
  75807. */
  75808. speed: number;
  75809. /**
  75810. * Add cconstraint to the camera to prevent it to move freely in all directions and
  75811. * around all axis.
  75812. */
  75813. noRotationConstraint: boolean;
  75814. /**
  75815. * Define the current target of the camera as an object or a position.
  75816. */
  75817. lockedTarget: any;
  75818. /** @hidden */
  75819. _currentTarget: Vector3;
  75820. /** @hidden */
  75821. _initialFocalDistance: number;
  75822. /** @hidden */
  75823. _viewMatrix: Matrix;
  75824. /** @hidden */
  75825. _camMatrix: Matrix;
  75826. /** @hidden */
  75827. _cameraTransformMatrix: Matrix;
  75828. /** @hidden */
  75829. _cameraRotationMatrix: Matrix;
  75830. /** @hidden */
  75831. _referencePoint: Vector3;
  75832. /** @hidden */
  75833. _transformedReferencePoint: Vector3;
  75834. protected _globalCurrentTarget: Vector3;
  75835. protected _globalCurrentUpVector: Vector3;
  75836. /** @hidden */
  75837. _reset: () => void;
  75838. private _defaultUp;
  75839. /**
  75840. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  75841. * This is the base of the follow, arc rotate cameras and Free camera
  75842. * @see http://doc.babylonjs.com/features/cameras
  75843. * @param name Defines the name of the camera in the scene
  75844. * @param position Defines the start position of the camera in the scene
  75845. * @param scene Defines the scene the camera belongs to
  75846. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75847. */
  75848. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75849. /**
  75850. * Gets the position in front of the camera at a given distance.
  75851. * @param distance The distance from the camera we want the position to be
  75852. * @returns the position
  75853. */
  75854. getFrontPosition(distance: number): Vector3;
  75855. /** @hidden */
  75856. _getLockedTargetPosition(): Nullable<Vector3>;
  75857. private _storedPosition;
  75858. private _storedRotation;
  75859. private _storedRotationQuaternion;
  75860. /**
  75861. * Store current camera state of the camera (fov, position, rotation, etc..)
  75862. * @returns the camera
  75863. */
  75864. storeState(): Camera;
  75865. /**
  75866. * Restored camera state. You must call storeState() first
  75867. * @returns whether it was successful or not
  75868. * @hidden
  75869. */
  75870. _restoreStateValues(): boolean;
  75871. /** @hidden */
  75872. _initCache(): void;
  75873. /** @hidden */
  75874. _updateCache(ignoreParentClass?: boolean): void;
  75875. /** @hidden */
  75876. _isSynchronizedViewMatrix(): boolean;
  75877. /** @hidden */
  75878. _computeLocalCameraSpeed(): number;
  75879. /**
  75880. * Defines the target the camera should look at.
  75881. * @param target Defines the new target as a Vector or a mesh
  75882. */
  75883. setTarget(target: Vector3): void;
  75884. /**
  75885. * Return the current target position of the camera. This value is expressed in local space.
  75886. * @returns the target position
  75887. */
  75888. getTarget(): Vector3;
  75889. /** @hidden */
  75890. _decideIfNeedsToMove(): boolean;
  75891. /** @hidden */
  75892. _updatePosition(): void;
  75893. /** @hidden */
  75894. _checkInputs(): void;
  75895. protected _updateCameraRotationMatrix(): void;
  75896. /**
  75897. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  75898. * @returns the current camera
  75899. */
  75900. private _rotateUpVectorWithCameraRotationMatrix;
  75901. private _cachedRotationZ;
  75902. private _cachedQuaternionRotationZ;
  75903. /** @hidden */
  75904. _getViewMatrix(): Matrix;
  75905. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  75906. /**
  75907. * @hidden
  75908. */
  75909. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  75910. /**
  75911. * @hidden
  75912. */
  75913. _updateRigCameras(): void;
  75914. private _getRigCamPositionAndTarget;
  75915. /**
  75916. * Gets the current object class name.
  75917. * @return the class name
  75918. */
  75919. getClassName(): string;
  75920. }
  75921. }
  75922. declare module BABYLON {
  75923. /**
  75924. * Gather the list of keyboard event types as constants.
  75925. */
  75926. export class KeyboardEventTypes {
  75927. /**
  75928. * The keydown event is fired when a key becomes active (pressed).
  75929. */
  75930. static readonly KEYDOWN: number;
  75931. /**
  75932. * The keyup event is fired when a key has been released.
  75933. */
  75934. static readonly KEYUP: number;
  75935. }
  75936. /**
  75937. * This class is used to store keyboard related info for the onKeyboardObservable event.
  75938. */
  75939. export class KeyboardInfo {
  75940. /**
  75941. * Defines the type of event (KeyboardEventTypes)
  75942. */
  75943. type: number;
  75944. /**
  75945. * Defines the related dom event
  75946. */
  75947. event: KeyboardEvent;
  75948. /**
  75949. * Instantiates a new keyboard info.
  75950. * This class is used to store keyboard related info for the onKeyboardObservable event.
  75951. * @param type Defines the type of event (KeyboardEventTypes)
  75952. * @param event Defines the related dom event
  75953. */
  75954. constructor(
  75955. /**
  75956. * Defines the type of event (KeyboardEventTypes)
  75957. */
  75958. type: number,
  75959. /**
  75960. * Defines the related dom event
  75961. */
  75962. event: KeyboardEvent);
  75963. }
  75964. /**
  75965. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  75966. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  75967. */
  75968. export class KeyboardInfoPre extends KeyboardInfo {
  75969. /**
  75970. * Defines the type of event (KeyboardEventTypes)
  75971. */
  75972. type: number;
  75973. /**
  75974. * Defines the related dom event
  75975. */
  75976. event: KeyboardEvent;
  75977. /**
  75978. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  75979. */
  75980. skipOnPointerObservable: boolean;
  75981. /**
  75982. * Instantiates a new keyboard pre info.
  75983. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  75984. * @param type Defines the type of event (KeyboardEventTypes)
  75985. * @param event Defines the related dom event
  75986. */
  75987. constructor(
  75988. /**
  75989. * Defines the type of event (KeyboardEventTypes)
  75990. */
  75991. type: number,
  75992. /**
  75993. * Defines the related dom event
  75994. */
  75995. event: KeyboardEvent);
  75996. }
  75997. }
  75998. declare module BABYLON {
  75999. /**
  76000. * Manage the keyboard inputs to control the movement of a free camera.
  76001. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76002. */
  76003. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76004. /**
  76005. * Defines the camera the input is attached to.
  76006. */
  76007. camera: FreeCamera;
  76008. /**
  76009. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76010. */
  76011. keysUp: number[];
  76012. /**
  76013. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76014. */
  76015. keysDown: number[];
  76016. /**
  76017. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76018. */
  76019. keysLeft: number[];
  76020. /**
  76021. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76022. */
  76023. keysRight: number[];
  76024. private _keys;
  76025. private _onCanvasBlurObserver;
  76026. private _onKeyboardObserver;
  76027. private _engine;
  76028. private _scene;
  76029. /**
  76030. * Attach the input controls to a specific dom element to get the input from.
  76031. * @param element Defines the element the controls should be listened from
  76032. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76033. */
  76034. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76035. /**
  76036. * Detach the current controls from the specified dom element.
  76037. * @param element Defines the element to stop listening the inputs from
  76038. */
  76039. detachControl(element: Nullable<HTMLElement>): void;
  76040. /**
  76041. * Update the current camera state depending on the inputs that have been used this frame.
  76042. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76043. */
  76044. checkInputs(): void;
  76045. /**
  76046. * Gets the class name of the current intput.
  76047. * @returns the class name
  76048. */
  76049. getClassName(): string;
  76050. /** @hidden */
  76051. _onLostFocus(): void;
  76052. /**
  76053. * Get the friendly name associated with the input class.
  76054. * @returns the input friendly name
  76055. */
  76056. getSimpleName(): string;
  76057. }
  76058. }
  76059. declare module BABYLON {
  76060. /**
  76061. * Interface describing all the common properties and methods a shadow light needs to implement.
  76062. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76063. * as well as binding the different shadow properties to the effects.
  76064. */
  76065. export interface IShadowLight extends Light {
  76066. /**
  76067. * The light id in the scene (used in scene.findLighById for instance)
  76068. */
  76069. id: string;
  76070. /**
  76071. * The position the shdow will be casted from.
  76072. */
  76073. position: Vector3;
  76074. /**
  76075. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76076. */
  76077. direction: Vector3;
  76078. /**
  76079. * The transformed position. Position of the light in world space taking parenting in account.
  76080. */
  76081. transformedPosition: Vector3;
  76082. /**
  76083. * The transformed direction. Direction of the light in world space taking parenting in account.
  76084. */
  76085. transformedDirection: Vector3;
  76086. /**
  76087. * The friendly name of the light in the scene.
  76088. */
  76089. name: string;
  76090. /**
  76091. * Defines the shadow projection clipping minimum z value.
  76092. */
  76093. shadowMinZ: number;
  76094. /**
  76095. * Defines the shadow projection clipping maximum z value.
  76096. */
  76097. shadowMaxZ: number;
  76098. /**
  76099. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76100. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76101. */
  76102. computeTransformedInformation(): boolean;
  76103. /**
  76104. * Gets the scene the light belongs to.
  76105. * @returns The scene
  76106. */
  76107. getScene(): Scene;
  76108. /**
  76109. * Callback defining a custom Projection Matrix Builder.
  76110. * This can be used to override the default projection matrix computation.
  76111. */
  76112. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76113. /**
  76114. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76115. * @param matrix The materix to updated with the projection information
  76116. * @param viewMatrix The transform matrix of the light
  76117. * @param renderList The list of mesh to render in the map
  76118. * @returns The current light
  76119. */
  76120. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76121. /**
  76122. * Gets the current depth scale used in ESM.
  76123. * @returns The scale
  76124. */
  76125. getDepthScale(): number;
  76126. /**
  76127. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76128. * @returns true if a cube texture needs to be use
  76129. */
  76130. needCube(): boolean;
  76131. /**
  76132. * Detects if the projection matrix requires to be recomputed this frame.
  76133. * @returns true if it requires to be recomputed otherwise, false.
  76134. */
  76135. needProjectionMatrixCompute(): boolean;
  76136. /**
  76137. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76138. */
  76139. forceProjectionMatrixCompute(): void;
  76140. /**
  76141. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76142. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76143. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76144. */
  76145. getShadowDirection(faceIndex?: number): Vector3;
  76146. /**
  76147. * Gets the minZ used for shadow according to both the scene and the light.
  76148. * @param activeCamera The camera we are returning the min for
  76149. * @returns the depth min z
  76150. */
  76151. getDepthMinZ(activeCamera: Camera): number;
  76152. /**
  76153. * Gets the maxZ used for shadow according to both the scene and the light.
  76154. * @param activeCamera The camera we are returning the max for
  76155. * @returns the depth max z
  76156. */
  76157. getDepthMaxZ(activeCamera: Camera): number;
  76158. }
  76159. /**
  76160. * Base implementation IShadowLight
  76161. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76162. */
  76163. export abstract class ShadowLight extends Light implements IShadowLight {
  76164. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76165. protected _position: Vector3;
  76166. protected _setPosition(value: Vector3): void;
  76167. /**
  76168. * Sets the position the shadow will be casted from. Also use as the light position for both
  76169. * point and spot lights.
  76170. */
  76171. /**
  76172. * Sets the position the shadow will be casted from. Also use as the light position for both
  76173. * point and spot lights.
  76174. */
  76175. position: Vector3;
  76176. protected _direction: Vector3;
  76177. protected _setDirection(value: Vector3): void;
  76178. /**
  76179. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76180. * Also use as the light direction on spot and directional lights.
  76181. */
  76182. /**
  76183. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76184. * Also use as the light direction on spot and directional lights.
  76185. */
  76186. direction: Vector3;
  76187. private _shadowMinZ;
  76188. /**
  76189. * Gets the shadow projection clipping minimum z value.
  76190. */
  76191. /**
  76192. * Sets the shadow projection clipping minimum z value.
  76193. */
  76194. shadowMinZ: number;
  76195. private _shadowMaxZ;
  76196. /**
  76197. * Sets the shadow projection clipping maximum z value.
  76198. */
  76199. /**
  76200. * Gets the shadow projection clipping maximum z value.
  76201. */
  76202. shadowMaxZ: number;
  76203. /**
  76204. * Callback defining a custom Projection Matrix Builder.
  76205. * This can be used to override the default projection matrix computation.
  76206. */
  76207. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76208. /**
  76209. * The transformed position. Position of the light in world space taking parenting in account.
  76210. */
  76211. transformedPosition: Vector3;
  76212. /**
  76213. * The transformed direction. Direction of the light in world space taking parenting in account.
  76214. */
  76215. transformedDirection: Vector3;
  76216. private _needProjectionMatrixCompute;
  76217. /**
  76218. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76219. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76220. */
  76221. computeTransformedInformation(): boolean;
  76222. /**
  76223. * Return the depth scale used for the shadow map.
  76224. * @returns the depth scale.
  76225. */
  76226. getDepthScale(): number;
  76227. /**
  76228. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76229. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76230. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76231. */
  76232. getShadowDirection(faceIndex?: number): Vector3;
  76233. /**
  76234. * Returns the ShadowLight absolute position in the World.
  76235. * @returns the position vector in world space
  76236. */
  76237. getAbsolutePosition(): Vector3;
  76238. /**
  76239. * Sets the ShadowLight direction toward the passed target.
  76240. * @param target The point to target in local space
  76241. * @returns the updated ShadowLight direction
  76242. */
  76243. setDirectionToTarget(target: Vector3): Vector3;
  76244. /**
  76245. * Returns the light rotation in euler definition.
  76246. * @returns the x y z rotation in local space.
  76247. */
  76248. getRotation(): Vector3;
  76249. /**
  76250. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76251. * @returns true if a cube texture needs to be use
  76252. */
  76253. needCube(): boolean;
  76254. /**
  76255. * Detects if the projection matrix requires to be recomputed this frame.
  76256. * @returns true if it requires to be recomputed otherwise, false.
  76257. */
  76258. needProjectionMatrixCompute(): boolean;
  76259. /**
  76260. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76261. */
  76262. forceProjectionMatrixCompute(): void;
  76263. /** @hidden */
  76264. _initCache(): void;
  76265. /** @hidden */
  76266. _isSynchronized(): boolean;
  76267. /**
  76268. * Computes the world matrix of the node
  76269. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76270. * @returns the world matrix
  76271. */
  76272. computeWorldMatrix(force?: boolean): Matrix;
  76273. /**
  76274. * Gets the minZ used for shadow according to both the scene and the light.
  76275. * @param activeCamera The camera we are returning the min for
  76276. * @returns the depth min z
  76277. */
  76278. getDepthMinZ(activeCamera: Camera): number;
  76279. /**
  76280. * Gets the maxZ used for shadow according to both the scene and the light.
  76281. * @param activeCamera The camera we are returning the max for
  76282. * @returns the depth max z
  76283. */
  76284. getDepthMaxZ(activeCamera: Camera): number;
  76285. /**
  76286. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76287. * @param matrix The materix to updated with the projection information
  76288. * @param viewMatrix The transform matrix of the light
  76289. * @param renderList The list of mesh to render in the map
  76290. * @returns The current light
  76291. */
  76292. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76293. }
  76294. }
  76295. declare module BABYLON {
  76296. /**
  76297. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76298. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76299. */
  76300. export class EffectFallbacks implements IEffectFallbacks {
  76301. private _defines;
  76302. private _currentRank;
  76303. private _maxRank;
  76304. private _mesh;
  76305. /**
  76306. * Removes the fallback from the bound mesh.
  76307. */
  76308. unBindMesh(): void;
  76309. /**
  76310. * Adds a fallback on the specified property.
  76311. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76312. * @param define The name of the define in the shader
  76313. */
  76314. addFallback(rank: number, define: string): void;
  76315. /**
  76316. * Sets the mesh to use CPU skinning when needing to fallback.
  76317. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76318. * @param mesh The mesh to use the fallbacks.
  76319. */
  76320. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76321. /**
  76322. * Checks to see if more fallbacks are still availible.
  76323. */
  76324. readonly hasMoreFallbacks: boolean;
  76325. /**
  76326. * Removes the defines that should be removed when falling back.
  76327. * @param currentDefines defines the current define statements for the shader.
  76328. * @param effect defines the current effect we try to compile
  76329. * @returns The resulting defines with defines of the current rank removed.
  76330. */
  76331. reduce(currentDefines: string, effect: Effect): string;
  76332. }
  76333. }
  76334. declare module BABYLON {
  76335. /**
  76336. * "Static Class" containing the most commonly used helper while dealing with material for
  76337. * rendering purpose.
  76338. *
  76339. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76340. *
  76341. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76342. */
  76343. export class MaterialHelper {
  76344. /**
  76345. * Bind the current view position to an effect.
  76346. * @param effect The effect to be bound
  76347. * @param scene The scene the eyes position is used from
  76348. */
  76349. static BindEyePosition(effect: Effect, scene: Scene): void;
  76350. /**
  76351. * Helps preparing the defines values about the UVs in used in the effect.
  76352. * UVs are shared as much as we can accross channels in the shaders.
  76353. * @param texture The texture we are preparing the UVs for
  76354. * @param defines The defines to update
  76355. * @param key The channel key "diffuse", "specular"... used in the shader
  76356. */
  76357. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76358. /**
  76359. * Binds a texture matrix value to its corrsponding uniform
  76360. * @param texture The texture to bind the matrix for
  76361. * @param uniformBuffer The uniform buffer receivin the data
  76362. * @param key The channel key "diffuse", "specular"... used in the shader
  76363. */
  76364. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76365. /**
  76366. * Gets the current status of the fog (should it be enabled?)
  76367. * @param mesh defines the mesh to evaluate for fog support
  76368. * @param scene defines the hosting scene
  76369. * @returns true if fog must be enabled
  76370. */
  76371. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76372. /**
  76373. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76374. * @param mesh defines the current mesh
  76375. * @param scene defines the current scene
  76376. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76377. * @param pointsCloud defines if point cloud rendering has to be turned on
  76378. * @param fogEnabled defines if fog has to be turned on
  76379. * @param alphaTest defines if alpha testing has to be turned on
  76380. * @param defines defines the current list of defines
  76381. */
  76382. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76383. /**
  76384. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76385. * @param scene defines the current scene
  76386. * @param engine defines the current engine
  76387. * @param defines specifies the list of active defines
  76388. * @param useInstances defines if instances have to be turned on
  76389. * @param useClipPlane defines if clip plane have to be turned on
  76390. */
  76391. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76392. /**
  76393. * Prepares the defines for bones
  76394. * @param mesh The mesh containing the geometry data we will draw
  76395. * @param defines The defines to update
  76396. */
  76397. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76398. /**
  76399. * Prepares the defines for morph targets
  76400. * @param mesh The mesh containing the geometry data we will draw
  76401. * @param defines The defines to update
  76402. */
  76403. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76404. /**
  76405. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76406. * @param mesh The mesh containing the geometry data we will draw
  76407. * @param defines The defines to update
  76408. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76409. * @param useBones Precise whether bones should be used or not (override mesh info)
  76410. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76411. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76412. * @returns false if defines are considered not dirty and have not been checked
  76413. */
  76414. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76415. /**
  76416. * Prepares the defines related to multiview
  76417. * @param scene The scene we are intending to draw
  76418. * @param defines The defines to update
  76419. */
  76420. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76421. /**
  76422. * Prepares the defines related to the light information passed in parameter
  76423. * @param scene The scene we are intending to draw
  76424. * @param mesh The mesh the effect is compiling for
  76425. * @param light The light the effect is compiling for
  76426. * @param lightIndex The index of the light
  76427. * @param defines The defines to update
  76428. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76429. * @param state Defines the current state regarding what is needed (normals, etc...)
  76430. */
  76431. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  76432. needNormals: boolean;
  76433. needRebuild: boolean;
  76434. shadowEnabled: boolean;
  76435. specularEnabled: boolean;
  76436. lightmapMode: boolean;
  76437. }): void;
  76438. /**
  76439. * Prepares the defines related to the light information passed in parameter
  76440. * @param scene The scene we are intending to draw
  76441. * @param mesh The mesh the effect is compiling for
  76442. * @param defines The defines to update
  76443. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76444. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  76445. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  76446. * @returns true if normals will be required for the rest of the effect
  76447. */
  76448. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  76449. /**
  76450. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  76451. * @param lightIndex defines the light index
  76452. * @param uniformsList The uniform list
  76453. * @param samplersList The sampler list
  76454. * @param projectedLightTexture defines if projected texture must be used
  76455. * @param uniformBuffersList defines an optional list of uniform buffers
  76456. */
  76457. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  76458. /**
  76459. * Prepares the uniforms and samplers list to be used in the effect
  76460. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  76461. * @param samplersList The sampler list
  76462. * @param defines The defines helping in the list generation
  76463. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  76464. */
  76465. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  76466. /**
  76467. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  76468. * @param defines The defines to update while falling back
  76469. * @param fallbacks The authorized effect fallbacks
  76470. * @param maxSimultaneousLights The maximum number of lights allowed
  76471. * @param rank the current rank of the Effect
  76472. * @returns The newly affected rank
  76473. */
  76474. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  76475. private static _TmpMorphInfluencers;
  76476. /**
  76477. * Prepares the list of attributes required for morph targets according to the effect defines.
  76478. * @param attribs The current list of supported attribs
  76479. * @param mesh The mesh to prepare the morph targets attributes for
  76480. * @param influencers The number of influencers
  76481. */
  76482. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  76483. /**
  76484. * Prepares the list of attributes required for morph targets according to the effect defines.
  76485. * @param attribs The current list of supported attribs
  76486. * @param mesh The mesh to prepare the morph targets attributes for
  76487. * @param defines The current Defines of the effect
  76488. */
  76489. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  76490. /**
  76491. * Prepares the list of attributes required for bones according to the effect defines.
  76492. * @param attribs The current list of supported attribs
  76493. * @param mesh The mesh to prepare the bones attributes for
  76494. * @param defines The current Defines of the effect
  76495. * @param fallbacks The current efffect fallback strategy
  76496. */
  76497. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  76498. /**
  76499. * Check and prepare the list of attributes required for instances according to the effect defines.
  76500. * @param attribs The current list of supported attribs
  76501. * @param defines The current MaterialDefines of the effect
  76502. */
  76503. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  76504. /**
  76505. * Add the list of attributes required for instances to the attribs array.
  76506. * @param attribs The current list of supported attribs
  76507. */
  76508. static PushAttributesForInstances(attribs: string[]): void;
  76509. /**
  76510. * Binds the light information to the effect.
  76511. * @param light The light containing the generator
  76512. * @param effect The effect we are binding the data to
  76513. * @param lightIndex The light index in the effect used to render
  76514. */
  76515. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  76516. /**
  76517. * Binds the lights information from the scene to the effect for the given mesh.
  76518. * @param light Light to bind
  76519. * @param lightIndex Light index
  76520. * @param scene The scene where the light belongs to
  76521. * @param effect The effect we are binding the data to
  76522. * @param useSpecular Defines if specular is supported
  76523. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76524. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76525. */
  76526. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76527. /**
  76528. * Binds the lights information from the scene to the effect for the given mesh.
  76529. * @param scene The scene the lights belongs to
  76530. * @param mesh The mesh we are binding the information to render
  76531. * @param effect The effect we are binding the data to
  76532. * @param defines The generated defines for the effect
  76533. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  76534. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76535. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76536. */
  76537. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76538. private static _tempFogColor;
  76539. /**
  76540. * Binds the fog information from the scene to the effect for the given mesh.
  76541. * @param scene The scene the lights belongs to
  76542. * @param mesh The mesh we are binding the information to render
  76543. * @param effect The effect we are binding the data to
  76544. * @param linearSpace Defines if the fog effect is applied in linear space
  76545. */
  76546. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  76547. /**
  76548. * Binds the bones information from the mesh to the effect.
  76549. * @param mesh The mesh we are binding the information to render
  76550. * @param effect The effect we are binding the data to
  76551. */
  76552. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  76553. /**
  76554. * Binds the morph targets information from the mesh to the effect.
  76555. * @param abstractMesh The mesh we are binding the information to render
  76556. * @param effect The effect we are binding the data to
  76557. */
  76558. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  76559. /**
  76560. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  76561. * @param defines The generated defines used in the effect
  76562. * @param effect The effect we are binding the data to
  76563. * @param scene The scene we are willing to render with logarithmic scale for
  76564. */
  76565. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  76566. /**
  76567. * Binds the clip plane information from the scene to the effect.
  76568. * @param scene The scene the clip plane information are extracted from
  76569. * @param effect The effect we are binding the data to
  76570. */
  76571. static BindClipPlane(effect: Effect, scene: Scene): void;
  76572. }
  76573. }
  76574. declare module BABYLON {
  76575. /** @hidden */
  76576. export var packingFunctions: {
  76577. name: string;
  76578. shader: string;
  76579. };
  76580. }
  76581. declare module BABYLON {
  76582. /** @hidden */
  76583. export var shadowMapPixelShader: {
  76584. name: string;
  76585. shader: string;
  76586. };
  76587. }
  76588. declare module BABYLON {
  76589. /** @hidden */
  76590. export var bonesDeclaration: {
  76591. name: string;
  76592. shader: string;
  76593. };
  76594. }
  76595. declare module BABYLON {
  76596. /** @hidden */
  76597. export var morphTargetsVertexGlobalDeclaration: {
  76598. name: string;
  76599. shader: string;
  76600. };
  76601. }
  76602. declare module BABYLON {
  76603. /** @hidden */
  76604. export var morphTargetsVertexDeclaration: {
  76605. name: string;
  76606. shader: string;
  76607. };
  76608. }
  76609. declare module BABYLON {
  76610. /** @hidden */
  76611. export var instancesDeclaration: {
  76612. name: string;
  76613. shader: string;
  76614. };
  76615. }
  76616. declare module BABYLON {
  76617. /** @hidden */
  76618. export var helperFunctions: {
  76619. name: string;
  76620. shader: string;
  76621. };
  76622. }
  76623. declare module BABYLON {
  76624. /** @hidden */
  76625. export var morphTargetsVertex: {
  76626. name: string;
  76627. shader: string;
  76628. };
  76629. }
  76630. declare module BABYLON {
  76631. /** @hidden */
  76632. export var instancesVertex: {
  76633. name: string;
  76634. shader: string;
  76635. };
  76636. }
  76637. declare module BABYLON {
  76638. /** @hidden */
  76639. export var bonesVertex: {
  76640. name: string;
  76641. shader: string;
  76642. };
  76643. }
  76644. declare module BABYLON {
  76645. /** @hidden */
  76646. export var shadowMapVertexShader: {
  76647. name: string;
  76648. shader: string;
  76649. };
  76650. }
  76651. declare module BABYLON {
  76652. /** @hidden */
  76653. export var depthBoxBlurPixelShader: {
  76654. name: string;
  76655. shader: string;
  76656. };
  76657. }
  76658. declare module BABYLON {
  76659. /**
  76660. * Defines the options associated with the creation of a custom shader for a shadow generator.
  76661. */
  76662. export interface ICustomShaderOptions {
  76663. /**
  76664. * Gets or sets the custom shader name to use
  76665. */
  76666. shaderName: string;
  76667. /**
  76668. * The list of attribute names used in the shader
  76669. */
  76670. attributes?: string[];
  76671. /**
  76672. * The list of unifrom names used in the shader
  76673. */
  76674. uniforms?: string[];
  76675. /**
  76676. * The list of sampler names used in the shader
  76677. */
  76678. samplers?: string[];
  76679. /**
  76680. * The list of defines used in the shader
  76681. */
  76682. defines?: string[];
  76683. }
  76684. /**
  76685. * Interface to implement to create a shadow generator compatible with BJS.
  76686. */
  76687. export interface IShadowGenerator {
  76688. /**
  76689. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76690. * @returns The render target texture if present otherwise, null
  76691. */
  76692. getShadowMap(): Nullable<RenderTargetTexture>;
  76693. /**
  76694. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76695. * @returns The render target texture if the shadow map is present otherwise, null
  76696. */
  76697. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  76698. /**
  76699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76700. * @param subMesh The submesh we want to render in the shadow map
  76701. * @param useInstances Defines wether will draw in the map using instances
  76702. * @returns true if ready otherwise, false
  76703. */
  76704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  76705. /**
  76706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76707. * @param defines Defines of the material we want to update
  76708. * @param lightIndex Index of the light in the enabled light list of the material
  76709. */
  76710. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  76711. /**
  76712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76713. * defined in the generator but impacting the effect).
  76714. * It implies the unifroms available on the materials are the standard BJS ones.
  76715. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76716. * @param effect The effect we are binfing the information for
  76717. */
  76718. bindShadowLight(lightIndex: string, effect: Effect): void;
  76719. /**
  76720. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76721. * (eq to shadow prjection matrix * light transform matrix)
  76722. * @returns The transform matrix used to create the shadow map
  76723. */
  76724. getTransformMatrix(): Matrix;
  76725. /**
  76726. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76727. * Cube and 2D textures for instance.
  76728. */
  76729. recreateShadowMap(): void;
  76730. /**
  76731. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76732. * @param onCompiled Callback triggered at the and of the effects compilation
  76733. * @param options Sets of optional options forcing the compilation with different modes
  76734. */
  76735. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  76736. useInstances: boolean;
  76737. }>): void;
  76738. /**
  76739. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76740. * @param options Sets of optional options forcing the compilation with different modes
  76741. * @returns A promise that resolves when the compilation completes
  76742. */
  76743. forceCompilationAsync(options?: Partial<{
  76744. useInstances: boolean;
  76745. }>): Promise<void>;
  76746. /**
  76747. * Serializes the shadow generator setup to a json object.
  76748. * @returns The serialized JSON object
  76749. */
  76750. serialize(): any;
  76751. /**
  76752. * Disposes the Shadow map and related Textures and effects.
  76753. */
  76754. dispose(): void;
  76755. }
  76756. /**
  76757. * Default implementation IShadowGenerator.
  76758. * This is the main object responsible of generating shadows in the framework.
  76759. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76760. */
  76761. export class ShadowGenerator implements IShadowGenerator {
  76762. /**
  76763. * Shadow generator mode None: no filtering applied.
  76764. */
  76765. static readonly FILTER_NONE: number;
  76766. /**
  76767. * Shadow generator mode ESM: Exponential Shadow Mapping.
  76768. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76769. */
  76770. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  76771. /**
  76772. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  76773. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  76774. */
  76775. static readonly FILTER_POISSONSAMPLING: number;
  76776. /**
  76777. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  76778. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76779. */
  76780. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  76781. /**
  76782. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  76783. * edge artifacts on steep falloff.
  76784. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76785. */
  76786. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  76787. /**
  76788. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  76789. * edge artifacts on steep falloff.
  76790. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76791. */
  76792. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  76793. /**
  76794. * Shadow generator mode PCF: Percentage Closer Filtering
  76795. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76796. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  76797. */
  76798. static readonly FILTER_PCF: number;
  76799. /**
  76800. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  76801. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76802. * Contact Hardening
  76803. */
  76804. static readonly FILTER_PCSS: number;
  76805. /**
  76806. * Reserved for PCF and PCSS
  76807. * Highest Quality.
  76808. *
  76809. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  76810. *
  76811. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  76812. */
  76813. static readonly QUALITY_HIGH: number;
  76814. /**
  76815. * Reserved for PCF and PCSS
  76816. * Good tradeoff for quality/perf cross devices
  76817. *
  76818. * Execute PCF on a 3*3 kernel.
  76819. *
  76820. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  76821. */
  76822. static readonly QUALITY_MEDIUM: number;
  76823. /**
  76824. * Reserved for PCF and PCSS
  76825. * The lowest quality but the fastest.
  76826. *
  76827. * Execute PCF on a 1*1 kernel.
  76828. *
  76829. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  76830. */
  76831. static readonly QUALITY_LOW: number;
  76832. /** Gets or sets the custom shader name to use */
  76833. customShaderOptions: ICustomShaderOptions;
  76834. /**
  76835. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  76836. */
  76837. onBeforeShadowMapRenderObservable: Observable<Effect>;
  76838. /**
  76839. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  76840. */
  76841. onAfterShadowMapRenderObservable: Observable<Effect>;
  76842. /**
  76843. * Observable triggered before a mesh is rendered in the shadow map.
  76844. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  76845. */
  76846. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  76847. /**
  76848. * Observable triggered after a mesh is rendered in the shadow map.
  76849. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  76850. */
  76851. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  76852. private _bias;
  76853. /**
  76854. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76855. */
  76856. /**
  76857. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76858. */
  76859. bias: number;
  76860. private _normalBias;
  76861. /**
  76862. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76863. */
  76864. /**
  76865. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76866. */
  76867. normalBias: number;
  76868. private _blurBoxOffset;
  76869. /**
  76870. * Gets the blur box offset: offset applied during the blur pass.
  76871. * Only useful if useKernelBlur = false
  76872. */
  76873. /**
  76874. * Sets the blur box offset: offset applied during the blur pass.
  76875. * Only useful if useKernelBlur = false
  76876. */
  76877. blurBoxOffset: number;
  76878. private _blurScale;
  76879. /**
  76880. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76881. * 2 means half of the size.
  76882. */
  76883. /**
  76884. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76885. * 2 means half of the size.
  76886. */
  76887. blurScale: number;
  76888. private _blurKernel;
  76889. /**
  76890. * Gets the blur kernel: kernel size of the blur pass.
  76891. * Only useful if useKernelBlur = true
  76892. */
  76893. /**
  76894. * Sets the blur kernel: kernel size of the blur pass.
  76895. * Only useful if useKernelBlur = true
  76896. */
  76897. blurKernel: number;
  76898. private _useKernelBlur;
  76899. /**
  76900. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76901. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76902. */
  76903. /**
  76904. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76905. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76906. */
  76907. useKernelBlur: boolean;
  76908. private _depthScale;
  76909. /**
  76910. * Gets the depth scale used in ESM mode.
  76911. */
  76912. /**
  76913. * Sets the depth scale used in ESM mode.
  76914. * This can override the scale stored on the light.
  76915. */
  76916. depthScale: number;
  76917. private _filter;
  76918. /**
  76919. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76920. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76921. */
  76922. /**
  76923. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76924. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76925. */
  76926. filter: number;
  76927. /**
  76928. * Gets if the current filter is set to Poisson Sampling.
  76929. */
  76930. /**
  76931. * Sets the current filter to Poisson Sampling.
  76932. */
  76933. usePoissonSampling: boolean;
  76934. /**
  76935. * Gets if the current filter is set to ESM.
  76936. */
  76937. /**
  76938. * Sets the current filter is to ESM.
  76939. */
  76940. useExponentialShadowMap: boolean;
  76941. /**
  76942. * Gets if the current filter is set to filtered ESM.
  76943. */
  76944. /**
  76945. * Gets if the current filter is set to filtered ESM.
  76946. */
  76947. useBlurExponentialShadowMap: boolean;
  76948. /**
  76949. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76950. * exponential to prevent steep falloff artifacts).
  76951. */
  76952. /**
  76953. * Sets the current filter to "close ESM" (using the inverse of the
  76954. * exponential to prevent steep falloff artifacts).
  76955. */
  76956. useCloseExponentialShadowMap: boolean;
  76957. /**
  76958. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76959. * exponential to prevent steep falloff artifacts).
  76960. */
  76961. /**
  76962. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76963. * exponential to prevent steep falloff artifacts).
  76964. */
  76965. useBlurCloseExponentialShadowMap: boolean;
  76966. /**
  76967. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76968. */
  76969. /**
  76970. * Sets the current filter to "PCF" (percentage closer filtering).
  76971. */
  76972. usePercentageCloserFiltering: boolean;
  76973. private _filteringQuality;
  76974. /**
  76975. * Gets the PCF or PCSS Quality.
  76976. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76977. */
  76978. /**
  76979. * Sets the PCF or PCSS Quality.
  76980. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76981. */
  76982. filteringQuality: number;
  76983. /**
  76984. * Gets if the current filter is set to "PCSS" (contact hardening).
  76985. */
  76986. /**
  76987. * Sets the current filter to "PCSS" (contact hardening).
  76988. */
  76989. useContactHardeningShadow: boolean;
  76990. private _contactHardeningLightSizeUVRatio;
  76991. /**
  76992. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76993. * Using a ratio helps keeping shape stability independently of the map size.
  76994. *
  76995. * It does not account for the light projection as it was having too much
  76996. * instability during the light setup or during light position changes.
  76997. *
  76998. * Only valid if useContactHardeningShadow is true.
  76999. */
  77000. /**
  77001. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77002. * Using a ratio helps keeping shape stability independently of the map size.
  77003. *
  77004. * It does not account for the light projection as it was having too much
  77005. * instability during the light setup or during light position changes.
  77006. *
  77007. * Only valid if useContactHardeningShadow is true.
  77008. */
  77009. contactHardeningLightSizeUVRatio: number;
  77010. private _darkness;
  77011. /** Gets or sets the actual darkness of a shadow */
  77012. darkness: number;
  77013. /**
  77014. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77015. * 0 means strongest and 1 would means no shadow.
  77016. * @returns the darkness.
  77017. */
  77018. getDarkness(): number;
  77019. /**
  77020. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77021. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77022. * @returns the shadow generator allowing fluent coding.
  77023. */
  77024. setDarkness(darkness: number): ShadowGenerator;
  77025. private _transparencyShadow;
  77026. /** Gets or sets the ability to have transparent shadow */
  77027. transparencyShadow: boolean;
  77028. /**
  77029. * Sets the ability to have transparent shadow (boolean).
  77030. * @param transparent True if transparent else False
  77031. * @returns the shadow generator allowing fluent coding
  77032. */
  77033. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77034. private _shadowMap;
  77035. private _shadowMap2;
  77036. /**
  77037. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77038. * @returns The render target texture if present otherwise, null
  77039. */
  77040. getShadowMap(): Nullable<RenderTargetTexture>;
  77041. /**
  77042. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77043. * @returns The render target texture if the shadow map is present otherwise, null
  77044. */
  77045. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77046. /**
  77047. * Gets the class name of that object
  77048. * @returns "ShadowGenerator"
  77049. */
  77050. getClassName(): string;
  77051. /**
  77052. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77053. * @param mesh Mesh to add
  77054. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77055. * @returns the Shadow Generator itself
  77056. */
  77057. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77058. /**
  77059. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77060. * @param mesh Mesh to remove
  77061. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77062. * @returns the Shadow Generator itself
  77063. */
  77064. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77065. /**
  77066. * Controls the extent to which the shadows fade out at the edge of the frustum
  77067. * Used only by directionals and spots
  77068. */
  77069. frustumEdgeFalloff: number;
  77070. private _light;
  77071. /**
  77072. * Returns the associated light object.
  77073. * @returns the light generating the shadow
  77074. */
  77075. getLight(): IShadowLight;
  77076. /**
  77077. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77078. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77079. * It might on the other hand introduce peter panning.
  77080. */
  77081. forceBackFacesOnly: boolean;
  77082. private _scene;
  77083. private _lightDirection;
  77084. private _effect;
  77085. private _viewMatrix;
  77086. private _projectionMatrix;
  77087. private _transformMatrix;
  77088. private _cachedPosition;
  77089. private _cachedDirection;
  77090. private _cachedDefines;
  77091. private _currentRenderID;
  77092. private _boxBlurPostprocess;
  77093. private _kernelBlurXPostprocess;
  77094. private _kernelBlurYPostprocess;
  77095. private _blurPostProcesses;
  77096. private _mapSize;
  77097. private _currentFaceIndex;
  77098. private _currentFaceIndexCache;
  77099. private _textureType;
  77100. private _defaultTextureMatrix;
  77101. private _storedUniqueId;
  77102. /** @hidden */
  77103. static _SceneComponentInitialization: (scene: Scene) => void;
  77104. /**
  77105. * Creates a ShadowGenerator object.
  77106. * A ShadowGenerator is the required tool to use the shadows.
  77107. * Each light casting shadows needs to use its own ShadowGenerator.
  77108. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77109. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77110. * @param light The light object generating the shadows.
  77111. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  77112. */
  77113. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77114. private _initializeGenerator;
  77115. private _initializeShadowMap;
  77116. private _initializeBlurRTTAndPostProcesses;
  77117. private _renderForShadowMap;
  77118. private _renderSubMeshForShadowMap;
  77119. private _applyFilterValues;
  77120. /**
  77121. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77122. * @param onCompiled Callback triggered at the and of the effects compilation
  77123. * @param options Sets of optional options forcing the compilation with different modes
  77124. */
  77125. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77126. useInstances: boolean;
  77127. }>): void;
  77128. /**
  77129. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77130. * @param options Sets of optional options forcing the compilation with different modes
  77131. * @returns A promise that resolves when the compilation completes
  77132. */
  77133. forceCompilationAsync(options?: Partial<{
  77134. useInstances: boolean;
  77135. }>): Promise<void>;
  77136. /**
  77137. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77138. * @param subMesh The submesh we want to render in the shadow map
  77139. * @param useInstances Defines wether will draw in the map using instances
  77140. * @returns true if ready otherwise, false
  77141. */
  77142. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77143. /**
  77144. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77145. * @param defines Defines of the material we want to update
  77146. * @param lightIndex Index of the light in the enabled light list of the material
  77147. */
  77148. prepareDefines(defines: any, lightIndex: number): void;
  77149. /**
  77150. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77151. * defined in the generator but impacting the effect).
  77152. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77153. * @param effect The effect we are binfing the information for
  77154. */
  77155. bindShadowLight(lightIndex: string, effect: Effect): void;
  77156. /**
  77157. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77158. * (eq to shadow prjection matrix * light transform matrix)
  77159. * @returns The transform matrix used to create the shadow map
  77160. */
  77161. getTransformMatrix(): Matrix;
  77162. /**
  77163. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77164. * Cube and 2D textures for instance.
  77165. */
  77166. recreateShadowMap(): void;
  77167. private _disposeBlurPostProcesses;
  77168. private _disposeRTTandPostProcesses;
  77169. /**
  77170. * Disposes the ShadowGenerator.
  77171. * Returns nothing.
  77172. */
  77173. dispose(): void;
  77174. /**
  77175. * Serializes the shadow generator setup to a json object.
  77176. * @returns The serialized JSON object
  77177. */
  77178. serialize(): any;
  77179. /**
  77180. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77181. * @param parsedShadowGenerator The JSON object to parse
  77182. * @param scene The scene to create the shadow map for
  77183. * @returns The parsed shadow generator
  77184. */
  77185. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77186. }
  77187. }
  77188. declare module BABYLON {
  77189. /**
  77190. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77191. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77192. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  77193. */
  77194. export abstract class Light extends Node {
  77195. /**
  77196. * Falloff Default: light is falling off following the material specification:
  77197. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77198. */
  77199. static readonly FALLOFF_DEFAULT: number;
  77200. /**
  77201. * Falloff Physical: light is falling off following the inverse squared distance law.
  77202. */
  77203. static readonly FALLOFF_PHYSICAL: number;
  77204. /**
  77205. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77206. * to enhance interoperability with other engines.
  77207. */
  77208. static readonly FALLOFF_GLTF: number;
  77209. /**
  77210. * Falloff Standard: light is falling off like in the standard material
  77211. * to enhance interoperability with other materials.
  77212. */
  77213. static readonly FALLOFF_STANDARD: number;
  77214. /**
  77215. * If every light affecting the material is in this lightmapMode,
  77216. * material.lightmapTexture adds or multiplies
  77217. * (depends on material.useLightmapAsShadowmap)
  77218. * after every other light calculations.
  77219. */
  77220. static readonly LIGHTMAP_DEFAULT: number;
  77221. /**
  77222. * material.lightmapTexture as only diffuse lighting from this light
  77223. * adds only specular lighting from this light
  77224. * adds dynamic shadows
  77225. */
  77226. static readonly LIGHTMAP_SPECULAR: number;
  77227. /**
  77228. * material.lightmapTexture as only lighting
  77229. * no light calculation from this light
  77230. * only adds dynamic shadows from this light
  77231. */
  77232. static readonly LIGHTMAP_SHADOWSONLY: number;
  77233. /**
  77234. * Each light type uses the default quantity according to its type:
  77235. * point/spot lights use luminous intensity
  77236. * directional lights use illuminance
  77237. */
  77238. static readonly INTENSITYMODE_AUTOMATIC: number;
  77239. /**
  77240. * lumen (lm)
  77241. */
  77242. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77243. /**
  77244. * candela (lm/sr)
  77245. */
  77246. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77247. /**
  77248. * lux (lm/m^2)
  77249. */
  77250. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77251. /**
  77252. * nit (cd/m^2)
  77253. */
  77254. static readonly INTENSITYMODE_LUMINANCE: number;
  77255. /**
  77256. * Light type const id of the point light.
  77257. */
  77258. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77259. /**
  77260. * Light type const id of the directional light.
  77261. */
  77262. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77263. /**
  77264. * Light type const id of the spot light.
  77265. */
  77266. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77267. /**
  77268. * Light type const id of the hemispheric light.
  77269. */
  77270. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77271. /**
  77272. * Diffuse gives the basic color to an object.
  77273. */
  77274. diffuse: Color3;
  77275. /**
  77276. * Specular produces a highlight color on an object.
  77277. * Note: This is note affecting PBR materials.
  77278. */
  77279. specular: Color3;
  77280. /**
  77281. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77282. * falling off base on range or angle.
  77283. * This can be set to any values in Light.FALLOFF_x.
  77284. *
  77285. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77286. * other types of materials.
  77287. */
  77288. falloffType: number;
  77289. /**
  77290. * Strength of the light.
  77291. * Note: By default it is define in the framework own unit.
  77292. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77293. */
  77294. intensity: number;
  77295. private _range;
  77296. protected _inverseSquaredRange: number;
  77297. /**
  77298. * Defines how far from the source the light is impacting in scene units.
  77299. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77300. */
  77301. /**
  77302. * Defines how far from the source the light is impacting in scene units.
  77303. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77304. */
  77305. range: number;
  77306. /**
  77307. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77308. * of light.
  77309. */
  77310. private _photometricScale;
  77311. private _intensityMode;
  77312. /**
  77313. * Gets the photometric scale used to interpret the intensity.
  77314. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77315. */
  77316. /**
  77317. * Sets the photometric scale used to interpret the intensity.
  77318. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77319. */
  77320. intensityMode: number;
  77321. private _radius;
  77322. /**
  77323. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77324. */
  77325. /**
  77326. * sets the light radius used by PBR Materials to simulate soft area lights.
  77327. */
  77328. radius: number;
  77329. private _renderPriority;
  77330. /**
  77331. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77332. * exceeding the number allowed of the materials.
  77333. */
  77334. renderPriority: number;
  77335. private _shadowEnabled;
  77336. /**
  77337. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77338. * the current shadow generator.
  77339. */
  77340. /**
  77341. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77342. * the current shadow generator.
  77343. */
  77344. shadowEnabled: boolean;
  77345. private _includedOnlyMeshes;
  77346. /**
  77347. * Gets the only meshes impacted by this light.
  77348. */
  77349. /**
  77350. * Sets the only meshes impacted by this light.
  77351. */
  77352. includedOnlyMeshes: AbstractMesh[];
  77353. private _excludedMeshes;
  77354. /**
  77355. * Gets the meshes not impacted by this light.
  77356. */
  77357. /**
  77358. * Sets the meshes not impacted by this light.
  77359. */
  77360. excludedMeshes: AbstractMesh[];
  77361. private _excludeWithLayerMask;
  77362. /**
  77363. * Gets the layer id use to find what meshes are not impacted by the light.
  77364. * Inactive if 0
  77365. */
  77366. /**
  77367. * Sets the layer id use to find what meshes are not impacted by the light.
  77368. * Inactive if 0
  77369. */
  77370. excludeWithLayerMask: number;
  77371. private _includeOnlyWithLayerMask;
  77372. /**
  77373. * Gets the layer id use to find what meshes are impacted by the light.
  77374. * Inactive if 0
  77375. */
  77376. /**
  77377. * Sets the layer id use to find what meshes are impacted by the light.
  77378. * Inactive if 0
  77379. */
  77380. includeOnlyWithLayerMask: number;
  77381. private _lightmapMode;
  77382. /**
  77383. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77384. */
  77385. /**
  77386. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77387. */
  77388. lightmapMode: number;
  77389. /**
  77390. * Shadow generator associted to the light.
  77391. * @hidden Internal use only.
  77392. */
  77393. _shadowGenerator: Nullable<IShadowGenerator>;
  77394. /**
  77395. * @hidden Internal use only.
  77396. */
  77397. _excludedMeshesIds: string[];
  77398. /**
  77399. * @hidden Internal use only.
  77400. */
  77401. _includedOnlyMeshesIds: string[];
  77402. /**
  77403. * The current light unifom buffer.
  77404. * @hidden Internal use only.
  77405. */
  77406. _uniformBuffer: UniformBuffer;
  77407. /** @hidden */
  77408. _renderId: number;
  77409. /**
  77410. * Creates a Light object in the scene.
  77411. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77412. * @param name The firendly name of the light
  77413. * @param scene The scene the light belongs too
  77414. */
  77415. constructor(name: string, scene: Scene);
  77416. protected abstract _buildUniformLayout(): void;
  77417. /**
  77418. * Sets the passed Effect "effect" with the Light information.
  77419. * @param effect The effect to update
  77420. * @param lightIndex The index of the light in the effect to update
  77421. * @returns The light
  77422. */
  77423. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77424. /**
  77425. * Sets the passed Effect "effect" with the Light information.
  77426. * @param effect The effect to update
  77427. * @param lightDataUniformName The uniform used to store light data (position or direction)
  77428. * @returns The light
  77429. */
  77430. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  77431. /**
  77432. * Returns the string "Light".
  77433. * @returns the class name
  77434. */
  77435. getClassName(): string;
  77436. /** @hidden */
  77437. readonly _isLight: boolean;
  77438. /**
  77439. * Converts the light information to a readable string for debug purpose.
  77440. * @param fullDetails Supports for multiple levels of logging within scene loading
  77441. * @returns the human readable light info
  77442. */
  77443. toString(fullDetails?: boolean): string;
  77444. /** @hidden */
  77445. protected _syncParentEnabledState(): void;
  77446. /**
  77447. * Set the enabled state of this node.
  77448. * @param value - the new enabled state
  77449. */
  77450. setEnabled(value: boolean): void;
  77451. /**
  77452. * Returns the Light associated shadow generator if any.
  77453. * @return the associated shadow generator.
  77454. */
  77455. getShadowGenerator(): Nullable<IShadowGenerator>;
  77456. /**
  77457. * Returns a Vector3, the absolute light position in the World.
  77458. * @returns the world space position of the light
  77459. */
  77460. getAbsolutePosition(): Vector3;
  77461. /**
  77462. * Specifies if the light will affect the passed mesh.
  77463. * @param mesh The mesh to test against the light
  77464. * @return true the mesh is affected otherwise, false.
  77465. */
  77466. canAffectMesh(mesh: AbstractMesh): boolean;
  77467. /**
  77468. * Sort function to order lights for rendering.
  77469. * @param a First Light object to compare to second.
  77470. * @param b Second Light object to compare first.
  77471. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  77472. */
  77473. static CompareLightsPriority(a: Light, b: Light): number;
  77474. /**
  77475. * Releases resources associated with this node.
  77476. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77477. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77478. */
  77479. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77480. /**
  77481. * Returns the light type ID (integer).
  77482. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  77483. */
  77484. getTypeID(): number;
  77485. /**
  77486. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  77487. * @returns the scaled intensity in intensity mode unit
  77488. */
  77489. getScaledIntensity(): number;
  77490. /**
  77491. * Returns a new Light object, named "name", from the current one.
  77492. * @param name The name of the cloned light
  77493. * @returns the new created light
  77494. */
  77495. clone(name: string): Nullable<Light>;
  77496. /**
  77497. * Serializes the current light into a Serialization object.
  77498. * @returns the serialized object.
  77499. */
  77500. serialize(): any;
  77501. /**
  77502. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  77503. * This new light is named "name" and added to the passed scene.
  77504. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  77505. * @param name The friendly name of the light
  77506. * @param scene The scene the new light will belong to
  77507. * @returns the constructor function
  77508. */
  77509. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  77510. /**
  77511. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  77512. * @param parsedLight The JSON representation of the light
  77513. * @param scene The scene to create the parsed light in
  77514. * @returns the created light after parsing
  77515. */
  77516. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  77517. private _hookArrayForExcluded;
  77518. private _hookArrayForIncludedOnly;
  77519. private _resyncMeshes;
  77520. /**
  77521. * Forces the meshes to update their light related information in their rendering used effects
  77522. * @hidden Internal Use Only
  77523. */
  77524. _markMeshesAsLightDirty(): void;
  77525. /**
  77526. * Recomputes the cached photometric scale if needed.
  77527. */
  77528. private _computePhotometricScale;
  77529. /**
  77530. * Returns the Photometric Scale according to the light type and intensity mode.
  77531. */
  77532. private _getPhotometricScale;
  77533. /**
  77534. * Reorder the light in the scene according to their defined priority.
  77535. * @hidden Internal Use Only
  77536. */
  77537. _reorderLightsInScene(): void;
  77538. /**
  77539. * Prepares the list of defines specific to the light type.
  77540. * @param defines the list of defines
  77541. * @param lightIndex defines the index of the light for the effect
  77542. */
  77543. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  77544. }
  77545. }
  77546. declare module BABYLON {
  77547. /**
  77548. * Interface used to define Action
  77549. */
  77550. export interface IAction {
  77551. /**
  77552. * Trigger for the action
  77553. */
  77554. trigger: number;
  77555. /** Options of the trigger */
  77556. triggerOptions: any;
  77557. /**
  77558. * Gets the trigger parameters
  77559. * @returns the trigger parameters
  77560. */
  77561. getTriggerParameter(): any;
  77562. /**
  77563. * Internal only - executes current action event
  77564. * @hidden
  77565. */
  77566. _executeCurrent(evt?: ActionEvent): void;
  77567. /**
  77568. * Serialize placeholder for child classes
  77569. * @param parent of child
  77570. * @returns the serialized object
  77571. */
  77572. serialize(parent: any): any;
  77573. /**
  77574. * Internal only
  77575. * @hidden
  77576. */
  77577. _prepare(): void;
  77578. /**
  77579. * Internal only - manager for action
  77580. * @hidden
  77581. */
  77582. _actionManager: AbstractActionManager;
  77583. /**
  77584. * Adds action to chain of actions, may be a DoNothingAction
  77585. * @param action defines the next action to execute
  77586. * @returns The action passed in
  77587. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77588. */
  77589. then(action: IAction): IAction;
  77590. }
  77591. /**
  77592. * The action to be carried out following a trigger
  77593. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  77594. */
  77595. export class Action implements IAction {
  77596. /** the trigger, with or without parameters, for the action */
  77597. triggerOptions: any;
  77598. /**
  77599. * Trigger for the action
  77600. */
  77601. trigger: number;
  77602. /**
  77603. * Internal only - manager for action
  77604. * @hidden
  77605. */
  77606. _actionManager: ActionManager;
  77607. private _nextActiveAction;
  77608. private _child;
  77609. private _condition?;
  77610. private _triggerParameter;
  77611. /**
  77612. * An event triggered prior to action being executed.
  77613. */
  77614. onBeforeExecuteObservable: Observable<Action>;
  77615. /**
  77616. * Creates a new Action
  77617. * @param triggerOptions the trigger, with or without parameters, for the action
  77618. * @param condition an optional determinant of action
  77619. */
  77620. constructor(
  77621. /** the trigger, with or without parameters, for the action */
  77622. triggerOptions: any, condition?: Condition);
  77623. /**
  77624. * Internal only
  77625. * @hidden
  77626. */
  77627. _prepare(): void;
  77628. /**
  77629. * Gets the trigger parameters
  77630. * @returns the trigger parameters
  77631. */
  77632. getTriggerParameter(): any;
  77633. /**
  77634. * Internal only - executes current action event
  77635. * @hidden
  77636. */
  77637. _executeCurrent(evt?: ActionEvent): void;
  77638. /**
  77639. * Execute placeholder for child classes
  77640. * @param evt optional action event
  77641. */
  77642. execute(evt?: ActionEvent): void;
  77643. /**
  77644. * Skips to next active action
  77645. */
  77646. skipToNextActiveAction(): void;
  77647. /**
  77648. * Adds action to chain of actions, may be a DoNothingAction
  77649. * @param action defines the next action to execute
  77650. * @returns The action passed in
  77651. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77652. */
  77653. then(action: Action): Action;
  77654. /**
  77655. * Internal only
  77656. * @hidden
  77657. */
  77658. _getProperty(propertyPath: string): string;
  77659. /**
  77660. * Internal only
  77661. * @hidden
  77662. */
  77663. _getEffectiveTarget(target: any, propertyPath: string): any;
  77664. /**
  77665. * Serialize placeholder for child classes
  77666. * @param parent of child
  77667. * @returns the serialized object
  77668. */
  77669. serialize(parent: any): any;
  77670. /**
  77671. * Internal only called by serialize
  77672. * @hidden
  77673. */
  77674. protected _serialize(serializedAction: any, parent?: any): any;
  77675. /**
  77676. * Internal only
  77677. * @hidden
  77678. */
  77679. static _SerializeValueAsString: (value: any) => string;
  77680. /**
  77681. * Internal only
  77682. * @hidden
  77683. */
  77684. static _GetTargetProperty: (target: Node | Scene) => {
  77685. name: string;
  77686. targetType: string;
  77687. value: string;
  77688. };
  77689. }
  77690. }
  77691. declare module BABYLON {
  77692. /**
  77693. * A Condition applied to an Action
  77694. */
  77695. export class Condition {
  77696. /**
  77697. * Internal only - manager for action
  77698. * @hidden
  77699. */
  77700. _actionManager: ActionManager;
  77701. /**
  77702. * Internal only
  77703. * @hidden
  77704. */
  77705. _evaluationId: number;
  77706. /**
  77707. * Internal only
  77708. * @hidden
  77709. */
  77710. _currentResult: boolean;
  77711. /**
  77712. * Creates a new Condition
  77713. * @param actionManager the manager of the action the condition is applied to
  77714. */
  77715. constructor(actionManager: ActionManager);
  77716. /**
  77717. * Check if the current condition is valid
  77718. * @returns a boolean
  77719. */
  77720. isValid(): boolean;
  77721. /**
  77722. * Internal only
  77723. * @hidden
  77724. */
  77725. _getProperty(propertyPath: string): string;
  77726. /**
  77727. * Internal only
  77728. * @hidden
  77729. */
  77730. _getEffectiveTarget(target: any, propertyPath: string): any;
  77731. /**
  77732. * Serialize placeholder for child classes
  77733. * @returns the serialized object
  77734. */
  77735. serialize(): any;
  77736. /**
  77737. * Internal only
  77738. * @hidden
  77739. */
  77740. protected _serialize(serializedCondition: any): any;
  77741. }
  77742. /**
  77743. * Defines specific conditional operators as extensions of Condition
  77744. */
  77745. export class ValueCondition extends Condition {
  77746. /** path to specify the property of the target the conditional operator uses */
  77747. propertyPath: string;
  77748. /** the value compared by the conditional operator against the current value of the property */
  77749. value: any;
  77750. /** the conditional operator, default ValueCondition.IsEqual */
  77751. operator: number;
  77752. /**
  77753. * Internal only
  77754. * @hidden
  77755. */
  77756. private static _IsEqual;
  77757. /**
  77758. * Internal only
  77759. * @hidden
  77760. */
  77761. private static _IsDifferent;
  77762. /**
  77763. * Internal only
  77764. * @hidden
  77765. */
  77766. private static _IsGreater;
  77767. /**
  77768. * Internal only
  77769. * @hidden
  77770. */
  77771. private static _IsLesser;
  77772. /**
  77773. * returns the number for IsEqual
  77774. */
  77775. static readonly IsEqual: number;
  77776. /**
  77777. * Returns the number for IsDifferent
  77778. */
  77779. static readonly IsDifferent: number;
  77780. /**
  77781. * Returns the number for IsGreater
  77782. */
  77783. static readonly IsGreater: number;
  77784. /**
  77785. * Returns the number for IsLesser
  77786. */
  77787. static readonly IsLesser: number;
  77788. /**
  77789. * Internal only The action manager for the condition
  77790. * @hidden
  77791. */
  77792. _actionManager: ActionManager;
  77793. /**
  77794. * Internal only
  77795. * @hidden
  77796. */
  77797. private _target;
  77798. /**
  77799. * Internal only
  77800. * @hidden
  77801. */
  77802. private _effectiveTarget;
  77803. /**
  77804. * Internal only
  77805. * @hidden
  77806. */
  77807. private _property;
  77808. /**
  77809. * Creates a new ValueCondition
  77810. * @param actionManager manager for the action the condition applies to
  77811. * @param target for the action
  77812. * @param propertyPath path to specify the property of the target the conditional operator uses
  77813. * @param value the value compared by the conditional operator against the current value of the property
  77814. * @param operator the conditional operator, default ValueCondition.IsEqual
  77815. */
  77816. constructor(actionManager: ActionManager, target: any,
  77817. /** path to specify the property of the target the conditional operator uses */
  77818. propertyPath: string,
  77819. /** the value compared by the conditional operator against the current value of the property */
  77820. value: any,
  77821. /** the conditional operator, default ValueCondition.IsEqual */
  77822. operator?: number);
  77823. /**
  77824. * Compares the given value with the property value for the specified conditional operator
  77825. * @returns the result of the comparison
  77826. */
  77827. isValid(): boolean;
  77828. /**
  77829. * Serialize the ValueCondition into a JSON compatible object
  77830. * @returns serialization object
  77831. */
  77832. serialize(): any;
  77833. /**
  77834. * Gets the name of the conditional operator for the ValueCondition
  77835. * @param operator the conditional operator
  77836. * @returns the name
  77837. */
  77838. static GetOperatorName(operator: number): string;
  77839. }
  77840. /**
  77841. * Defines a predicate condition as an extension of Condition
  77842. */
  77843. export class PredicateCondition extends Condition {
  77844. /** defines the predicate function used to validate the condition */
  77845. predicate: () => boolean;
  77846. /**
  77847. * Internal only - manager for action
  77848. * @hidden
  77849. */
  77850. _actionManager: ActionManager;
  77851. /**
  77852. * Creates a new PredicateCondition
  77853. * @param actionManager manager for the action the condition applies to
  77854. * @param predicate defines the predicate function used to validate the condition
  77855. */
  77856. constructor(actionManager: ActionManager,
  77857. /** defines the predicate function used to validate the condition */
  77858. predicate: () => boolean);
  77859. /**
  77860. * @returns the validity of the predicate condition
  77861. */
  77862. isValid(): boolean;
  77863. }
  77864. /**
  77865. * Defines a state condition as an extension of Condition
  77866. */
  77867. export class StateCondition extends Condition {
  77868. /** Value to compare with target state */
  77869. value: string;
  77870. /**
  77871. * Internal only - manager for action
  77872. * @hidden
  77873. */
  77874. _actionManager: ActionManager;
  77875. /**
  77876. * Internal only
  77877. * @hidden
  77878. */
  77879. private _target;
  77880. /**
  77881. * Creates a new StateCondition
  77882. * @param actionManager manager for the action the condition applies to
  77883. * @param target of the condition
  77884. * @param value to compare with target state
  77885. */
  77886. constructor(actionManager: ActionManager, target: any,
  77887. /** Value to compare with target state */
  77888. value: string);
  77889. /**
  77890. * Gets a boolean indicating if the current condition is met
  77891. * @returns the validity of the state
  77892. */
  77893. isValid(): boolean;
  77894. /**
  77895. * Serialize the StateCondition into a JSON compatible object
  77896. * @returns serialization object
  77897. */
  77898. serialize(): any;
  77899. }
  77900. }
  77901. declare module BABYLON {
  77902. /**
  77903. * This defines an action responsible to toggle a boolean once triggered.
  77904. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  77905. */
  77906. export class SwitchBooleanAction extends Action {
  77907. /**
  77908. * The path to the boolean property in the target object
  77909. */
  77910. propertyPath: string;
  77911. private _target;
  77912. private _effectiveTarget;
  77913. private _property;
  77914. /**
  77915. * Instantiate the action
  77916. * @param triggerOptions defines the trigger options
  77917. * @param target defines the object containing the boolean
  77918. * @param propertyPath defines the path to the boolean property in the target object
  77919. * @param condition defines the trigger related conditions
  77920. */
  77921. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  77922. /** @hidden */
  77923. _prepare(): void;
  77924. /**
  77925. * Execute the action toggle the boolean value.
  77926. */
  77927. execute(): void;
  77928. /**
  77929. * Serializes the actions and its related information.
  77930. * @param parent defines the object to serialize in
  77931. * @returns the serialized object
  77932. */
  77933. serialize(parent: any): any;
  77934. }
  77935. /**
  77936. * This defines an action responsible to set a the state field of the target
  77937. * to a desired value once triggered.
  77938. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  77939. */
  77940. export class SetStateAction extends Action {
  77941. /**
  77942. * The value to store in the state field.
  77943. */
  77944. value: string;
  77945. private _target;
  77946. /**
  77947. * Instantiate the action
  77948. * @param triggerOptions defines the trigger options
  77949. * @param target defines the object containing the state property
  77950. * @param value defines the value to store in the state field
  77951. * @param condition defines the trigger related conditions
  77952. */
  77953. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  77954. /**
  77955. * Execute the action and store the value on the target state property.
  77956. */
  77957. execute(): void;
  77958. /**
  77959. * Serializes the actions and its related information.
  77960. * @param parent defines the object to serialize in
  77961. * @returns the serialized object
  77962. */
  77963. serialize(parent: any): any;
  77964. }
  77965. /**
  77966. * This defines an action responsible to set a property of the target
  77967. * to a desired value once triggered.
  77968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  77969. */
  77970. export class SetValueAction extends Action {
  77971. /**
  77972. * The path of the property to set in the target.
  77973. */
  77974. propertyPath: string;
  77975. /**
  77976. * The value to set in the property
  77977. */
  77978. value: any;
  77979. private _target;
  77980. private _effectiveTarget;
  77981. private _property;
  77982. /**
  77983. * Instantiate the action
  77984. * @param triggerOptions defines the trigger options
  77985. * @param target defines the object containing the property
  77986. * @param propertyPath defines the path of the property to set in the target
  77987. * @param value defines the value to set in the property
  77988. * @param condition defines the trigger related conditions
  77989. */
  77990. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  77991. /** @hidden */
  77992. _prepare(): void;
  77993. /**
  77994. * Execute the action and set the targetted property to the desired value.
  77995. */
  77996. execute(): void;
  77997. /**
  77998. * Serializes the actions and its related information.
  77999. * @param parent defines the object to serialize in
  78000. * @returns the serialized object
  78001. */
  78002. serialize(parent: any): any;
  78003. }
  78004. /**
  78005. * This defines an action responsible to increment the target value
  78006. * to a desired value once triggered.
  78007. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78008. */
  78009. export class IncrementValueAction extends Action {
  78010. /**
  78011. * The path of the property to increment in the target.
  78012. */
  78013. propertyPath: string;
  78014. /**
  78015. * The value we should increment the property by.
  78016. */
  78017. value: any;
  78018. private _target;
  78019. private _effectiveTarget;
  78020. private _property;
  78021. /**
  78022. * Instantiate the action
  78023. * @param triggerOptions defines the trigger options
  78024. * @param target defines the object containing the property
  78025. * @param propertyPath defines the path of the property to increment in the target
  78026. * @param value defines the value value we should increment the property by
  78027. * @param condition defines the trigger related conditions
  78028. */
  78029. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78030. /** @hidden */
  78031. _prepare(): void;
  78032. /**
  78033. * Execute the action and increment the target of the value amount.
  78034. */
  78035. execute(): void;
  78036. /**
  78037. * Serializes the actions and its related information.
  78038. * @param parent defines the object to serialize in
  78039. * @returns the serialized object
  78040. */
  78041. serialize(parent: any): any;
  78042. }
  78043. /**
  78044. * This defines an action responsible to start an animation once triggered.
  78045. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78046. */
  78047. export class PlayAnimationAction extends Action {
  78048. /**
  78049. * Where the animation should start (animation frame)
  78050. */
  78051. from: number;
  78052. /**
  78053. * Where the animation should stop (animation frame)
  78054. */
  78055. to: number;
  78056. /**
  78057. * Define if the animation should loop or stop after the first play.
  78058. */
  78059. loop?: boolean;
  78060. private _target;
  78061. /**
  78062. * Instantiate the action
  78063. * @param triggerOptions defines the trigger options
  78064. * @param target defines the target animation or animation name
  78065. * @param from defines from where the animation should start (animation frame)
  78066. * @param end defines where the animation should stop (animation frame)
  78067. * @param loop defines if the animation should loop or stop after the first play
  78068. * @param condition defines the trigger related conditions
  78069. */
  78070. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78071. /** @hidden */
  78072. _prepare(): void;
  78073. /**
  78074. * Execute the action and play the animation.
  78075. */
  78076. execute(): void;
  78077. /**
  78078. * Serializes the actions and its related information.
  78079. * @param parent defines the object to serialize in
  78080. * @returns the serialized object
  78081. */
  78082. serialize(parent: any): any;
  78083. }
  78084. /**
  78085. * This defines an action responsible to stop an animation once triggered.
  78086. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78087. */
  78088. export class StopAnimationAction extends Action {
  78089. private _target;
  78090. /**
  78091. * Instantiate the action
  78092. * @param triggerOptions defines the trigger options
  78093. * @param target defines the target animation or animation name
  78094. * @param condition defines the trigger related conditions
  78095. */
  78096. constructor(triggerOptions: any, target: any, condition?: Condition);
  78097. /** @hidden */
  78098. _prepare(): void;
  78099. /**
  78100. * Execute the action and stop the animation.
  78101. */
  78102. execute(): void;
  78103. /**
  78104. * Serializes the actions and its related information.
  78105. * @param parent defines the object to serialize in
  78106. * @returns the serialized object
  78107. */
  78108. serialize(parent: any): any;
  78109. }
  78110. /**
  78111. * This defines an action responsible that does nothing once triggered.
  78112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78113. */
  78114. export class DoNothingAction extends Action {
  78115. /**
  78116. * Instantiate the action
  78117. * @param triggerOptions defines the trigger options
  78118. * @param condition defines the trigger related conditions
  78119. */
  78120. constructor(triggerOptions?: any, condition?: Condition);
  78121. /**
  78122. * Execute the action and do nothing.
  78123. */
  78124. execute(): void;
  78125. /**
  78126. * Serializes the actions and its related information.
  78127. * @param parent defines the object to serialize in
  78128. * @returns the serialized object
  78129. */
  78130. serialize(parent: any): any;
  78131. }
  78132. /**
  78133. * This defines an action responsible to trigger several actions once triggered.
  78134. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78135. */
  78136. export class CombineAction extends Action {
  78137. /**
  78138. * The list of aggregated animations to run.
  78139. */
  78140. children: Action[];
  78141. /**
  78142. * Instantiate the action
  78143. * @param triggerOptions defines the trigger options
  78144. * @param children defines the list of aggregated animations to run
  78145. * @param condition defines the trigger related conditions
  78146. */
  78147. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78148. /** @hidden */
  78149. _prepare(): void;
  78150. /**
  78151. * Execute the action and executes all the aggregated actions.
  78152. */
  78153. execute(evt: ActionEvent): void;
  78154. /**
  78155. * Serializes the actions and its related information.
  78156. * @param parent defines the object to serialize in
  78157. * @returns the serialized object
  78158. */
  78159. serialize(parent: any): any;
  78160. }
  78161. /**
  78162. * This defines an action responsible to run code (external event) once triggered.
  78163. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78164. */
  78165. export class ExecuteCodeAction extends Action {
  78166. /**
  78167. * The callback function to run.
  78168. */
  78169. func: (evt: ActionEvent) => void;
  78170. /**
  78171. * Instantiate the action
  78172. * @param triggerOptions defines the trigger options
  78173. * @param func defines the callback function to run
  78174. * @param condition defines the trigger related conditions
  78175. */
  78176. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78177. /**
  78178. * Execute the action and run the attached code.
  78179. */
  78180. execute(evt: ActionEvent): void;
  78181. }
  78182. /**
  78183. * This defines an action responsible to set the parent property of the target once triggered.
  78184. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78185. */
  78186. export class SetParentAction extends Action {
  78187. private _parent;
  78188. private _target;
  78189. /**
  78190. * Instantiate the action
  78191. * @param triggerOptions defines the trigger options
  78192. * @param target defines the target containing the parent property
  78193. * @param parent defines from where the animation should start (animation frame)
  78194. * @param condition defines the trigger related conditions
  78195. */
  78196. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78197. /** @hidden */
  78198. _prepare(): void;
  78199. /**
  78200. * Execute the action and set the parent property.
  78201. */
  78202. execute(): void;
  78203. /**
  78204. * Serializes the actions and its related information.
  78205. * @param parent defines the object to serialize in
  78206. * @returns the serialized object
  78207. */
  78208. serialize(parent: any): any;
  78209. }
  78210. }
  78211. declare module BABYLON {
  78212. /**
  78213. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78214. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78215. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78216. */
  78217. export class ActionManager extends AbstractActionManager {
  78218. /**
  78219. * Nothing
  78220. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78221. */
  78222. static readonly NothingTrigger: number;
  78223. /**
  78224. * On pick
  78225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78226. */
  78227. static readonly OnPickTrigger: number;
  78228. /**
  78229. * On left pick
  78230. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78231. */
  78232. static readonly OnLeftPickTrigger: number;
  78233. /**
  78234. * On right pick
  78235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78236. */
  78237. static readonly OnRightPickTrigger: number;
  78238. /**
  78239. * On center pick
  78240. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78241. */
  78242. static readonly OnCenterPickTrigger: number;
  78243. /**
  78244. * On pick down
  78245. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78246. */
  78247. static readonly OnPickDownTrigger: number;
  78248. /**
  78249. * On double pick
  78250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78251. */
  78252. static readonly OnDoublePickTrigger: number;
  78253. /**
  78254. * On pick up
  78255. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78256. */
  78257. static readonly OnPickUpTrigger: number;
  78258. /**
  78259. * On pick out.
  78260. * This trigger will only be raised if you also declared a OnPickDown
  78261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78262. */
  78263. static readonly OnPickOutTrigger: number;
  78264. /**
  78265. * On long press
  78266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78267. */
  78268. static readonly OnLongPressTrigger: number;
  78269. /**
  78270. * On pointer over
  78271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78272. */
  78273. static readonly OnPointerOverTrigger: number;
  78274. /**
  78275. * On pointer out
  78276. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78277. */
  78278. static readonly OnPointerOutTrigger: number;
  78279. /**
  78280. * On every frame
  78281. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78282. */
  78283. static readonly OnEveryFrameTrigger: number;
  78284. /**
  78285. * On intersection enter
  78286. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78287. */
  78288. static readonly OnIntersectionEnterTrigger: number;
  78289. /**
  78290. * On intersection exit
  78291. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78292. */
  78293. static readonly OnIntersectionExitTrigger: number;
  78294. /**
  78295. * On key down
  78296. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78297. */
  78298. static readonly OnKeyDownTrigger: number;
  78299. /**
  78300. * On key up
  78301. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78302. */
  78303. static readonly OnKeyUpTrigger: number;
  78304. private _scene;
  78305. /**
  78306. * Creates a new action manager
  78307. * @param scene defines the hosting scene
  78308. */
  78309. constructor(scene: Scene);
  78310. /**
  78311. * Releases all associated resources
  78312. */
  78313. dispose(): void;
  78314. /**
  78315. * Gets hosting scene
  78316. * @returns the hosting scene
  78317. */
  78318. getScene(): Scene;
  78319. /**
  78320. * Does this action manager handles actions of any of the given triggers
  78321. * @param triggers defines the triggers to be tested
  78322. * @return a boolean indicating whether one (or more) of the triggers is handled
  78323. */
  78324. hasSpecificTriggers(triggers: number[]): boolean;
  78325. /**
  78326. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78327. * speed.
  78328. * @param triggerA defines the trigger to be tested
  78329. * @param triggerB defines the trigger to be tested
  78330. * @return a boolean indicating whether one (or more) of the triggers is handled
  78331. */
  78332. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78333. /**
  78334. * Does this action manager handles actions of a given trigger
  78335. * @param trigger defines the trigger to be tested
  78336. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78337. * @return whether the trigger is handled
  78338. */
  78339. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78340. /**
  78341. * Does this action manager has pointer triggers
  78342. */
  78343. readonly hasPointerTriggers: boolean;
  78344. /**
  78345. * Does this action manager has pick triggers
  78346. */
  78347. readonly hasPickTriggers: boolean;
  78348. /**
  78349. * Registers an action to this action manager
  78350. * @param action defines the action to be registered
  78351. * @return the action amended (prepared) after registration
  78352. */
  78353. registerAction(action: IAction): Nullable<IAction>;
  78354. /**
  78355. * Unregisters an action to this action manager
  78356. * @param action defines the action to be unregistered
  78357. * @return a boolean indicating whether the action has been unregistered
  78358. */
  78359. unregisterAction(action: IAction): Boolean;
  78360. /**
  78361. * Process a specific trigger
  78362. * @param trigger defines the trigger to process
  78363. * @param evt defines the event details to be processed
  78364. */
  78365. processTrigger(trigger: number, evt?: IActionEvent): void;
  78366. /** @hidden */
  78367. _getEffectiveTarget(target: any, propertyPath: string): any;
  78368. /** @hidden */
  78369. _getProperty(propertyPath: string): string;
  78370. /**
  78371. * Serialize this manager to a JSON object
  78372. * @param name defines the property name to store this manager
  78373. * @returns a JSON representation of this manager
  78374. */
  78375. serialize(name: string): any;
  78376. /**
  78377. * Creates a new ActionManager from a JSON data
  78378. * @param parsedActions defines the JSON data to read from
  78379. * @param object defines the hosting mesh
  78380. * @param scene defines the hosting scene
  78381. */
  78382. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78383. /**
  78384. * Get a trigger name by index
  78385. * @param trigger defines the trigger index
  78386. * @returns a trigger name
  78387. */
  78388. static GetTriggerName(trigger: number): string;
  78389. }
  78390. }
  78391. declare module BABYLON {
  78392. /**
  78393. * Class representing a ray with position and direction
  78394. */
  78395. export class Ray {
  78396. /** origin point */
  78397. origin: Vector3;
  78398. /** direction */
  78399. direction: Vector3;
  78400. /** length of the ray */
  78401. length: number;
  78402. private static readonly TmpVector3;
  78403. private _tmpRay;
  78404. /**
  78405. * Creates a new ray
  78406. * @param origin origin point
  78407. * @param direction direction
  78408. * @param length length of the ray
  78409. */
  78410. constructor(
  78411. /** origin point */
  78412. origin: Vector3,
  78413. /** direction */
  78414. direction: Vector3,
  78415. /** length of the ray */
  78416. length?: number);
  78417. /**
  78418. * Checks if the ray intersects a box
  78419. * @param minimum bound of the box
  78420. * @param maximum bound of the box
  78421. * @param intersectionTreshold extra extend to be added to the box in all direction
  78422. * @returns if the box was hit
  78423. */
  78424. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  78425. /**
  78426. * Checks if the ray intersects a box
  78427. * @param box the bounding box to check
  78428. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  78429. * @returns if the box was hit
  78430. */
  78431. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  78432. /**
  78433. * If the ray hits a sphere
  78434. * @param sphere the bounding sphere to check
  78435. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  78436. * @returns true if it hits the sphere
  78437. */
  78438. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  78439. /**
  78440. * If the ray hits a triange
  78441. * @param vertex0 triangle vertex
  78442. * @param vertex1 triangle vertex
  78443. * @param vertex2 triangle vertex
  78444. * @returns intersection information if hit
  78445. */
  78446. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  78447. /**
  78448. * Checks if ray intersects a plane
  78449. * @param plane the plane to check
  78450. * @returns the distance away it was hit
  78451. */
  78452. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  78453. /**
  78454. * Calculate the intercept of a ray on a given axis
  78455. * @param axis to check 'x' | 'y' | 'z'
  78456. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  78457. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  78458. */
  78459. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  78460. /**
  78461. * Checks if ray intersects a mesh
  78462. * @param mesh the mesh to check
  78463. * @param fastCheck if only the bounding box should checked
  78464. * @returns picking info of the intersecton
  78465. */
  78466. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  78467. /**
  78468. * Checks if ray intersects a mesh
  78469. * @param meshes the meshes to check
  78470. * @param fastCheck if only the bounding box should checked
  78471. * @param results array to store result in
  78472. * @returns Array of picking infos
  78473. */
  78474. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  78475. private _comparePickingInfo;
  78476. private static smallnum;
  78477. private static rayl;
  78478. /**
  78479. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  78480. * @param sega the first point of the segment to test the intersection against
  78481. * @param segb the second point of the segment to test the intersection against
  78482. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  78483. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  78484. */
  78485. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  78486. /**
  78487. * Update the ray from viewport position
  78488. * @param x position
  78489. * @param y y position
  78490. * @param viewportWidth viewport width
  78491. * @param viewportHeight viewport height
  78492. * @param world world matrix
  78493. * @param view view matrix
  78494. * @param projection projection matrix
  78495. * @returns this ray updated
  78496. */
  78497. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78498. /**
  78499. * Creates a ray with origin and direction of 0,0,0
  78500. * @returns the new ray
  78501. */
  78502. static Zero(): Ray;
  78503. /**
  78504. * Creates a new ray from screen space and viewport
  78505. * @param x position
  78506. * @param y y position
  78507. * @param viewportWidth viewport width
  78508. * @param viewportHeight viewport height
  78509. * @param world world matrix
  78510. * @param view view matrix
  78511. * @param projection projection matrix
  78512. * @returns new ray
  78513. */
  78514. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78515. /**
  78516. * 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
  78517. * transformed to the given world matrix.
  78518. * @param origin The origin point
  78519. * @param end The end point
  78520. * @param world a matrix to transform the ray to. Default is the identity matrix.
  78521. * @returns the new ray
  78522. */
  78523. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  78524. /**
  78525. * Transforms a ray by a matrix
  78526. * @param ray ray to transform
  78527. * @param matrix matrix to apply
  78528. * @returns the resulting new ray
  78529. */
  78530. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  78531. /**
  78532. * Transforms a ray by a matrix
  78533. * @param ray ray to transform
  78534. * @param matrix matrix to apply
  78535. * @param result ray to store result in
  78536. */
  78537. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  78538. /**
  78539. * Unproject a ray from screen space to object space
  78540. * @param sourceX defines the screen space x coordinate to use
  78541. * @param sourceY defines the screen space y coordinate to use
  78542. * @param viewportWidth defines the current width of the viewport
  78543. * @param viewportHeight defines the current height of the viewport
  78544. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  78545. * @param view defines the view matrix to use
  78546. * @param projection defines the projection matrix to use
  78547. */
  78548. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  78549. }
  78550. /**
  78551. * Type used to define predicate used to select faces when a mesh intersection is detected
  78552. */
  78553. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  78554. interface Scene {
  78555. /** @hidden */
  78556. _tempPickingRay: Nullable<Ray>;
  78557. /** @hidden */
  78558. _cachedRayForTransform: Ray;
  78559. /** @hidden */
  78560. _pickWithRayInverseMatrix: Matrix;
  78561. /** @hidden */
  78562. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  78563. /** @hidden */
  78564. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  78565. }
  78566. }
  78567. declare module BABYLON {
  78568. /**
  78569. * Groups all the scene component constants in one place to ease maintenance.
  78570. * @hidden
  78571. */
  78572. export class SceneComponentConstants {
  78573. static readonly NAME_EFFECTLAYER: string;
  78574. static readonly NAME_LAYER: string;
  78575. static readonly NAME_LENSFLARESYSTEM: string;
  78576. static readonly NAME_BOUNDINGBOXRENDERER: string;
  78577. static readonly NAME_PARTICLESYSTEM: string;
  78578. static readonly NAME_GAMEPAD: string;
  78579. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  78580. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  78581. static readonly NAME_DEPTHRENDERER: string;
  78582. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  78583. static readonly NAME_SPRITE: string;
  78584. static readonly NAME_OUTLINERENDERER: string;
  78585. static readonly NAME_PROCEDURALTEXTURE: string;
  78586. static readonly NAME_SHADOWGENERATOR: string;
  78587. static readonly NAME_OCTREE: string;
  78588. static readonly NAME_PHYSICSENGINE: string;
  78589. static readonly NAME_AUDIO: string;
  78590. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  78591. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78592. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  78593. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78594. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  78595. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  78596. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  78597. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  78598. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  78599. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  78600. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  78601. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  78602. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  78603. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  78604. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  78605. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  78606. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  78607. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  78608. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  78609. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  78610. static readonly STEP_AFTERRENDER_AUDIO: number;
  78611. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  78612. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  78613. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  78614. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  78615. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  78616. static readonly STEP_POINTERMOVE_SPRITE: number;
  78617. static readonly STEP_POINTERDOWN_SPRITE: number;
  78618. static readonly STEP_POINTERUP_SPRITE: number;
  78619. }
  78620. /**
  78621. * This represents a scene component.
  78622. *
  78623. * This is used to decouple the dependency the scene is having on the different workloads like
  78624. * layers, post processes...
  78625. */
  78626. export interface ISceneComponent {
  78627. /**
  78628. * The name of the component. Each component must have a unique name.
  78629. */
  78630. name: string;
  78631. /**
  78632. * The scene the component belongs to.
  78633. */
  78634. scene: Scene;
  78635. /**
  78636. * Register the component to one instance of a scene.
  78637. */
  78638. register(): void;
  78639. /**
  78640. * Rebuilds the elements related to this component in case of
  78641. * context lost for instance.
  78642. */
  78643. rebuild(): void;
  78644. /**
  78645. * Disposes the component and the associated ressources.
  78646. */
  78647. dispose(): void;
  78648. }
  78649. /**
  78650. * This represents a SERIALIZABLE scene component.
  78651. *
  78652. * This extends Scene Component to add Serialization methods on top.
  78653. */
  78654. export interface ISceneSerializableComponent extends ISceneComponent {
  78655. /**
  78656. * Adds all the elements from the container to the scene
  78657. * @param container the container holding the elements
  78658. */
  78659. addFromContainer(container: AbstractScene): void;
  78660. /**
  78661. * Removes all the elements in the container from the scene
  78662. * @param container contains the elements to remove
  78663. * @param dispose if the removed element should be disposed (default: false)
  78664. */
  78665. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  78666. /**
  78667. * Serializes the component data to the specified json object
  78668. * @param serializationObject The object to serialize to
  78669. */
  78670. serialize(serializationObject: any): void;
  78671. }
  78672. /**
  78673. * Strong typing of a Mesh related stage step action
  78674. */
  78675. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  78676. /**
  78677. * Strong typing of a Evaluate Sub Mesh related stage step action
  78678. */
  78679. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  78680. /**
  78681. * Strong typing of a Active Mesh related stage step action
  78682. */
  78683. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  78684. /**
  78685. * Strong typing of a Camera related stage step action
  78686. */
  78687. export type CameraStageAction = (camera: Camera) => void;
  78688. /**
  78689. * Strong typing of a Camera Frame buffer related stage step action
  78690. */
  78691. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  78692. /**
  78693. * Strong typing of a Render Target related stage step action
  78694. */
  78695. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  78696. /**
  78697. * Strong typing of a RenderingGroup related stage step action
  78698. */
  78699. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  78700. /**
  78701. * Strong typing of a Mesh Render related stage step action
  78702. */
  78703. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  78704. /**
  78705. * Strong typing of a simple stage step action
  78706. */
  78707. export type SimpleStageAction = () => void;
  78708. /**
  78709. * Strong typing of a render target action.
  78710. */
  78711. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  78712. /**
  78713. * Strong typing of a pointer move action.
  78714. */
  78715. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  78716. /**
  78717. * Strong typing of a pointer up/down action.
  78718. */
  78719. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  78720. /**
  78721. * Representation of a stage in the scene (Basically a list of ordered steps)
  78722. * @hidden
  78723. */
  78724. export class Stage<T extends Function> extends Array<{
  78725. index: number;
  78726. component: ISceneComponent;
  78727. action: T;
  78728. }> {
  78729. /**
  78730. * Hide ctor from the rest of the world.
  78731. * @param items The items to add.
  78732. */
  78733. private constructor();
  78734. /**
  78735. * Creates a new Stage.
  78736. * @returns A new instance of a Stage
  78737. */
  78738. static Create<T extends Function>(): Stage<T>;
  78739. /**
  78740. * Registers a step in an ordered way in the targeted stage.
  78741. * @param index Defines the position to register the step in
  78742. * @param component Defines the component attached to the step
  78743. * @param action Defines the action to launch during the step
  78744. */
  78745. registerStep(index: number, component: ISceneComponent, action: T): void;
  78746. /**
  78747. * Clears all the steps from the stage.
  78748. */
  78749. clear(): void;
  78750. }
  78751. }
  78752. declare module BABYLON {
  78753. interface Scene {
  78754. /** @hidden */
  78755. _pointerOverSprite: Nullable<Sprite>;
  78756. /** @hidden */
  78757. _pickedDownSprite: Nullable<Sprite>;
  78758. /** @hidden */
  78759. _tempSpritePickingRay: Nullable<Ray>;
  78760. /**
  78761. * All of the sprite managers added to this scene
  78762. * @see http://doc.babylonjs.com/babylon101/sprites
  78763. */
  78764. spriteManagers: Array<ISpriteManager>;
  78765. /**
  78766. * An event triggered when sprites rendering is about to start
  78767. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  78768. */
  78769. onBeforeSpritesRenderingObservable: Observable<Scene>;
  78770. /**
  78771. * An event triggered when sprites rendering is done
  78772. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  78773. */
  78774. onAfterSpritesRenderingObservable: Observable<Scene>;
  78775. /** @hidden */
  78776. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  78777. /** Launch a ray to try to pick a sprite in the scene
  78778. * @param x position on screen
  78779. * @param y position on screen
  78780. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  78781. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  78782. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  78783. * @returns a PickingInfo
  78784. */
  78785. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  78786. /** Use the given ray to pick a sprite in the scene
  78787. * @param ray The ray (in world space) to use to pick meshes
  78788. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  78789. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  78790. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  78791. * @returns a PickingInfo
  78792. */
  78793. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  78794. /** @hidden */
  78795. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  78796. /** Launch a ray to try to pick sprites in the scene
  78797. * @param x position on screen
  78798. * @param y position on screen
  78799. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  78800. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  78801. * @returns a PickingInfo array
  78802. */
  78803. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  78804. /** Use the given ray to pick sprites in the scene
  78805. * @param ray The ray (in world space) to use to pick meshes
  78806. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  78807. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  78808. * @returns a PickingInfo array
  78809. */
  78810. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  78811. /**
  78812. * Force the sprite under the pointer
  78813. * @param sprite defines the sprite to use
  78814. */
  78815. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  78816. /**
  78817. * Gets the sprite under the pointer
  78818. * @returns a Sprite or null if no sprite is under the pointer
  78819. */
  78820. getPointerOverSprite(): Nullable<Sprite>;
  78821. }
  78822. /**
  78823. * Defines the sprite scene component responsible to manage sprites
  78824. * in a given scene.
  78825. */
  78826. export class SpriteSceneComponent implements ISceneComponent {
  78827. /**
  78828. * The component name helpfull to identify the component in the list of scene components.
  78829. */
  78830. readonly name: string;
  78831. /**
  78832. * The scene the component belongs to.
  78833. */
  78834. scene: Scene;
  78835. /** @hidden */
  78836. private _spritePredicate;
  78837. /**
  78838. * Creates a new instance of the component for the given scene
  78839. * @param scene Defines the scene to register the component in
  78840. */
  78841. constructor(scene: Scene);
  78842. /**
  78843. * Registers the component in a given scene
  78844. */
  78845. register(): void;
  78846. /**
  78847. * Rebuilds the elements related to this component in case of
  78848. * context lost for instance.
  78849. */
  78850. rebuild(): void;
  78851. /**
  78852. * Disposes the component and the associated ressources.
  78853. */
  78854. dispose(): void;
  78855. private _pickSpriteButKeepRay;
  78856. private _pointerMove;
  78857. private _pointerDown;
  78858. private _pointerUp;
  78859. }
  78860. }
  78861. declare module BABYLON {
  78862. /** @hidden */
  78863. export var fogFragmentDeclaration: {
  78864. name: string;
  78865. shader: string;
  78866. };
  78867. }
  78868. declare module BABYLON {
  78869. /** @hidden */
  78870. export var fogFragment: {
  78871. name: string;
  78872. shader: string;
  78873. };
  78874. }
  78875. declare module BABYLON {
  78876. /** @hidden */
  78877. export var spritesPixelShader: {
  78878. name: string;
  78879. shader: string;
  78880. };
  78881. }
  78882. declare module BABYLON {
  78883. /** @hidden */
  78884. export var fogVertexDeclaration: {
  78885. name: string;
  78886. shader: string;
  78887. };
  78888. }
  78889. declare module BABYLON {
  78890. /** @hidden */
  78891. export var spritesVertexShader: {
  78892. name: string;
  78893. shader: string;
  78894. };
  78895. }
  78896. declare module BABYLON {
  78897. /**
  78898. * Defines the minimum interface to fullfil in order to be a sprite manager.
  78899. */
  78900. export interface ISpriteManager extends IDisposable {
  78901. /**
  78902. * Restricts the camera to viewing objects with the same layerMask.
  78903. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  78904. */
  78905. layerMask: number;
  78906. /**
  78907. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  78908. */
  78909. isPickable: boolean;
  78910. /**
  78911. * Specifies the rendering group id for this mesh (0 by default)
  78912. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  78913. */
  78914. renderingGroupId: number;
  78915. /**
  78916. * Defines the list of sprites managed by the manager.
  78917. */
  78918. sprites: Array<Sprite>;
  78919. /**
  78920. * Tests the intersection of a sprite with a specific ray.
  78921. * @param ray The ray we are sending to test the collision
  78922. * @param camera The camera space we are sending rays in
  78923. * @param predicate A predicate allowing excluding sprites from the list of object to test
  78924. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  78925. * @returns picking info or null.
  78926. */
  78927. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  78928. /**
  78929. * Intersects the sprites with a ray
  78930. * @param ray defines the ray to intersect with
  78931. * @param camera defines the current active camera
  78932. * @param predicate defines a predicate used to select candidate sprites
  78933. * @returns null if no hit or a PickingInfo array
  78934. */
  78935. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  78936. /**
  78937. * Renders the list of sprites on screen.
  78938. */
  78939. render(): void;
  78940. }
  78941. /**
  78942. * Class used to manage multiple sprites on the same spritesheet
  78943. * @see http://doc.babylonjs.com/babylon101/sprites
  78944. */
  78945. export class SpriteManager implements ISpriteManager {
  78946. /** defines the manager's name */
  78947. name: string;
  78948. /** Gets the list of sprites */
  78949. sprites: Sprite[];
  78950. /** Gets or sets the rendering group id (0 by default) */
  78951. renderingGroupId: number;
  78952. /** Gets or sets camera layer mask */
  78953. layerMask: number;
  78954. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  78955. fogEnabled: boolean;
  78956. /** Gets or sets a boolean indicating if the sprites are pickable */
  78957. isPickable: boolean;
  78958. /** Defines the default width of a cell in the spritesheet */
  78959. cellWidth: number;
  78960. /** Defines the default height of a cell in the spritesheet */
  78961. cellHeight: number;
  78962. /** Associative array from JSON sprite data file */
  78963. private _cellData;
  78964. /** Array of sprite names from JSON sprite data file */
  78965. private _spriteMap;
  78966. /** True when packed cell data from JSON file is ready*/
  78967. private _packedAndReady;
  78968. /**
  78969. * An event triggered when the manager is disposed.
  78970. */
  78971. onDisposeObservable: Observable<SpriteManager>;
  78972. private _onDisposeObserver;
  78973. /**
  78974. * Callback called when the manager is disposed
  78975. */
  78976. onDispose: () => void;
  78977. private _capacity;
  78978. private _fromPacked;
  78979. private _spriteTexture;
  78980. private _epsilon;
  78981. private _scene;
  78982. private _vertexData;
  78983. private _buffer;
  78984. private _vertexBuffers;
  78985. private _indexBuffer;
  78986. private _effectBase;
  78987. private _effectFog;
  78988. /**
  78989. * Gets or sets the spritesheet texture
  78990. */
  78991. texture: Texture;
  78992. /**
  78993. * Creates a new sprite manager
  78994. * @param name defines the manager's name
  78995. * @param imgUrl defines the sprite sheet url
  78996. * @param capacity defines the maximum allowed number of sprites
  78997. * @param cellSize defines the size of a sprite cell
  78998. * @param scene defines the hosting scene
  78999. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79000. * @param samplingMode defines the smapling mode to use with spritesheet
  79001. * @param fromPacked set to false; do not alter
  79002. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79003. */
  79004. constructor(
  79005. /** defines the manager's name */
  79006. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79007. private _makePacked;
  79008. private _appendSpriteVertex;
  79009. /**
  79010. * Intersects the sprites with a ray
  79011. * @param ray defines the ray to intersect with
  79012. * @param camera defines the current active camera
  79013. * @param predicate defines a predicate used to select candidate sprites
  79014. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79015. * @returns null if no hit or a PickingInfo
  79016. */
  79017. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79018. /**
  79019. * Intersects the sprites with a ray
  79020. * @param ray defines the ray to intersect with
  79021. * @param camera defines the current active camera
  79022. * @param predicate defines a predicate used to select candidate sprites
  79023. * @returns null if no hit or a PickingInfo array
  79024. */
  79025. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79026. /**
  79027. * Render all child sprites
  79028. */
  79029. render(): void;
  79030. /**
  79031. * Release associated resources
  79032. */
  79033. dispose(): void;
  79034. }
  79035. }
  79036. declare module BABYLON {
  79037. /**
  79038. * Class used to represent a sprite
  79039. * @see http://doc.babylonjs.com/babylon101/sprites
  79040. */
  79041. export class Sprite {
  79042. /** defines the name */
  79043. name: string;
  79044. /** Gets or sets the current world position */
  79045. position: Vector3;
  79046. /** Gets or sets the main color */
  79047. color: Color4;
  79048. /** Gets or sets the width */
  79049. width: number;
  79050. /** Gets or sets the height */
  79051. height: number;
  79052. /** Gets or sets rotation angle */
  79053. angle: number;
  79054. /** Gets or sets the cell index in the sprite sheet */
  79055. cellIndex: number;
  79056. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79057. cellRef: string;
  79058. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79059. invertU: number;
  79060. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79061. invertV: number;
  79062. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79063. disposeWhenFinishedAnimating: boolean;
  79064. /** Gets the list of attached animations */
  79065. animations: Animation[];
  79066. /** Gets or sets a boolean indicating if the sprite can be picked */
  79067. isPickable: boolean;
  79068. /**
  79069. * Gets or sets the associated action manager
  79070. */
  79071. actionManager: Nullable<ActionManager>;
  79072. private _animationStarted;
  79073. private _loopAnimation;
  79074. private _fromIndex;
  79075. private _toIndex;
  79076. private _delay;
  79077. private _direction;
  79078. private _manager;
  79079. private _time;
  79080. private _onAnimationEnd;
  79081. /**
  79082. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79083. */
  79084. isVisible: boolean;
  79085. /**
  79086. * Gets or sets the sprite size
  79087. */
  79088. size: number;
  79089. /**
  79090. * Creates a new Sprite
  79091. * @param name defines the name
  79092. * @param manager defines the manager
  79093. */
  79094. constructor(
  79095. /** defines the name */
  79096. name: string, manager: ISpriteManager);
  79097. /**
  79098. * Starts an animation
  79099. * @param from defines the initial key
  79100. * @param to defines the end key
  79101. * @param loop defines if the animation must loop
  79102. * @param delay defines the start delay (in ms)
  79103. * @param onAnimationEnd defines a callback to call when animation ends
  79104. */
  79105. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79106. /** Stops current animation (if any) */
  79107. stopAnimation(): void;
  79108. /** @hidden */
  79109. _animate(deltaTime: number): void;
  79110. /** Release associated resources */
  79111. dispose(): void;
  79112. }
  79113. }
  79114. declare module BABYLON {
  79115. /**
  79116. * Information about the result of picking within a scene
  79117. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79118. */
  79119. export class PickingInfo {
  79120. /** @hidden */
  79121. _pickingUnavailable: boolean;
  79122. /**
  79123. * If the pick collided with an object
  79124. */
  79125. hit: boolean;
  79126. /**
  79127. * Distance away where the pick collided
  79128. */
  79129. distance: number;
  79130. /**
  79131. * The location of pick collision
  79132. */
  79133. pickedPoint: Nullable<Vector3>;
  79134. /**
  79135. * The mesh corresponding the the pick collision
  79136. */
  79137. pickedMesh: Nullable<AbstractMesh>;
  79138. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79139. bu: number;
  79140. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79141. bv: number;
  79142. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79143. faceId: number;
  79144. /** Id of the the submesh that was picked */
  79145. subMeshId: number;
  79146. /** If a sprite was picked, this will be the sprite the pick collided with */
  79147. pickedSprite: Nullable<Sprite>;
  79148. /**
  79149. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79150. */
  79151. originMesh: Nullable<AbstractMesh>;
  79152. /**
  79153. * The ray that was used to perform the picking.
  79154. */
  79155. ray: Nullable<Ray>;
  79156. /**
  79157. * Gets the normal correspodning to the face the pick collided with
  79158. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79159. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79160. * @returns The normal correspodning to the face the pick collided with
  79161. */
  79162. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79163. /**
  79164. * Gets the texture coordinates of where the pick occured
  79165. * @returns the vector containing the coordnates of the texture
  79166. */
  79167. getTextureCoordinates(): Nullable<Vector2>;
  79168. }
  79169. }
  79170. declare module BABYLON {
  79171. /**
  79172. * Gather the list of pointer event types as constants.
  79173. */
  79174. export class PointerEventTypes {
  79175. /**
  79176. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  79177. */
  79178. static readonly POINTERDOWN: number;
  79179. /**
  79180. * The pointerup event is fired when a pointer is no longer active.
  79181. */
  79182. static readonly POINTERUP: number;
  79183. /**
  79184. * The pointermove event is fired when a pointer changes coordinates.
  79185. */
  79186. static readonly POINTERMOVE: number;
  79187. /**
  79188. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79189. */
  79190. static readonly POINTERWHEEL: number;
  79191. /**
  79192. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79193. */
  79194. static readonly POINTERPICK: number;
  79195. /**
  79196. * The pointertap event is fired when a the object has been touched and released without drag.
  79197. */
  79198. static readonly POINTERTAP: number;
  79199. /**
  79200. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79201. */
  79202. static readonly POINTERDOUBLETAP: number;
  79203. }
  79204. /**
  79205. * Base class of pointer info types.
  79206. */
  79207. export class PointerInfoBase {
  79208. /**
  79209. * Defines the type of event (PointerEventTypes)
  79210. */
  79211. type: number;
  79212. /**
  79213. * Defines the related dom event
  79214. */
  79215. event: PointerEvent | MouseWheelEvent;
  79216. /**
  79217. * Instantiates the base class of pointers info.
  79218. * @param type Defines the type of event (PointerEventTypes)
  79219. * @param event Defines the related dom event
  79220. */
  79221. constructor(
  79222. /**
  79223. * Defines the type of event (PointerEventTypes)
  79224. */
  79225. type: number,
  79226. /**
  79227. * Defines the related dom event
  79228. */
  79229. event: PointerEvent | MouseWheelEvent);
  79230. }
  79231. /**
  79232. * This class is used to store pointer related info for the onPrePointerObservable event.
  79233. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79234. */
  79235. export class PointerInfoPre extends PointerInfoBase {
  79236. /**
  79237. * Ray from a pointer if availible (eg. 6dof controller)
  79238. */
  79239. ray: Nullable<Ray>;
  79240. /**
  79241. * Defines the local position of the pointer on the canvas.
  79242. */
  79243. localPosition: Vector2;
  79244. /**
  79245. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79246. */
  79247. skipOnPointerObservable: boolean;
  79248. /**
  79249. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79250. * @param type Defines the type of event (PointerEventTypes)
  79251. * @param event Defines the related dom event
  79252. * @param localX Defines the local x coordinates of the pointer when the event occured
  79253. * @param localY Defines the local y coordinates of the pointer when the event occured
  79254. */
  79255. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79256. }
  79257. /**
  79258. * This type contains all the data related to a pointer event in Babylon.js.
  79259. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  79260. */
  79261. export class PointerInfo extends PointerInfoBase {
  79262. /**
  79263. * Defines the picking info associated to the info (if any)\
  79264. */
  79265. pickInfo: Nullable<PickingInfo>;
  79266. /**
  79267. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79268. * @param type Defines the type of event (PointerEventTypes)
  79269. * @param event Defines the related dom event
  79270. * @param pickInfo Defines the picking info associated to the info (if any)\
  79271. */
  79272. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79273. /**
  79274. * Defines the picking info associated to the info (if any)\
  79275. */
  79276. pickInfo: Nullable<PickingInfo>);
  79277. }
  79278. /**
  79279. * Data relating to a touch event on the screen.
  79280. */
  79281. export interface PointerTouch {
  79282. /**
  79283. * X coordinate of touch.
  79284. */
  79285. x: number;
  79286. /**
  79287. * Y coordinate of touch.
  79288. */
  79289. y: number;
  79290. /**
  79291. * Id of touch. Unique for each finger.
  79292. */
  79293. pointerId: number;
  79294. /**
  79295. * Event type passed from DOM.
  79296. */
  79297. type: any;
  79298. }
  79299. }
  79300. declare module BABYLON {
  79301. /**
  79302. * Manage the mouse inputs to control the movement of a free camera.
  79303. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79304. */
  79305. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79306. /**
  79307. * Define if touch is enabled in the mouse input
  79308. */
  79309. touchEnabled: boolean;
  79310. /**
  79311. * Defines the camera the input is attached to.
  79312. */
  79313. camera: FreeCamera;
  79314. /**
  79315. * Defines the buttons associated with the input to handle camera move.
  79316. */
  79317. buttons: number[];
  79318. /**
  79319. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79320. */
  79321. angularSensibility: number;
  79322. private _pointerInput;
  79323. private _onMouseMove;
  79324. private _observer;
  79325. private previousPosition;
  79326. /**
  79327. * Observable for when a pointer move event occurs containing the move offset
  79328. */
  79329. onPointerMovedObservable: Observable<{
  79330. offsetX: number;
  79331. offsetY: number;
  79332. }>;
  79333. /**
  79334. * @hidden
  79335. * If the camera should be rotated automatically based on pointer movement
  79336. */
  79337. _allowCameraRotation: boolean;
  79338. /**
  79339. * Manage the mouse inputs to control the movement of a free camera.
  79340. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79341. * @param touchEnabled Defines if touch is enabled or not
  79342. */
  79343. constructor(
  79344. /**
  79345. * Define if touch is enabled in the mouse input
  79346. */
  79347. touchEnabled?: boolean);
  79348. /**
  79349. * Attach the input controls to a specific dom element to get the input from.
  79350. * @param element Defines the element the controls should be listened from
  79351. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79352. */
  79353. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79354. /**
  79355. * Called on JS contextmenu event.
  79356. * Override this method to provide functionality.
  79357. */
  79358. protected onContextMenu(evt: PointerEvent): void;
  79359. /**
  79360. * Detach the current controls from the specified dom element.
  79361. * @param element Defines the element to stop listening the inputs from
  79362. */
  79363. detachControl(element: Nullable<HTMLElement>): void;
  79364. /**
  79365. * Gets the class name of the current intput.
  79366. * @returns the class name
  79367. */
  79368. getClassName(): string;
  79369. /**
  79370. * Get the friendly name associated with the input class.
  79371. * @returns the input friendly name
  79372. */
  79373. getSimpleName(): string;
  79374. }
  79375. }
  79376. declare module BABYLON {
  79377. /**
  79378. * Manage the touch inputs to control the movement of a free camera.
  79379. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79380. */
  79381. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79382. /**
  79383. * Defines the camera the input is attached to.
  79384. */
  79385. camera: FreeCamera;
  79386. /**
  79387. * Defines the touch sensibility for rotation.
  79388. * The higher the faster.
  79389. */
  79390. touchAngularSensibility: number;
  79391. /**
  79392. * Defines the touch sensibility for move.
  79393. * The higher the faster.
  79394. */
  79395. touchMoveSensibility: number;
  79396. private _offsetX;
  79397. private _offsetY;
  79398. private _pointerPressed;
  79399. private _pointerInput;
  79400. private _observer;
  79401. private _onLostFocus;
  79402. /**
  79403. * Attach the input controls to a specific dom element to get the input from.
  79404. * @param element Defines the element the controls should be listened from
  79405. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79406. */
  79407. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79408. /**
  79409. * Detach the current controls from the specified dom element.
  79410. * @param element Defines the element to stop listening the inputs from
  79411. */
  79412. detachControl(element: Nullable<HTMLElement>): void;
  79413. /**
  79414. * Update the current camera state depending on the inputs that have been used this frame.
  79415. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79416. */
  79417. checkInputs(): void;
  79418. /**
  79419. * Gets the class name of the current intput.
  79420. * @returns the class name
  79421. */
  79422. getClassName(): string;
  79423. /**
  79424. * Get the friendly name associated with the input class.
  79425. * @returns the input friendly name
  79426. */
  79427. getSimpleName(): string;
  79428. }
  79429. }
  79430. declare module BABYLON {
  79431. /**
  79432. * Default Inputs manager for the FreeCamera.
  79433. * It groups all the default supported inputs for ease of use.
  79434. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79435. */
  79436. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  79437. /**
  79438. * @hidden
  79439. */
  79440. _mouseInput: Nullable<FreeCameraMouseInput>;
  79441. /**
  79442. * Instantiates a new FreeCameraInputsManager.
  79443. * @param camera Defines the camera the inputs belong to
  79444. */
  79445. constructor(camera: FreeCamera);
  79446. /**
  79447. * Add keyboard input support to the input manager.
  79448. * @returns the current input manager
  79449. */
  79450. addKeyboard(): FreeCameraInputsManager;
  79451. /**
  79452. * Add mouse input support to the input manager.
  79453. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  79454. * @returns the current input manager
  79455. */
  79456. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  79457. /**
  79458. * Removes the mouse input support from the manager
  79459. * @returns the current input manager
  79460. */
  79461. removeMouse(): FreeCameraInputsManager;
  79462. /**
  79463. * Add touch input support to the input manager.
  79464. * @returns the current input manager
  79465. */
  79466. addTouch(): FreeCameraInputsManager;
  79467. /**
  79468. * Remove all attached input methods from a camera
  79469. */
  79470. clear(): void;
  79471. }
  79472. }
  79473. declare module BABYLON {
  79474. /**
  79475. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79476. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  79477. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79478. */
  79479. export class FreeCamera extends TargetCamera {
  79480. /**
  79481. * Define the collision ellipsoid of the camera.
  79482. * This is helpful to simulate a camera body like the player body around the camera
  79483. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  79484. */
  79485. ellipsoid: Vector3;
  79486. /**
  79487. * Define an offset for the position of the ellipsoid around the camera.
  79488. * This can be helpful to determine the center of the body near the gravity center of the body
  79489. * instead of its head.
  79490. */
  79491. ellipsoidOffset: Vector3;
  79492. /**
  79493. * Enable or disable collisions of the camera with the rest of the scene objects.
  79494. */
  79495. checkCollisions: boolean;
  79496. /**
  79497. * Enable or disable gravity on the camera.
  79498. */
  79499. applyGravity: boolean;
  79500. /**
  79501. * Define the input manager associated to the camera.
  79502. */
  79503. inputs: FreeCameraInputsManager;
  79504. /**
  79505. * Gets the input sensibility for a mouse input. (default is 2000.0)
  79506. * Higher values reduce sensitivity.
  79507. */
  79508. /**
  79509. * Sets the input sensibility for a mouse input. (default is 2000.0)
  79510. * Higher values reduce sensitivity.
  79511. */
  79512. angularSensibility: number;
  79513. /**
  79514. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  79515. */
  79516. keysUp: number[];
  79517. /**
  79518. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  79519. */
  79520. keysDown: number[];
  79521. /**
  79522. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  79523. */
  79524. keysLeft: number[];
  79525. /**
  79526. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  79527. */
  79528. keysRight: number[];
  79529. /**
  79530. * Event raised when the camera collide with a mesh in the scene.
  79531. */
  79532. onCollide: (collidedMesh: AbstractMesh) => void;
  79533. private _collider;
  79534. private _needMoveForGravity;
  79535. private _oldPosition;
  79536. private _diffPosition;
  79537. private _newPosition;
  79538. /** @hidden */
  79539. _localDirection: Vector3;
  79540. /** @hidden */
  79541. _transformedDirection: Vector3;
  79542. /**
  79543. * Instantiates a Free Camera.
  79544. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79545. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  79546. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79547. * @param name Define the name of the camera in the scene
  79548. * @param position Define the start position of the camera in the scene
  79549. * @param scene Define the scene the camera belongs to
  79550. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  79551. */
  79552. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  79553. /**
  79554. * Attached controls to the current camera.
  79555. * @param element Defines the element the controls should be listened from
  79556. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79557. */
  79558. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79559. /**
  79560. * Detach the current controls from the camera.
  79561. * The camera will stop reacting to inputs.
  79562. * @param element Defines the element to stop listening the inputs from
  79563. */
  79564. detachControl(element: HTMLElement): void;
  79565. private _collisionMask;
  79566. /**
  79567. * Define a collision mask to limit the list of object the camera can collide with
  79568. */
  79569. collisionMask: number;
  79570. /** @hidden */
  79571. _collideWithWorld(displacement: Vector3): void;
  79572. private _onCollisionPositionChange;
  79573. /** @hidden */
  79574. _checkInputs(): void;
  79575. /** @hidden */
  79576. _decideIfNeedsToMove(): boolean;
  79577. /** @hidden */
  79578. _updatePosition(): void;
  79579. /**
  79580. * Destroy the camera and release the current resources hold by it.
  79581. */
  79582. dispose(): void;
  79583. /**
  79584. * Gets the current object class name.
  79585. * @return the class name
  79586. */
  79587. getClassName(): string;
  79588. }
  79589. }
  79590. declare module BABYLON {
  79591. /**
  79592. * Represents a gamepad control stick position
  79593. */
  79594. export class StickValues {
  79595. /**
  79596. * The x component of the control stick
  79597. */
  79598. x: number;
  79599. /**
  79600. * The y component of the control stick
  79601. */
  79602. y: number;
  79603. /**
  79604. * Initializes the gamepad x and y control stick values
  79605. * @param x The x component of the gamepad control stick value
  79606. * @param y The y component of the gamepad control stick value
  79607. */
  79608. constructor(
  79609. /**
  79610. * The x component of the control stick
  79611. */
  79612. x: number,
  79613. /**
  79614. * The y component of the control stick
  79615. */
  79616. y: number);
  79617. }
  79618. /**
  79619. * An interface which manages callbacks for gamepad button changes
  79620. */
  79621. export interface GamepadButtonChanges {
  79622. /**
  79623. * Called when a gamepad has been changed
  79624. */
  79625. changed: boolean;
  79626. /**
  79627. * Called when a gamepad press event has been triggered
  79628. */
  79629. pressChanged: boolean;
  79630. /**
  79631. * Called when a touch event has been triggered
  79632. */
  79633. touchChanged: boolean;
  79634. /**
  79635. * Called when a value has changed
  79636. */
  79637. valueChanged: boolean;
  79638. }
  79639. /**
  79640. * Represents a gamepad
  79641. */
  79642. export class Gamepad {
  79643. /**
  79644. * The id of the gamepad
  79645. */
  79646. id: string;
  79647. /**
  79648. * The index of the gamepad
  79649. */
  79650. index: number;
  79651. /**
  79652. * The browser gamepad
  79653. */
  79654. browserGamepad: any;
  79655. /**
  79656. * Specifies what type of gamepad this represents
  79657. */
  79658. type: number;
  79659. private _leftStick;
  79660. private _rightStick;
  79661. /** @hidden */
  79662. _isConnected: boolean;
  79663. private _leftStickAxisX;
  79664. private _leftStickAxisY;
  79665. private _rightStickAxisX;
  79666. private _rightStickAxisY;
  79667. /**
  79668. * Triggered when the left control stick has been changed
  79669. */
  79670. private _onleftstickchanged;
  79671. /**
  79672. * Triggered when the right control stick has been changed
  79673. */
  79674. private _onrightstickchanged;
  79675. /**
  79676. * Represents a gamepad controller
  79677. */
  79678. static GAMEPAD: number;
  79679. /**
  79680. * Represents a generic controller
  79681. */
  79682. static GENERIC: number;
  79683. /**
  79684. * Represents an XBox controller
  79685. */
  79686. static XBOX: number;
  79687. /**
  79688. * Represents a pose-enabled controller
  79689. */
  79690. static POSE_ENABLED: number;
  79691. /**
  79692. * Represents an Dual Shock controller
  79693. */
  79694. static DUALSHOCK: number;
  79695. /**
  79696. * Specifies whether the left control stick should be Y-inverted
  79697. */
  79698. protected _invertLeftStickY: boolean;
  79699. /**
  79700. * Specifies if the gamepad has been connected
  79701. */
  79702. readonly isConnected: boolean;
  79703. /**
  79704. * Initializes the gamepad
  79705. * @param id The id of the gamepad
  79706. * @param index The index of the gamepad
  79707. * @param browserGamepad The browser gamepad
  79708. * @param leftStickX The x component of the left joystick
  79709. * @param leftStickY The y component of the left joystick
  79710. * @param rightStickX The x component of the right joystick
  79711. * @param rightStickY The y component of the right joystick
  79712. */
  79713. constructor(
  79714. /**
  79715. * The id of the gamepad
  79716. */
  79717. id: string,
  79718. /**
  79719. * The index of the gamepad
  79720. */
  79721. index: number,
  79722. /**
  79723. * The browser gamepad
  79724. */
  79725. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  79726. /**
  79727. * Callback triggered when the left joystick has changed
  79728. * @param callback
  79729. */
  79730. onleftstickchanged(callback: (values: StickValues) => void): void;
  79731. /**
  79732. * Callback triggered when the right joystick has changed
  79733. * @param callback
  79734. */
  79735. onrightstickchanged(callback: (values: StickValues) => void): void;
  79736. /**
  79737. * Gets the left joystick
  79738. */
  79739. /**
  79740. * Sets the left joystick values
  79741. */
  79742. leftStick: StickValues;
  79743. /**
  79744. * Gets the right joystick
  79745. */
  79746. /**
  79747. * Sets the right joystick value
  79748. */
  79749. rightStick: StickValues;
  79750. /**
  79751. * Updates the gamepad joystick positions
  79752. */
  79753. update(): void;
  79754. /**
  79755. * Disposes the gamepad
  79756. */
  79757. dispose(): void;
  79758. }
  79759. /**
  79760. * Represents a generic gamepad
  79761. */
  79762. export class GenericPad extends Gamepad {
  79763. private _buttons;
  79764. private _onbuttondown;
  79765. private _onbuttonup;
  79766. /**
  79767. * Observable triggered when a button has been pressed
  79768. */
  79769. onButtonDownObservable: Observable<number>;
  79770. /**
  79771. * Observable triggered when a button has been released
  79772. */
  79773. onButtonUpObservable: Observable<number>;
  79774. /**
  79775. * Callback triggered when a button has been pressed
  79776. * @param callback Called when a button has been pressed
  79777. */
  79778. onbuttondown(callback: (buttonPressed: number) => void): void;
  79779. /**
  79780. * Callback triggered when a button has been released
  79781. * @param callback Called when a button has been released
  79782. */
  79783. onbuttonup(callback: (buttonReleased: number) => void): void;
  79784. /**
  79785. * Initializes the generic gamepad
  79786. * @param id The id of the generic gamepad
  79787. * @param index The index of the generic gamepad
  79788. * @param browserGamepad The browser gamepad
  79789. */
  79790. constructor(id: string, index: number, browserGamepad: any);
  79791. private _setButtonValue;
  79792. /**
  79793. * Updates the generic gamepad
  79794. */
  79795. update(): void;
  79796. /**
  79797. * Disposes the generic gamepad
  79798. */
  79799. dispose(): void;
  79800. }
  79801. }
  79802. declare module BABYLON {
  79803. interface Engine {
  79804. /**
  79805. * Creates a raw texture
  79806. * @param data defines the data to store in the texture
  79807. * @param width defines the width of the texture
  79808. * @param height defines the height of the texture
  79809. * @param format defines the format of the data
  79810. * @param generateMipMaps defines if the engine should generate the mip levels
  79811. * @param invertY defines if data must be stored with Y axis inverted
  79812. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  79813. * @param compression defines the compression used (null by default)
  79814. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79815. * @returns the raw texture inside an InternalTexture
  79816. */
  79817. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  79818. /**
  79819. * Update a raw texture
  79820. * @param texture defines the texture to update
  79821. * @param data defines the data to store in the texture
  79822. * @param format defines the format of the data
  79823. * @param invertY defines if data must be stored with Y axis inverted
  79824. */
  79825. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  79826. /**
  79827. * Update a raw texture
  79828. * @param texture defines the texture to update
  79829. * @param data defines the data to store in the texture
  79830. * @param format defines the format of the data
  79831. * @param invertY defines if data must be stored with Y axis inverted
  79832. * @param compression defines the compression used (null by default)
  79833. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79834. */
  79835. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  79836. /**
  79837. * Creates a new raw cube texture
  79838. * @param data defines the array of data to use to create each face
  79839. * @param size defines the size of the textures
  79840. * @param format defines the format of the data
  79841. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  79842. * @param generateMipMaps defines if the engine should generate the mip levels
  79843. * @param invertY defines if data must be stored with Y axis inverted
  79844. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  79845. * @param compression defines the compression used (null by default)
  79846. * @returns the cube texture as an InternalTexture
  79847. */
  79848. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  79849. /**
  79850. * Update a raw cube texture
  79851. * @param texture defines the texture to udpdate
  79852. * @param data defines the data to store
  79853. * @param format defines the data format
  79854. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79855. * @param invertY defines if data must be stored with Y axis inverted
  79856. */
  79857. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  79858. /**
  79859. * Update a raw cube texture
  79860. * @param texture defines the texture to udpdate
  79861. * @param data defines the data to store
  79862. * @param format defines the data format
  79863. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79864. * @param invertY defines if data must be stored with Y axis inverted
  79865. * @param compression defines the compression used (null by default)
  79866. */
  79867. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  79868. /**
  79869. * Update a raw cube texture
  79870. * @param texture defines the texture to udpdate
  79871. * @param data defines the data to store
  79872. * @param format defines the data format
  79873. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79874. * @param invertY defines if data must be stored with Y axis inverted
  79875. * @param compression defines the compression used (null by default)
  79876. * @param level defines which level of the texture to update
  79877. */
  79878. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  79879. /**
  79880. * Creates a new raw cube texture from a specified url
  79881. * @param url defines the url where the data is located
  79882. * @param scene defines the current scene
  79883. * @param size defines the size of the textures
  79884. * @param format defines the format of the data
  79885. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  79886. * @param noMipmap defines if the engine should avoid generating the mip levels
  79887. * @param callback defines a callback used to extract texture data from loaded data
  79888. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  79889. * @param onLoad defines a callback called when texture is loaded
  79890. * @param onError defines a callback called if there is an error
  79891. * @returns the cube texture as an InternalTexture
  79892. */
  79893. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  79894. /**
  79895. * Creates a new raw cube texture from a specified url
  79896. * @param url defines the url where the data is located
  79897. * @param scene defines the current scene
  79898. * @param size defines the size of the textures
  79899. * @param format defines the format of the data
  79900. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  79901. * @param noMipmap defines if the engine should avoid generating the mip levels
  79902. * @param callback defines a callback used to extract texture data from loaded data
  79903. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  79904. * @param onLoad defines a callback called when texture is loaded
  79905. * @param onError defines a callback called if there is an error
  79906. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  79907. * @param invertY defines if data must be stored with Y axis inverted
  79908. * @returns the cube texture as an InternalTexture
  79909. */
  79910. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  79911. /**
  79912. * Creates a new raw 3D texture
  79913. * @param data defines the data used to create the texture
  79914. * @param width defines the width of the texture
  79915. * @param height defines the height of the texture
  79916. * @param depth defines the depth of the texture
  79917. * @param format defines the format of the texture
  79918. * @param generateMipMaps defines if the engine must generate mip levels
  79919. * @param invertY defines if data must be stored with Y axis inverted
  79920. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  79921. * @param compression defines the compressed used (can be null)
  79922. * @param textureType defines the compressed used (can be null)
  79923. * @returns a new raw 3D texture (stored in an InternalTexture)
  79924. */
  79925. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  79926. /**
  79927. * Update a raw 3D texture
  79928. * @param texture defines the texture to update
  79929. * @param data defines the data to store
  79930. * @param format defines the data format
  79931. * @param invertY defines if data must be stored with Y axis inverted
  79932. */
  79933. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  79934. /**
  79935. * Update a raw 3D texture
  79936. * @param texture defines the texture to update
  79937. * @param data defines the data to store
  79938. * @param format defines the data format
  79939. * @param invertY defines if data must be stored with Y axis inverted
  79940. * @param compression defines the used compression (can be null)
  79941. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  79942. */
  79943. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  79944. }
  79945. }
  79946. declare module BABYLON {
  79947. /**
  79948. * Raw texture can help creating a texture directly from an array of data.
  79949. * This can be super useful if you either get the data from an uncompressed source or
  79950. * if you wish to create your texture pixel by pixel.
  79951. */
  79952. export class RawTexture extends Texture {
  79953. /**
  79954. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  79955. */
  79956. format: number;
  79957. private _engine;
  79958. /**
  79959. * Instantiates a new RawTexture.
  79960. * Raw texture can help creating a texture directly from an array of data.
  79961. * This can be super useful if you either get the data from an uncompressed source or
  79962. * if you wish to create your texture pixel by pixel.
  79963. * @param data define the array of data to use to create the texture
  79964. * @param width define the width of the texture
  79965. * @param height define the height of the texture
  79966. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  79967. * @param scene define the scene the texture belongs to
  79968. * @param generateMipMaps define whether mip maps should be generated or not
  79969. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  79970. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  79971. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  79972. */
  79973. constructor(data: ArrayBufferView, width: number, height: number,
  79974. /**
  79975. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  79976. */
  79977. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  79978. /**
  79979. * Updates the texture underlying data.
  79980. * @param data Define the new data of the texture
  79981. */
  79982. update(data: ArrayBufferView): void;
  79983. /**
  79984. * Creates a luminance texture from some data.
  79985. * @param data Define the texture data
  79986. * @param width Define the width of the texture
  79987. * @param height Define the height of the texture
  79988. * @param scene Define the scene the texture belongs to
  79989. * @param generateMipMaps Define whether or not to create mip maps for the texture
  79990. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  79991. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  79992. * @returns the luminance texture
  79993. */
  79994. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  79995. /**
  79996. * Creates a luminance alpha texture from some data.
  79997. * @param data Define the texture data
  79998. * @param width Define the width of the texture
  79999. * @param height Define the height of the texture
  80000. * @param scene Define the scene the texture belongs to
  80001. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80002. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80003. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80004. * @returns the luminance alpha texture
  80005. */
  80006. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80007. /**
  80008. * Creates an alpha texture from some data.
  80009. * @param data Define the texture data
  80010. * @param width Define the width of the texture
  80011. * @param height Define the height of the texture
  80012. * @param scene Define the scene the texture belongs to
  80013. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80014. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80015. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80016. * @returns the alpha texture
  80017. */
  80018. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80019. /**
  80020. * Creates a RGB texture from some data.
  80021. * @param data Define the texture data
  80022. * @param width Define the width of the texture
  80023. * @param height Define the height of the texture
  80024. * @param scene Define the scene the texture belongs to
  80025. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80026. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80027. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80028. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80029. * @returns the RGB alpha texture
  80030. */
  80031. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80032. /**
  80033. * Creates a RGBA texture from some data.
  80034. * @param data Define the texture data
  80035. * @param width Define the width of the texture
  80036. * @param height Define the height of the texture
  80037. * @param scene Define the scene the texture belongs to
  80038. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80039. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80040. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80041. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80042. * @returns the RGBA texture
  80043. */
  80044. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80045. /**
  80046. * Creates a R texture from some data.
  80047. * @param data Define the texture data
  80048. * @param width Define the width of the texture
  80049. * @param height Define the height of the texture
  80050. * @param scene Define the scene the texture belongs to
  80051. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80052. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80053. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80054. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80055. * @returns the R texture
  80056. */
  80057. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80058. }
  80059. }
  80060. declare module BABYLON {
  80061. /**
  80062. * Interface for the size containing width and height
  80063. */
  80064. export interface ISize {
  80065. /**
  80066. * Width
  80067. */
  80068. width: number;
  80069. /**
  80070. * Heighht
  80071. */
  80072. height: number;
  80073. }
  80074. /**
  80075. * Size containing widht and height
  80076. */
  80077. export class Size implements ISize {
  80078. /**
  80079. * Width
  80080. */
  80081. width: number;
  80082. /**
  80083. * Height
  80084. */
  80085. height: number;
  80086. /**
  80087. * Creates a Size object from the given width and height (floats).
  80088. * @param width width of the new size
  80089. * @param height height of the new size
  80090. */
  80091. constructor(width: number, height: number);
  80092. /**
  80093. * Returns a string with the Size width and height
  80094. * @returns a string with the Size width and height
  80095. */
  80096. toString(): string;
  80097. /**
  80098. * "Size"
  80099. * @returns the string "Size"
  80100. */
  80101. getClassName(): string;
  80102. /**
  80103. * Returns the Size hash code.
  80104. * @returns a hash code for a unique width and height
  80105. */
  80106. getHashCode(): number;
  80107. /**
  80108. * Updates the current size from the given one.
  80109. * @param src the given size
  80110. */
  80111. copyFrom(src: Size): void;
  80112. /**
  80113. * Updates in place the current Size from the given floats.
  80114. * @param width width of the new size
  80115. * @param height height of the new size
  80116. * @returns the updated Size.
  80117. */
  80118. copyFromFloats(width: number, height: number): Size;
  80119. /**
  80120. * Updates in place the current Size from the given floats.
  80121. * @param width width to set
  80122. * @param height height to set
  80123. * @returns the updated Size.
  80124. */
  80125. set(width: number, height: number): Size;
  80126. /**
  80127. * Multiplies the width and height by numbers
  80128. * @param w factor to multiple the width by
  80129. * @param h factor to multiple the height by
  80130. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80131. */
  80132. multiplyByFloats(w: number, h: number): Size;
  80133. /**
  80134. * Clones the size
  80135. * @returns a new Size copied from the given one.
  80136. */
  80137. clone(): Size;
  80138. /**
  80139. * True if the current Size and the given one width and height are strictly equal.
  80140. * @param other the other size to compare against
  80141. * @returns True if the current Size and the given one width and height are strictly equal.
  80142. */
  80143. equals(other: Size): boolean;
  80144. /**
  80145. * The surface of the Size : width * height (float).
  80146. */
  80147. readonly surface: number;
  80148. /**
  80149. * Create a new size of zero
  80150. * @returns a new Size set to (0.0, 0.0)
  80151. */
  80152. static Zero(): Size;
  80153. /**
  80154. * Sums the width and height of two sizes
  80155. * @param otherSize size to add to this size
  80156. * @returns a new Size set as the addition result of the current Size and the given one.
  80157. */
  80158. add(otherSize: Size): Size;
  80159. /**
  80160. * Subtracts the width and height of two
  80161. * @param otherSize size to subtract to this size
  80162. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80163. */
  80164. subtract(otherSize: Size): Size;
  80165. /**
  80166. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80167. * @param start starting size to lerp between
  80168. * @param end end size to lerp between
  80169. * @param amount amount to lerp between the start and end values
  80170. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80171. */
  80172. static Lerp(start: Size, end: Size, amount: number): Size;
  80173. }
  80174. }
  80175. declare module BABYLON {
  80176. /**
  80177. * Defines a runtime animation
  80178. */
  80179. export class RuntimeAnimation {
  80180. private _events;
  80181. /**
  80182. * The current frame of the runtime animation
  80183. */
  80184. private _currentFrame;
  80185. /**
  80186. * The animation used by the runtime animation
  80187. */
  80188. private _animation;
  80189. /**
  80190. * The target of the runtime animation
  80191. */
  80192. private _target;
  80193. /**
  80194. * The initiating animatable
  80195. */
  80196. private _host;
  80197. /**
  80198. * The original value of the runtime animation
  80199. */
  80200. private _originalValue;
  80201. /**
  80202. * The original blend value of the runtime animation
  80203. */
  80204. private _originalBlendValue;
  80205. /**
  80206. * The offsets cache of the runtime animation
  80207. */
  80208. private _offsetsCache;
  80209. /**
  80210. * The high limits cache of the runtime animation
  80211. */
  80212. private _highLimitsCache;
  80213. /**
  80214. * Specifies if the runtime animation has been stopped
  80215. */
  80216. private _stopped;
  80217. /**
  80218. * The blending factor of the runtime animation
  80219. */
  80220. private _blendingFactor;
  80221. /**
  80222. * The BabylonJS scene
  80223. */
  80224. private _scene;
  80225. /**
  80226. * The current value of the runtime animation
  80227. */
  80228. private _currentValue;
  80229. /** @hidden */
  80230. _animationState: _IAnimationState;
  80231. /**
  80232. * The active target of the runtime animation
  80233. */
  80234. private _activeTargets;
  80235. private _currentActiveTarget;
  80236. private _directTarget;
  80237. /**
  80238. * The target path of the runtime animation
  80239. */
  80240. private _targetPath;
  80241. /**
  80242. * The weight of the runtime animation
  80243. */
  80244. private _weight;
  80245. /**
  80246. * The ratio offset of the runtime animation
  80247. */
  80248. private _ratioOffset;
  80249. /**
  80250. * The previous delay of the runtime animation
  80251. */
  80252. private _previousDelay;
  80253. /**
  80254. * The previous ratio of the runtime animation
  80255. */
  80256. private _previousRatio;
  80257. private _enableBlending;
  80258. private _keys;
  80259. private _minFrame;
  80260. private _maxFrame;
  80261. private _minValue;
  80262. private _maxValue;
  80263. private _targetIsArray;
  80264. /**
  80265. * Gets the current frame of the runtime animation
  80266. */
  80267. readonly currentFrame: number;
  80268. /**
  80269. * Gets the weight of the runtime animation
  80270. */
  80271. readonly weight: number;
  80272. /**
  80273. * Gets the current value of the runtime animation
  80274. */
  80275. readonly currentValue: any;
  80276. /**
  80277. * Gets the target path of the runtime animation
  80278. */
  80279. readonly targetPath: string;
  80280. /**
  80281. * Gets the actual target of the runtime animation
  80282. */
  80283. readonly target: any;
  80284. /** @hidden */
  80285. _onLoop: () => void;
  80286. /**
  80287. * Create a new RuntimeAnimation object
  80288. * @param target defines the target of the animation
  80289. * @param animation defines the source animation object
  80290. * @param scene defines the hosting scene
  80291. * @param host defines the initiating Animatable
  80292. */
  80293. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80294. private _preparePath;
  80295. /**
  80296. * Gets the animation from the runtime animation
  80297. */
  80298. readonly animation: Animation;
  80299. /**
  80300. * Resets the runtime animation to the beginning
  80301. * @param restoreOriginal defines whether to restore the target property to the original value
  80302. */
  80303. reset(restoreOriginal?: boolean): void;
  80304. /**
  80305. * Specifies if the runtime animation is stopped
  80306. * @returns Boolean specifying if the runtime animation is stopped
  80307. */
  80308. isStopped(): boolean;
  80309. /**
  80310. * Disposes of the runtime animation
  80311. */
  80312. dispose(): void;
  80313. /**
  80314. * Apply the interpolated value to the target
  80315. * @param currentValue defines the value computed by the animation
  80316. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80317. */
  80318. setValue(currentValue: any, weight: number): void;
  80319. private _getOriginalValues;
  80320. private _setValue;
  80321. /**
  80322. * Gets the loop pmode of the runtime animation
  80323. * @returns Loop Mode
  80324. */
  80325. private _getCorrectLoopMode;
  80326. /**
  80327. * Move the current animation to a given frame
  80328. * @param frame defines the frame to move to
  80329. */
  80330. goToFrame(frame: number): void;
  80331. /**
  80332. * @hidden Internal use only
  80333. */
  80334. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80335. /**
  80336. * Execute the current animation
  80337. * @param delay defines the delay to add to the current frame
  80338. * @param from defines the lower bound of the animation range
  80339. * @param to defines the upper bound of the animation range
  80340. * @param loop defines if the current animation must loop
  80341. * @param speedRatio defines the current speed ratio
  80342. * @param weight defines the weight of the animation (default is -1 so no weight)
  80343. * @param onLoop optional callback called when animation loops
  80344. * @returns a boolean indicating if the animation is running
  80345. */
  80346. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80347. }
  80348. }
  80349. declare module BABYLON {
  80350. /**
  80351. * Class used to store an actual running animation
  80352. */
  80353. export class Animatable {
  80354. /** defines the target object */
  80355. target: any;
  80356. /** defines the starting frame number (default is 0) */
  80357. fromFrame: number;
  80358. /** defines the ending frame number (default is 100) */
  80359. toFrame: number;
  80360. /** defines if the animation must loop (default is false) */
  80361. loopAnimation: boolean;
  80362. /** defines a callback to call when animation ends if it is not looping */
  80363. onAnimationEnd?: (() => void) | null | undefined;
  80364. /** defines a callback to call when animation loops */
  80365. onAnimationLoop?: (() => void) | null | undefined;
  80366. private _localDelayOffset;
  80367. private _pausedDelay;
  80368. private _runtimeAnimations;
  80369. private _paused;
  80370. private _scene;
  80371. private _speedRatio;
  80372. private _weight;
  80373. private _syncRoot;
  80374. /**
  80375. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80376. * This will only apply for non looping animation (default is true)
  80377. */
  80378. disposeOnEnd: boolean;
  80379. /**
  80380. * Gets a boolean indicating if the animation has started
  80381. */
  80382. animationStarted: boolean;
  80383. /**
  80384. * Observer raised when the animation ends
  80385. */
  80386. onAnimationEndObservable: Observable<Animatable>;
  80387. /**
  80388. * Observer raised when the animation loops
  80389. */
  80390. onAnimationLoopObservable: Observable<Animatable>;
  80391. /**
  80392. * Gets the root Animatable used to synchronize and normalize animations
  80393. */
  80394. readonly syncRoot: Nullable<Animatable>;
  80395. /**
  80396. * Gets the current frame of the first RuntimeAnimation
  80397. * Used to synchronize Animatables
  80398. */
  80399. readonly masterFrame: number;
  80400. /**
  80401. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  80402. */
  80403. weight: number;
  80404. /**
  80405. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  80406. */
  80407. speedRatio: number;
  80408. /**
  80409. * Creates a new Animatable
  80410. * @param scene defines the hosting scene
  80411. * @param target defines the target object
  80412. * @param fromFrame defines the starting frame number (default is 0)
  80413. * @param toFrame defines the ending frame number (default is 100)
  80414. * @param loopAnimation defines if the animation must loop (default is false)
  80415. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  80416. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  80417. * @param animations defines a group of animation to add to the new Animatable
  80418. * @param onAnimationLoop defines a callback to call when animation loops
  80419. */
  80420. constructor(scene: Scene,
  80421. /** defines the target object */
  80422. target: any,
  80423. /** defines the starting frame number (default is 0) */
  80424. fromFrame?: number,
  80425. /** defines the ending frame number (default is 100) */
  80426. toFrame?: number,
  80427. /** defines if the animation must loop (default is false) */
  80428. loopAnimation?: boolean, speedRatio?: number,
  80429. /** defines a callback to call when animation ends if it is not looping */
  80430. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  80431. /** defines a callback to call when animation loops */
  80432. onAnimationLoop?: (() => void) | null | undefined);
  80433. /**
  80434. * Synchronize and normalize current Animatable with a source Animatable
  80435. * This is useful when using animation weights and when animations are not of the same length
  80436. * @param root defines the root Animatable to synchronize with
  80437. * @returns the current Animatable
  80438. */
  80439. syncWith(root: Animatable): Animatable;
  80440. /**
  80441. * Gets the list of runtime animations
  80442. * @returns an array of RuntimeAnimation
  80443. */
  80444. getAnimations(): RuntimeAnimation[];
  80445. /**
  80446. * Adds more animations to the current animatable
  80447. * @param target defines the target of the animations
  80448. * @param animations defines the new animations to add
  80449. */
  80450. appendAnimations(target: any, animations: Animation[]): void;
  80451. /**
  80452. * Gets the source animation for a specific property
  80453. * @param property defines the propertyu to look for
  80454. * @returns null or the source animation for the given property
  80455. */
  80456. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  80457. /**
  80458. * Gets the runtime animation for a specific property
  80459. * @param property defines the propertyu to look for
  80460. * @returns null or the runtime animation for the given property
  80461. */
  80462. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  80463. /**
  80464. * Resets the animatable to its original state
  80465. */
  80466. reset(): void;
  80467. /**
  80468. * Allows the animatable to blend with current running animations
  80469. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80470. * @param blendingSpeed defines the blending speed to use
  80471. */
  80472. enableBlending(blendingSpeed: number): void;
  80473. /**
  80474. * Disable animation blending
  80475. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80476. */
  80477. disableBlending(): void;
  80478. /**
  80479. * Jump directly to a given frame
  80480. * @param frame defines the frame to jump to
  80481. */
  80482. goToFrame(frame: number): void;
  80483. /**
  80484. * Pause the animation
  80485. */
  80486. pause(): void;
  80487. /**
  80488. * Restart the animation
  80489. */
  80490. restart(): void;
  80491. private _raiseOnAnimationEnd;
  80492. /**
  80493. * Stop and delete the current animation
  80494. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  80495. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  80496. */
  80497. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  80498. /**
  80499. * Wait asynchronously for the animation to end
  80500. * @returns a promise which will be fullfilled when the animation ends
  80501. */
  80502. waitAsync(): Promise<Animatable>;
  80503. /** @hidden */
  80504. _animate(delay: number): boolean;
  80505. }
  80506. interface Scene {
  80507. /** @hidden */
  80508. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  80509. /** @hidden */
  80510. _processLateAnimationBindingsForMatrices(holder: {
  80511. totalWeight: number;
  80512. animations: RuntimeAnimation[];
  80513. originalValue: Matrix;
  80514. }): any;
  80515. /** @hidden */
  80516. _processLateAnimationBindingsForQuaternions(holder: {
  80517. totalWeight: number;
  80518. animations: RuntimeAnimation[];
  80519. originalValue: Quaternion;
  80520. }, refQuaternion: Quaternion): Quaternion;
  80521. /** @hidden */
  80522. _processLateAnimationBindings(): void;
  80523. /**
  80524. * Will start the animation sequence of a given target
  80525. * @param target defines the target
  80526. * @param from defines from which frame should animation start
  80527. * @param to defines until which frame should animation run.
  80528. * @param weight defines the weight to apply to the animation (1.0 by default)
  80529. * @param loop defines if the animation loops
  80530. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80531. * @param onAnimationEnd defines the function to be executed when the animation ends
  80532. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80533. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80534. * @param onAnimationLoop defines the callback to call when an animation loops
  80535. * @returns the animatable object created for this animation
  80536. */
  80537. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80538. /**
  80539. * Will start the animation sequence of a given target
  80540. * @param target defines the target
  80541. * @param from defines from which frame should animation start
  80542. * @param to defines until which frame should animation run.
  80543. * @param loop defines if the animation loops
  80544. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80545. * @param onAnimationEnd defines the function to be executed when the animation ends
  80546. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80547. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80548. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  80549. * @param onAnimationLoop defines the callback to call when an animation loops
  80550. * @returns the animatable object created for this animation
  80551. */
  80552. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80553. /**
  80554. * Will start the animation sequence of a given target and its hierarchy
  80555. * @param target defines the target
  80556. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  80557. * @param from defines from which frame should animation start
  80558. * @param to defines until which frame should animation run.
  80559. * @param loop defines if the animation loops
  80560. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80561. * @param onAnimationEnd defines the function to be executed when the animation ends
  80562. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80563. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80564. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80565. * @param onAnimationLoop defines the callback to call when an animation loops
  80566. * @returns the list of created animatables
  80567. */
  80568. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  80569. /**
  80570. * Begin a new animation on a given node
  80571. * @param target defines the target where the animation will take place
  80572. * @param animations defines the list of animations to start
  80573. * @param from defines the initial value
  80574. * @param to defines the final value
  80575. * @param loop defines if you want animation to loop (off by default)
  80576. * @param speedRatio defines the speed ratio to apply to all animations
  80577. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80578. * @param onAnimationLoop defines the callback to call when an animation loops
  80579. * @returns the list of created animatables
  80580. */
  80581. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  80582. /**
  80583. * Begin a new animation on a given node and its hierarchy
  80584. * @param target defines the root node where the animation will take place
  80585. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  80586. * @param animations defines the list of animations to start
  80587. * @param from defines the initial value
  80588. * @param to defines the final value
  80589. * @param loop defines if you want animation to loop (off by default)
  80590. * @param speedRatio defines the speed ratio to apply to all animations
  80591. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80592. * @param onAnimationLoop defines the callback to call when an animation loops
  80593. * @returns the list of animatables created for all nodes
  80594. */
  80595. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  80596. /**
  80597. * Gets the animatable associated with a specific target
  80598. * @param target defines the target of the animatable
  80599. * @returns the required animatable if found
  80600. */
  80601. getAnimatableByTarget(target: any): Nullable<Animatable>;
  80602. /**
  80603. * Gets all animatables associated with a given target
  80604. * @param target defines the target to look animatables for
  80605. * @returns an array of Animatables
  80606. */
  80607. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  80608. /**
  80609. * Stops and removes all animations that have been applied to the scene
  80610. */
  80611. stopAllAnimations(): void;
  80612. /**
  80613. * Gets the current delta time used by animation engine
  80614. */
  80615. deltaTime: number;
  80616. }
  80617. interface Bone {
  80618. /**
  80619. * Copy an animation range from another bone
  80620. * @param source defines the source bone
  80621. * @param rangeName defines the range name to copy
  80622. * @param frameOffset defines the frame offset
  80623. * @param rescaleAsRequired defines if rescaling must be applied if required
  80624. * @param skelDimensionsRatio defines the scaling ratio
  80625. * @returns true if operation was successful
  80626. */
  80627. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  80628. }
  80629. }
  80630. declare module BABYLON {
  80631. /**
  80632. * Class used to override all child animations of a given target
  80633. */
  80634. export class AnimationPropertiesOverride {
  80635. /**
  80636. * Gets or sets a value indicating if animation blending must be used
  80637. */
  80638. enableBlending: boolean;
  80639. /**
  80640. * Gets or sets the blending speed to use when enableBlending is true
  80641. */
  80642. blendingSpeed: number;
  80643. /**
  80644. * Gets or sets the default loop mode to use
  80645. */
  80646. loopMode: number;
  80647. }
  80648. }
  80649. declare module BABYLON {
  80650. /**
  80651. * Class used to handle skinning animations
  80652. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80653. */
  80654. export class Skeleton implements IAnimatable {
  80655. /** defines the skeleton name */
  80656. name: string;
  80657. /** defines the skeleton Id */
  80658. id: string;
  80659. /**
  80660. * Defines the list of child bones
  80661. */
  80662. bones: Bone[];
  80663. /**
  80664. * Defines an estimate of the dimension of the skeleton at rest
  80665. */
  80666. dimensionsAtRest: Vector3;
  80667. /**
  80668. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  80669. */
  80670. needInitialSkinMatrix: boolean;
  80671. /**
  80672. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  80673. */
  80674. overrideMesh: Nullable<AbstractMesh>;
  80675. /**
  80676. * Gets the list of animations attached to this skeleton
  80677. */
  80678. animations: Array<Animation>;
  80679. private _scene;
  80680. private _isDirty;
  80681. private _transformMatrices;
  80682. private _transformMatrixTexture;
  80683. private _meshesWithPoseMatrix;
  80684. private _animatables;
  80685. private _identity;
  80686. private _synchronizedWithMesh;
  80687. private _ranges;
  80688. private _lastAbsoluteTransformsUpdateId;
  80689. private _canUseTextureForBones;
  80690. private _uniqueId;
  80691. /** @hidden */
  80692. _numBonesWithLinkedTransformNode: number;
  80693. /** @hidden */
  80694. _hasWaitingData: Nullable<boolean>;
  80695. /**
  80696. * Specifies if the skeleton should be serialized
  80697. */
  80698. doNotSerialize: boolean;
  80699. private _useTextureToStoreBoneMatrices;
  80700. /**
  80701. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  80702. * Please note that this option is not available if the hardware does not support it
  80703. */
  80704. useTextureToStoreBoneMatrices: boolean;
  80705. private _animationPropertiesOverride;
  80706. /**
  80707. * Gets or sets the animation properties override
  80708. */
  80709. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  80710. /**
  80711. * List of inspectable custom properties (used by the Inspector)
  80712. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80713. */
  80714. inspectableCustomProperties: IInspectable[];
  80715. /**
  80716. * An observable triggered before computing the skeleton's matrices
  80717. */
  80718. onBeforeComputeObservable: Observable<Skeleton>;
  80719. /**
  80720. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  80721. */
  80722. readonly isUsingTextureForMatrices: boolean;
  80723. /**
  80724. * Gets the unique ID of this skeleton
  80725. */
  80726. readonly uniqueId: number;
  80727. /**
  80728. * Creates a new skeleton
  80729. * @param name defines the skeleton name
  80730. * @param id defines the skeleton Id
  80731. * @param scene defines the hosting scene
  80732. */
  80733. constructor(
  80734. /** defines the skeleton name */
  80735. name: string,
  80736. /** defines the skeleton Id */
  80737. id: string, scene: Scene);
  80738. /**
  80739. * Gets the current object class name.
  80740. * @return the class name
  80741. */
  80742. getClassName(): string;
  80743. /**
  80744. * Returns an array containing the root bones
  80745. * @returns an array containing the root bones
  80746. */
  80747. getChildren(): Array<Bone>;
  80748. /**
  80749. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  80750. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80751. * @returns a Float32Array containing matrices data
  80752. */
  80753. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  80754. /**
  80755. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  80756. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80757. * @returns a raw texture containing the data
  80758. */
  80759. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  80760. /**
  80761. * Gets the current hosting scene
  80762. * @returns a scene object
  80763. */
  80764. getScene(): Scene;
  80765. /**
  80766. * Gets a string representing the current skeleton data
  80767. * @param fullDetails defines a boolean indicating if we want a verbose version
  80768. * @returns a string representing the current skeleton data
  80769. */
  80770. toString(fullDetails?: boolean): string;
  80771. /**
  80772. * Get bone's index searching by name
  80773. * @param name defines bone's name to search for
  80774. * @return the indice of the bone. Returns -1 if not found
  80775. */
  80776. getBoneIndexByName(name: string): number;
  80777. /**
  80778. * Creater a new animation range
  80779. * @param name defines the name of the range
  80780. * @param from defines the start key
  80781. * @param to defines the end key
  80782. */
  80783. createAnimationRange(name: string, from: number, to: number): void;
  80784. /**
  80785. * Delete a specific animation range
  80786. * @param name defines the name of the range
  80787. * @param deleteFrames defines if frames must be removed as well
  80788. */
  80789. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  80790. /**
  80791. * Gets a specific animation range
  80792. * @param name defines the name of the range to look for
  80793. * @returns the requested animation range or null if not found
  80794. */
  80795. getAnimationRange(name: string): Nullable<AnimationRange>;
  80796. /**
  80797. * Gets the list of all animation ranges defined on this skeleton
  80798. * @returns an array
  80799. */
  80800. getAnimationRanges(): Nullable<AnimationRange>[];
  80801. /**
  80802. * Copy animation range from a source skeleton.
  80803. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  80804. * @param source defines the source skeleton
  80805. * @param name defines the name of the range to copy
  80806. * @param rescaleAsRequired defines if rescaling must be applied if required
  80807. * @returns true if operation was successful
  80808. */
  80809. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  80810. /**
  80811. * Forces the skeleton to go to rest pose
  80812. */
  80813. returnToRest(): void;
  80814. private _getHighestAnimationFrame;
  80815. /**
  80816. * Begin a specific animation range
  80817. * @param name defines the name of the range to start
  80818. * @param loop defines if looping must be turned on (false by default)
  80819. * @param speedRatio defines the speed ratio to apply (1 by default)
  80820. * @param onAnimationEnd defines a callback which will be called when animation will end
  80821. * @returns a new animatable
  80822. */
  80823. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  80824. /** @hidden */
  80825. _markAsDirty(): void;
  80826. /** @hidden */
  80827. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  80828. /** @hidden */
  80829. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  80830. private _computeTransformMatrices;
  80831. /**
  80832. * Build all resources required to render a skeleton
  80833. */
  80834. prepare(): void;
  80835. /**
  80836. * Gets the list of animatables currently running for this skeleton
  80837. * @returns an array of animatables
  80838. */
  80839. getAnimatables(): IAnimatable[];
  80840. /**
  80841. * Clone the current skeleton
  80842. * @param name defines the name of the new skeleton
  80843. * @param id defines the id of the new skeleton
  80844. * @returns the new skeleton
  80845. */
  80846. clone(name: string, id: string): Skeleton;
  80847. /**
  80848. * Enable animation blending for this skeleton
  80849. * @param blendingSpeed defines the blending speed to apply
  80850. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80851. */
  80852. enableBlending(blendingSpeed?: number): void;
  80853. /**
  80854. * Releases all resources associated with the current skeleton
  80855. */
  80856. dispose(): void;
  80857. /**
  80858. * Serialize the skeleton in a JSON object
  80859. * @returns a JSON object
  80860. */
  80861. serialize(): any;
  80862. /**
  80863. * Creates a new skeleton from serialized data
  80864. * @param parsedSkeleton defines the serialized data
  80865. * @param scene defines the hosting scene
  80866. * @returns a new skeleton
  80867. */
  80868. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  80869. /**
  80870. * Compute all node absolute transforms
  80871. * @param forceUpdate defines if computation must be done even if cache is up to date
  80872. */
  80873. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  80874. /**
  80875. * Gets the root pose matrix
  80876. * @returns a matrix
  80877. */
  80878. getPoseMatrix(): Nullable<Matrix>;
  80879. /**
  80880. * Sorts bones per internal index
  80881. */
  80882. sortBones(): void;
  80883. private _sortBones;
  80884. }
  80885. }
  80886. declare module BABYLON {
  80887. /**
  80888. * Class used to store bone information
  80889. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80890. */
  80891. export class Bone extends Node {
  80892. /**
  80893. * defines the bone name
  80894. */
  80895. name: string;
  80896. private static _tmpVecs;
  80897. private static _tmpQuat;
  80898. private static _tmpMats;
  80899. /**
  80900. * Gets the list of child bones
  80901. */
  80902. children: Bone[];
  80903. /** Gets the animations associated with this bone */
  80904. animations: Animation[];
  80905. /**
  80906. * Gets or sets bone length
  80907. */
  80908. length: number;
  80909. /**
  80910. * @hidden Internal only
  80911. * Set this value to map this bone to a different index in the transform matrices
  80912. * Set this value to -1 to exclude the bone from the transform matrices
  80913. */
  80914. _index: Nullable<number>;
  80915. private _skeleton;
  80916. private _localMatrix;
  80917. private _restPose;
  80918. private _baseMatrix;
  80919. private _absoluteTransform;
  80920. private _invertedAbsoluteTransform;
  80921. private _parent;
  80922. private _scalingDeterminant;
  80923. private _worldTransform;
  80924. private _localScaling;
  80925. private _localRotation;
  80926. private _localPosition;
  80927. private _needToDecompose;
  80928. private _needToCompose;
  80929. /** @hidden */
  80930. _linkedTransformNode: Nullable<TransformNode>;
  80931. /** @hidden */
  80932. _waitingTransformNodeId: Nullable<string>;
  80933. /** @hidden */
  80934. /** @hidden */
  80935. _matrix: Matrix;
  80936. /**
  80937. * Create a new bone
  80938. * @param name defines the bone name
  80939. * @param skeleton defines the parent skeleton
  80940. * @param parentBone defines the parent (can be null if the bone is the root)
  80941. * @param localMatrix defines the local matrix
  80942. * @param restPose defines the rest pose matrix
  80943. * @param baseMatrix defines the base matrix
  80944. * @param index defines index of the bone in the hiearchy
  80945. */
  80946. constructor(
  80947. /**
  80948. * defines the bone name
  80949. */
  80950. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  80951. /**
  80952. * Gets the current object class name.
  80953. * @return the class name
  80954. */
  80955. getClassName(): string;
  80956. /**
  80957. * Gets the parent skeleton
  80958. * @returns a skeleton
  80959. */
  80960. getSkeleton(): Skeleton;
  80961. /**
  80962. * Gets parent bone
  80963. * @returns a bone or null if the bone is the root of the bone hierarchy
  80964. */
  80965. getParent(): Nullable<Bone>;
  80966. /**
  80967. * Returns an array containing the root bones
  80968. * @returns an array containing the root bones
  80969. */
  80970. getChildren(): Array<Bone>;
  80971. /**
  80972. * Sets the parent bone
  80973. * @param parent defines the parent (can be null if the bone is the root)
  80974. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  80975. */
  80976. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  80977. /**
  80978. * Gets the local matrix
  80979. * @returns a matrix
  80980. */
  80981. getLocalMatrix(): Matrix;
  80982. /**
  80983. * Gets the base matrix (initial matrix which remains unchanged)
  80984. * @returns a matrix
  80985. */
  80986. getBaseMatrix(): Matrix;
  80987. /**
  80988. * Gets the rest pose matrix
  80989. * @returns a matrix
  80990. */
  80991. getRestPose(): Matrix;
  80992. /**
  80993. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  80994. */
  80995. getWorldMatrix(): Matrix;
  80996. /**
  80997. * Sets the local matrix to rest pose matrix
  80998. */
  80999. returnToRest(): void;
  81000. /**
  81001. * Gets the inverse of the absolute transform matrix.
  81002. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81003. * @returns a matrix
  81004. */
  81005. getInvertedAbsoluteTransform(): Matrix;
  81006. /**
  81007. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81008. * @returns a matrix
  81009. */
  81010. getAbsoluteTransform(): Matrix;
  81011. /**
  81012. * Links with the given transform node.
  81013. * The local matrix of this bone is copied from the transform node every frame.
  81014. * @param transformNode defines the transform node to link to
  81015. */
  81016. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81017. /**
  81018. * Gets the node used to drive the bone's transformation
  81019. * @returns a transform node or null
  81020. */
  81021. getTransformNode(): Nullable<TransformNode>;
  81022. /** Gets or sets current position (in local space) */
  81023. position: Vector3;
  81024. /** Gets or sets current rotation (in local space) */
  81025. rotation: Vector3;
  81026. /** Gets or sets current rotation quaternion (in local space) */
  81027. rotationQuaternion: Quaternion;
  81028. /** Gets or sets current scaling (in local space) */
  81029. scaling: Vector3;
  81030. /**
  81031. * Gets the animation properties override
  81032. */
  81033. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81034. private _decompose;
  81035. private _compose;
  81036. /**
  81037. * Update the base and local matrices
  81038. * @param matrix defines the new base or local matrix
  81039. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81040. * @param updateLocalMatrix defines if the local matrix should be updated
  81041. */
  81042. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81043. /** @hidden */
  81044. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81045. /**
  81046. * Flag the bone as dirty (Forcing it to update everything)
  81047. */
  81048. markAsDirty(): void;
  81049. /** @hidden */
  81050. _markAsDirtyAndCompose(): void;
  81051. private _markAsDirtyAndDecompose;
  81052. /**
  81053. * Translate the bone in local or world space
  81054. * @param vec The amount to translate the bone
  81055. * @param space The space that the translation is in
  81056. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81057. */
  81058. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81059. /**
  81060. * Set the postion of the bone in local or world space
  81061. * @param position The position to set the bone
  81062. * @param space The space that the position is in
  81063. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81064. */
  81065. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81066. /**
  81067. * Set the absolute position of the bone (world space)
  81068. * @param position The position to set the bone
  81069. * @param mesh The mesh that this bone is attached to
  81070. */
  81071. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81072. /**
  81073. * Scale the bone on the x, y and z axes (in local space)
  81074. * @param x The amount to scale the bone on the x axis
  81075. * @param y The amount to scale the bone on the y axis
  81076. * @param z The amount to scale the bone on the z axis
  81077. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81078. */
  81079. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81080. /**
  81081. * Set the bone scaling in local space
  81082. * @param scale defines the scaling vector
  81083. */
  81084. setScale(scale: Vector3): void;
  81085. /**
  81086. * Gets the current scaling in local space
  81087. * @returns the current scaling vector
  81088. */
  81089. getScale(): Vector3;
  81090. /**
  81091. * Gets the current scaling in local space and stores it in a target vector
  81092. * @param result defines the target vector
  81093. */
  81094. getScaleToRef(result: Vector3): void;
  81095. /**
  81096. * Set the yaw, pitch, and roll of the bone in local or world space
  81097. * @param yaw The rotation of the bone on the y axis
  81098. * @param pitch The rotation of the bone on the x axis
  81099. * @param roll The rotation of the bone on the z axis
  81100. * @param space The space that the axes of rotation are in
  81101. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81102. */
  81103. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81104. /**
  81105. * Add a rotation to the bone on an axis in local or world space
  81106. * @param axis The axis to rotate the bone on
  81107. * @param amount The amount to rotate the bone
  81108. * @param space The space that the axis is in
  81109. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81110. */
  81111. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81112. /**
  81113. * Set the rotation of the bone to a particular axis angle in local or world space
  81114. * @param axis The axis to rotate the bone on
  81115. * @param angle The angle that the bone should be rotated to
  81116. * @param space The space that the axis is in
  81117. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81118. */
  81119. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81120. /**
  81121. * Set the euler rotation of the bone in local of world space
  81122. * @param rotation The euler rotation that the bone should be set to
  81123. * @param space The space that the rotation is in
  81124. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81125. */
  81126. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81127. /**
  81128. * Set the quaternion rotation of the bone in local of world space
  81129. * @param quat The quaternion rotation that the bone should be set to
  81130. * @param space The space that the rotation is in
  81131. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81132. */
  81133. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81134. /**
  81135. * Set the rotation matrix of the bone in local of world space
  81136. * @param rotMat The rotation matrix that the bone should be set to
  81137. * @param space The space that the rotation is in
  81138. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81139. */
  81140. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81141. private _rotateWithMatrix;
  81142. private _getNegativeRotationToRef;
  81143. /**
  81144. * Get the position of the bone in local or world space
  81145. * @param space The space that the returned position is in
  81146. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81147. * @returns The position of the bone
  81148. */
  81149. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81150. /**
  81151. * Copy the position of the bone to a vector3 in local or world space
  81152. * @param space The space that the returned position is in
  81153. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81154. * @param result The vector3 to copy the position to
  81155. */
  81156. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81157. /**
  81158. * Get the absolute position of the bone (world space)
  81159. * @param mesh The mesh that this bone is attached to
  81160. * @returns The absolute position of the bone
  81161. */
  81162. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81163. /**
  81164. * Copy the absolute position of the bone (world space) to the result param
  81165. * @param mesh The mesh that this bone is attached to
  81166. * @param result The vector3 to copy the absolute position to
  81167. */
  81168. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81169. /**
  81170. * Compute the absolute transforms of this bone and its children
  81171. */
  81172. computeAbsoluteTransforms(): void;
  81173. /**
  81174. * Get the world direction from an axis that is in the local space of the bone
  81175. * @param localAxis The local direction that is used to compute the world direction
  81176. * @param mesh The mesh that this bone is attached to
  81177. * @returns The world direction
  81178. */
  81179. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81180. /**
  81181. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81182. * @param localAxis The local direction that is used to compute the world direction
  81183. * @param mesh The mesh that this bone is attached to
  81184. * @param result The vector3 that the world direction will be copied to
  81185. */
  81186. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81187. /**
  81188. * Get the euler rotation of the bone in local or world space
  81189. * @param space The space that the rotation should be in
  81190. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81191. * @returns The euler rotation
  81192. */
  81193. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81194. /**
  81195. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81196. * @param space The space that the rotation should be in
  81197. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81198. * @param result The vector3 that the rotation should be copied to
  81199. */
  81200. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81201. /**
  81202. * Get the quaternion rotation of the bone in either local or world space
  81203. * @param space The space that the rotation should be in
  81204. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81205. * @returns The quaternion rotation
  81206. */
  81207. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81208. /**
  81209. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81210. * @param space The space that the rotation should be in
  81211. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81212. * @param result The quaternion that the rotation should be copied to
  81213. */
  81214. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81215. /**
  81216. * Get the rotation matrix of the bone in local or world space
  81217. * @param space The space that the rotation should be in
  81218. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81219. * @returns The rotation matrix
  81220. */
  81221. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81222. /**
  81223. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81224. * @param space The space that the rotation should be in
  81225. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81226. * @param result The quaternion that the rotation should be copied to
  81227. */
  81228. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81229. /**
  81230. * Get the world position of a point that is in the local space of the bone
  81231. * @param position The local position
  81232. * @param mesh The mesh that this bone is attached to
  81233. * @returns The world position
  81234. */
  81235. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81236. /**
  81237. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81238. * @param position The local position
  81239. * @param mesh The mesh that this bone is attached to
  81240. * @param result The vector3 that the world position should be copied to
  81241. */
  81242. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81243. /**
  81244. * Get the local position of a point that is in world space
  81245. * @param position The world position
  81246. * @param mesh The mesh that this bone is attached to
  81247. * @returns The local position
  81248. */
  81249. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81250. /**
  81251. * Get the local position of a point that is in world space and copy it to the result param
  81252. * @param position The world position
  81253. * @param mesh The mesh that this bone is attached to
  81254. * @param result The vector3 that the local position should be copied to
  81255. */
  81256. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81257. }
  81258. }
  81259. declare module BABYLON {
  81260. /**
  81261. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  81262. * @see https://doc.babylonjs.com/how_to/transformnode
  81263. */
  81264. export class TransformNode extends Node {
  81265. /**
  81266. * Object will not rotate to face the camera
  81267. */
  81268. static BILLBOARDMODE_NONE: number;
  81269. /**
  81270. * Object will rotate to face the camera but only on the x axis
  81271. */
  81272. static BILLBOARDMODE_X: number;
  81273. /**
  81274. * Object will rotate to face the camera but only on the y axis
  81275. */
  81276. static BILLBOARDMODE_Y: number;
  81277. /**
  81278. * Object will rotate to face the camera but only on the z axis
  81279. */
  81280. static BILLBOARDMODE_Z: number;
  81281. /**
  81282. * Object will rotate to face the camera
  81283. */
  81284. static BILLBOARDMODE_ALL: number;
  81285. /**
  81286. * Object will rotate to face the camera's position instead of orientation
  81287. */
  81288. static BILLBOARDMODE_USE_POSITION: number;
  81289. private _forward;
  81290. private _forwardInverted;
  81291. private _up;
  81292. private _right;
  81293. private _rightInverted;
  81294. private _position;
  81295. private _rotation;
  81296. private _rotationQuaternion;
  81297. protected _scaling: Vector3;
  81298. protected _isDirty: boolean;
  81299. private _transformToBoneReferal;
  81300. private _isAbsoluteSynced;
  81301. private _billboardMode;
  81302. /**
  81303. * Gets or sets the billboard mode. Default is 0.
  81304. *
  81305. * | Value | Type | Description |
  81306. * | --- | --- | --- |
  81307. * | 0 | BILLBOARDMODE_NONE | |
  81308. * | 1 | BILLBOARDMODE_X | |
  81309. * | 2 | BILLBOARDMODE_Y | |
  81310. * | 4 | BILLBOARDMODE_Z | |
  81311. * | 7 | BILLBOARDMODE_ALL | |
  81312. *
  81313. */
  81314. billboardMode: number;
  81315. private _preserveParentRotationForBillboard;
  81316. /**
  81317. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81318. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81319. */
  81320. preserveParentRotationForBillboard: boolean;
  81321. /**
  81322. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  81323. */
  81324. scalingDeterminant: number;
  81325. private _infiniteDistance;
  81326. /**
  81327. * Gets or sets the distance of the object to max, often used by skybox
  81328. */
  81329. infiniteDistance: boolean;
  81330. /**
  81331. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81332. * By default the system will update normals to compensate
  81333. */
  81334. ignoreNonUniformScaling: boolean;
  81335. /**
  81336. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  81337. */
  81338. reIntegrateRotationIntoRotationQuaternion: boolean;
  81339. /** @hidden */
  81340. _poseMatrix: Nullable<Matrix>;
  81341. /** @hidden */
  81342. _localMatrix: Matrix;
  81343. private _usePivotMatrix;
  81344. private _absolutePosition;
  81345. private _absoluteScaling;
  81346. private _absoluteRotationQuaternion;
  81347. private _pivotMatrix;
  81348. private _pivotMatrixInverse;
  81349. protected _postMultiplyPivotMatrix: boolean;
  81350. protected _isWorldMatrixFrozen: boolean;
  81351. /** @hidden */
  81352. _indexInSceneTransformNodesArray: number;
  81353. /**
  81354. * An event triggered after the world matrix is updated
  81355. */
  81356. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81357. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81358. /**
  81359. * Gets a string identifying the name of the class
  81360. * @returns "TransformNode" string
  81361. */
  81362. getClassName(): string;
  81363. /**
  81364. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81365. */
  81366. position: Vector3;
  81367. /**
  81368. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  81369. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81370. */
  81371. rotation: Vector3;
  81372. /**
  81373. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  81374. */
  81375. scaling: Vector3;
  81376. /**
  81377. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  81378. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81379. */
  81380. rotationQuaternion: Nullable<Quaternion>;
  81381. /**
  81382. * The forward direction of that transform in world space.
  81383. */
  81384. readonly forward: Vector3;
  81385. /**
  81386. * The up direction of that transform in world space.
  81387. */
  81388. readonly up: Vector3;
  81389. /**
  81390. * The right direction of that transform in world space.
  81391. */
  81392. readonly right: Vector3;
  81393. /**
  81394. * Copies the parameter passed Matrix into the mesh Pose matrix.
  81395. * @param matrix the matrix to copy the pose from
  81396. * @returns this TransformNode.
  81397. */
  81398. updatePoseMatrix(matrix: Matrix): TransformNode;
  81399. /**
  81400. * Returns the mesh Pose matrix.
  81401. * @returns the pose matrix
  81402. */
  81403. getPoseMatrix(): Matrix;
  81404. /** @hidden */
  81405. _isSynchronized(): boolean;
  81406. /** @hidden */
  81407. _initCache(): void;
  81408. /**
  81409. * Flag the transform node as dirty (Forcing it to update everything)
  81410. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  81411. * @returns this transform node
  81412. */
  81413. markAsDirty(property: string): TransformNode;
  81414. /**
  81415. * Returns the current mesh absolute position.
  81416. * Returns a Vector3.
  81417. */
  81418. readonly absolutePosition: Vector3;
  81419. /**
  81420. * Returns the current mesh absolute scaling.
  81421. * Returns a Vector3.
  81422. */
  81423. readonly absoluteScaling: Vector3;
  81424. /**
  81425. * Returns the current mesh absolute rotation.
  81426. * Returns a Quaternion.
  81427. */
  81428. readonly absoluteRotationQuaternion: Quaternion;
  81429. /**
  81430. * Sets a new matrix to apply before all other transformation
  81431. * @param matrix defines the transform matrix
  81432. * @returns the current TransformNode
  81433. */
  81434. setPreTransformMatrix(matrix: Matrix): TransformNode;
  81435. /**
  81436. * Sets a new pivot matrix to the current node
  81437. * @param matrix defines the new pivot matrix to use
  81438. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  81439. * @returns the current TransformNode
  81440. */
  81441. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  81442. /**
  81443. * Returns the mesh pivot matrix.
  81444. * Default : Identity.
  81445. * @returns the matrix
  81446. */
  81447. getPivotMatrix(): Matrix;
  81448. /**
  81449. * Instantiate (when possible) or clone that node with its hierarchy
  81450. * @param newParent defines the new parent to use for the instance (or clone)
  81451. * @returns an instance (or a clone) of the current node with its hiearchy
  81452. */
  81453. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  81454. /**
  81455. * Prevents the World matrix to be computed any longer
  81456. * @param newWorldMatrix defines an optional matrix to use as world matrix
  81457. * @returns the TransformNode.
  81458. */
  81459. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  81460. /**
  81461. * Allows back the World matrix computation.
  81462. * @returns the TransformNode.
  81463. */
  81464. unfreezeWorldMatrix(): this;
  81465. /**
  81466. * True if the World matrix has been frozen.
  81467. */
  81468. readonly isWorldMatrixFrozen: boolean;
  81469. /**
  81470. * Retuns the mesh absolute position in the World.
  81471. * @returns a Vector3.
  81472. */
  81473. getAbsolutePosition(): Vector3;
  81474. /**
  81475. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  81476. * @param absolutePosition the absolute position to set
  81477. * @returns the TransformNode.
  81478. */
  81479. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  81480. /**
  81481. * Sets the mesh position in its local space.
  81482. * @param vector3 the position to set in localspace
  81483. * @returns the TransformNode.
  81484. */
  81485. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  81486. /**
  81487. * Returns the mesh position in the local space from the current World matrix values.
  81488. * @returns a new Vector3.
  81489. */
  81490. getPositionExpressedInLocalSpace(): Vector3;
  81491. /**
  81492. * Translates the mesh along the passed Vector3 in its local space.
  81493. * @param vector3 the distance to translate in localspace
  81494. * @returns the TransformNode.
  81495. */
  81496. locallyTranslate(vector3: Vector3): TransformNode;
  81497. private static _lookAtVectorCache;
  81498. /**
  81499. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  81500. * @param targetPoint the position (must be in same space as current mesh) to look at
  81501. * @param yawCor optional yaw (y-axis) correction in radians
  81502. * @param pitchCor optional pitch (x-axis) correction in radians
  81503. * @param rollCor optional roll (z-axis) correction in radians
  81504. * @param space the choosen space of the target
  81505. * @returns the TransformNode.
  81506. */
  81507. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  81508. /**
  81509. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81510. * This Vector3 is expressed in the World space.
  81511. * @param localAxis axis to rotate
  81512. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81513. */
  81514. getDirection(localAxis: Vector3): Vector3;
  81515. /**
  81516. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  81517. * localAxis is expressed in the mesh local space.
  81518. * result is computed in the Wordl space from the mesh World matrix.
  81519. * @param localAxis axis to rotate
  81520. * @param result the resulting transformnode
  81521. * @returns this TransformNode.
  81522. */
  81523. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  81524. /**
  81525. * Sets this transform node rotation to the given local axis.
  81526. * @param localAxis the axis in local space
  81527. * @param yawCor optional yaw (y-axis) correction in radians
  81528. * @param pitchCor optional pitch (x-axis) correction in radians
  81529. * @param rollCor optional roll (z-axis) correction in radians
  81530. * @returns this TransformNode
  81531. */
  81532. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  81533. /**
  81534. * Sets a new pivot point to the current node
  81535. * @param point defines the new pivot point to use
  81536. * @param space defines if the point is in world or local space (local by default)
  81537. * @returns the current TransformNode
  81538. */
  81539. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  81540. /**
  81541. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  81542. * @returns the pivot point
  81543. */
  81544. getPivotPoint(): Vector3;
  81545. /**
  81546. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  81547. * @param result the vector3 to store the result
  81548. * @returns this TransformNode.
  81549. */
  81550. getPivotPointToRef(result: Vector3): TransformNode;
  81551. /**
  81552. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  81553. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  81554. */
  81555. getAbsolutePivotPoint(): Vector3;
  81556. /**
  81557. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  81558. * @param result vector3 to store the result
  81559. * @returns this TransformNode.
  81560. */
  81561. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  81562. /**
  81563. * Defines the passed node as the parent of the current node.
  81564. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  81565. * @see https://doc.babylonjs.com/how_to/parenting
  81566. * @param node the node ot set as the parent
  81567. * @returns this TransformNode.
  81568. */
  81569. setParent(node: Nullable<Node>): TransformNode;
  81570. private _nonUniformScaling;
  81571. /**
  81572. * True if the scaling property of this object is non uniform eg. (1,2,1)
  81573. */
  81574. readonly nonUniformScaling: boolean;
  81575. /** @hidden */
  81576. _updateNonUniformScalingState(value: boolean): boolean;
  81577. /**
  81578. * Attach the current TransformNode to another TransformNode associated with a bone
  81579. * @param bone Bone affecting the TransformNode
  81580. * @param affectedTransformNode TransformNode associated with the bone
  81581. * @returns this object
  81582. */
  81583. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  81584. /**
  81585. * Detach the transform node if its associated with a bone
  81586. * @returns this object
  81587. */
  81588. detachFromBone(): TransformNode;
  81589. private static _rotationAxisCache;
  81590. /**
  81591. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  81592. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81593. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81594. * The passed axis is also normalized.
  81595. * @param axis the axis to rotate around
  81596. * @param amount the amount to rotate in radians
  81597. * @param space Space to rotate in (Default: local)
  81598. * @returns the TransformNode.
  81599. */
  81600. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  81601. /**
  81602. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  81603. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81604. * The passed axis is also normalized. .
  81605. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  81606. * @param point the point to rotate around
  81607. * @param axis the axis to rotate around
  81608. * @param amount the amount to rotate in radians
  81609. * @returns the TransformNode
  81610. */
  81611. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  81612. /**
  81613. * Translates the mesh along the axis vector for the passed distance in the given space.
  81614. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81615. * @param axis the axis to translate in
  81616. * @param distance the distance to translate
  81617. * @param space Space to rotate in (Default: local)
  81618. * @returns the TransformNode.
  81619. */
  81620. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  81621. /**
  81622. * Adds a rotation step to the mesh current rotation.
  81623. * x, y, z are Euler angles expressed in radians.
  81624. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  81625. * This means this rotation is made in the mesh local space only.
  81626. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  81627. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  81628. * ```javascript
  81629. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  81630. * ```
  81631. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  81632. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  81633. * @param x Rotation to add
  81634. * @param y Rotation to add
  81635. * @param z Rotation to add
  81636. * @returns the TransformNode.
  81637. */
  81638. addRotation(x: number, y: number, z: number): TransformNode;
  81639. /**
  81640. * @hidden
  81641. */
  81642. protected _getEffectiveParent(): Nullable<Node>;
  81643. /**
  81644. * Computes the world matrix of the node
  81645. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81646. * @returns the world matrix
  81647. */
  81648. computeWorldMatrix(force?: boolean): Matrix;
  81649. protected _afterComputeWorldMatrix(): void;
  81650. /**
  81651. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  81652. * @param func callback function to add
  81653. *
  81654. * @returns the TransformNode.
  81655. */
  81656. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81657. /**
  81658. * Removes a registered callback function.
  81659. * @param func callback function to remove
  81660. * @returns the TransformNode.
  81661. */
  81662. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81663. /**
  81664. * Gets the position of the current mesh in camera space
  81665. * @param camera defines the camera to use
  81666. * @returns a position
  81667. */
  81668. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  81669. /**
  81670. * Returns the distance from the mesh to the active camera
  81671. * @param camera defines the camera to use
  81672. * @returns the distance
  81673. */
  81674. getDistanceToCamera(camera?: Nullable<Camera>): number;
  81675. /**
  81676. * Clone the current transform node
  81677. * @param name Name of the new clone
  81678. * @param newParent New parent for the clone
  81679. * @param doNotCloneChildren Do not clone children hierarchy
  81680. * @returns the new transform node
  81681. */
  81682. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  81683. /**
  81684. * Serializes the objects information.
  81685. * @param currentSerializationObject defines the object to serialize in
  81686. * @returns the serialized object
  81687. */
  81688. serialize(currentSerializationObject?: any): any;
  81689. /**
  81690. * Returns a new TransformNode object parsed from the source provided.
  81691. * @param parsedTransformNode is the source.
  81692. * @param scene the scne the object belongs to
  81693. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  81694. * @returns a new TransformNode object parsed from the source provided.
  81695. */
  81696. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  81697. /**
  81698. * Get all child-transformNodes of this node
  81699. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  81700. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  81701. * @returns an array of TransformNode
  81702. */
  81703. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  81704. /**
  81705. * Releases resources associated with this transform node.
  81706. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  81707. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  81708. */
  81709. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  81710. /**
  81711. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  81712. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  81713. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  81714. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  81715. * @returns the current mesh
  81716. */
  81717. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  81718. private _syncAbsoluteScalingAndRotation;
  81719. }
  81720. }
  81721. declare module BABYLON {
  81722. /**
  81723. * Defines the types of pose enabled controllers that are supported
  81724. */
  81725. export enum PoseEnabledControllerType {
  81726. /**
  81727. * HTC Vive
  81728. */
  81729. VIVE = 0,
  81730. /**
  81731. * Oculus Rift
  81732. */
  81733. OCULUS = 1,
  81734. /**
  81735. * Windows mixed reality
  81736. */
  81737. WINDOWS = 2,
  81738. /**
  81739. * Samsung gear VR
  81740. */
  81741. GEAR_VR = 3,
  81742. /**
  81743. * Google Daydream
  81744. */
  81745. DAYDREAM = 4,
  81746. /**
  81747. * Generic
  81748. */
  81749. GENERIC = 5
  81750. }
  81751. /**
  81752. * Defines the MutableGamepadButton interface for the state of a gamepad button
  81753. */
  81754. export interface MutableGamepadButton {
  81755. /**
  81756. * Value of the button/trigger
  81757. */
  81758. value: number;
  81759. /**
  81760. * If the button/trigger is currently touched
  81761. */
  81762. touched: boolean;
  81763. /**
  81764. * If the button/trigger is currently pressed
  81765. */
  81766. pressed: boolean;
  81767. }
  81768. /**
  81769. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  81770. * @hidden
  81771. */
  81772. export interface ExtendedGamepadButton extends GamepadButton {
  81773. /**
  81774. * If the button/trigger is currently pressed
  81775. */
  81776. readonly pressed: boolean;
  81777. /**
  81778. * If the button/trigger is currently touched
  81779. */
  81780. readonly touched: boolean;
  81781. /**
  81782. * Value of the button/trigger
  81783. */
  81784. readonly value: number;
  81785. }
  81786. /** @hidden */
  81787. export interface _GamePadFactory {
  81788. /**
  81789. * Returns wether or not the current gamepad can be created for this type of controller.
  81790. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  81791. * @returns true if it can be created, otherwise false
  81792. */
  81793. canCreate(gamepadInfo: any): boolean;
  81794. /**
  81795. * Creates a new instance of the Gamepad.
  81796. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  81797. * @returns the new gamepad instance
  81798. */
  81799. create(gamepadInfo: any): Gamepad;
  81800. }
  81801. /**
  81802. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  81803. */
  81804. export class PoseEnabledControllerHelper {
  81805. /** @hidden */
  81806. static _ControllerFactories: _GamePadFactory[];
  81807. /** @hidden */
  81808. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  81809. /**
  81810. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  81811. * @param vrGamepad the gamepad to initialized
  81812. * @returns a vr controller of the type the gamepad identified as
  81813. */
  81814. static InitiateController(vrGamepad: any): Gamepad;
  81815. }
  81816. /**
  81817. * Defines the PoseEnabledController object that contains state of a vr capable controller
  81818. */
  81819. export class PoseEnabledController extends Gamepad implements PoseControlled {
  81820. /**
  81821. * If the controller is used in a webXR session
  81822. */
  81823. isXR: boolean;
  81824. private _deviceRoomPosition;
  81825. private _deviceRoomRotationQuaternion;
  81826. /**
  81827. * The device position in babylon space
  81828. */
  81829. devicePosition: Vector3;
  81830. /**
  81831. * The device rotation in babylon space
  81832. */
  81833. deviceRotationQuaternion: Quaternion;
  81834. /**
  81835. * The scale factor of the device in babylon space
  81836. */
  81837. deviceScaleFactor: number;
  81838. /**
  81839. * (Likely devicePosition should be used instead) The device position in its room space
  81840. */
  81841. position: Vector3;
  81842. /**
  81843. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  81844. */
  81845. rotationQuaternion: Quaternion;
  81846. /**
  81847. * The type of controller (Eg. Windows mixed reality)
  81848. */
  81849. controllerType: PoseEnabledControllerType;
  81850. protected _calculatedPosition: Vector3;
  81851. private _calculatedRotation;
  81852. /**
  81853. * The raw pose from the device
  81854. */
  81855. rawPose: DevicePose;
  81856. private _trackPosition;
  81857. private _maxRotationDistFromHeadset;
  81858. private _draggedRoomRotation;
  81859. /**
  81860. * @hidden
  81861. */
  81862. _disableTrackPosition(fixedPosition: Vector3): void;
  81863. /**
  81864. * Internal, the mesh attached to the controller
  81865. * @hidden
  81866. */
  81867. _mesh: Nullable<AbstractMesh>;
  81868. private _poseControlledCamera;
  81869. private _leftHandSystemQuaternion;
  81870. /**
  81871. * Internal, matrix used to convert room space to babylon space
  81872. * @hidden
  81873. */
  81874. _deviceToWorld: Matrix;
  81875. /**
  81876. * Node to be used when casting a ray from the controller
  81877. * @hidden
  81878. */
  81879. _pointingPoseNode: Nullable<TransformNode>;
  81880. /**
  81881. * Name of the child mesh that can be used to cast a ray from the controller
  81882. */
  81883. static readonly POINTING_POSE: string;
  81884. /**
  81885. * Creates a new PoseEnabledController from a gamepad
  81886. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  81887. */
  81888. constructor(browserGamepad: any);
  81889. private _workingMatrix;
  81890. /**
  81891. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  81892. */
  81893. update(): void;
  81894. /**
  81895. * Updates only the pose device and mesh without doing any button event checking
  81896. */
  81897. protected _updatePoseAndMesh(): void;
  81898. /**
  81899. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  81900. * @param poseData raw pose fromthe device
  81901. */
  81902. updateFromDevice(poseData: DevicePose): void;
  81903. /**
  81904. * @hidden
  81905. */
  81906. _meshAttachedObservable: Observable<AbstractMesh>;
  81907. /**
  81908. * Attaches a mesh to the controller
  81909. * @param mesh the mesh to be attached
  81910. */
  81911. attachToMesh(mesh: AbstractMesh): void;
  81912. /**
  81913. * Attaches the controllers mesh to a camera
  81914. * @param camera the camera the mesh should be attached to
  81915. */
  81916. attachToPoseControlledCamera(camera: TargetCamera): void;
  81917. /**
  81918. * Disposes of the controller
  81919. */
  81920. dispose(): void;
  81921. /**
  81922. * The mesh that is attached to the controller
  81923. */
  81924. readonly mesh: Nullable<AbstractMesh>;
  81925. /**
  81926. * Gets the ray of the controller in the direction the controller is pointing
  81927. * @param length the length the resulting ray should be
  81928. * @returns a ray in the direction the controller is pointing
  81929. */
  81930. getForwardRay(length?: number): Ray;
  81931. }
  81932. }
  81933. declare module BABYLON {
  81934. /**
  81935. * Defines the WebVRController object that represents controllers tracked in 3D space
  81936. */
  81937. export abstract class WebVRController extends PoseEnabledController {
  81938. /**
  81939. * Internal, the default controller model for the controller
  81940. */
  81941. protected _defaultModel: Nullable<AbstractMesh>;
  81942. /**
  81943. * Fired when the trigger state has changed
  81944. */
  81945. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  81946. /**
  81947. * Fired when the main button state has changed
  81948. */
  81949. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  81950. /**
  81951. * Fired when the secondary button state has changed
  81952. */
  81953. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  81954. /**
  81955. * Fired when the pad state has changed
  81956. */
  81957. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  81958. /**
  81959. * Fired when controllers stick values have changed
  81960. */
  81961. onPadValuesChangedObservable: Observable<StickValues>;
  81962. /**
  81963. * Array of button availible on the controller
  81964. */
  81965. protected _buttons: Array<MutableGamepadButton>;
  81966. private _onButtonStateChange;
  81967. /**
  81968. * Fired when a controller button's state has changed
  81969. * @param callback the callback containing the button that was modified
  81970. */
  81971. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  81972. /**
  81973. * X and Y axis corresponding to the controllers joystick
  81974. */
  81975. pad: StickValues;
  81976. /**
  81977. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  81978. */
  81979. hand: string;
  81980. /**
  81981. * The default controller model for the controller
  81982. */
  81983. readonly defaultModel: Nullable<AbstractMesh>;
  81984. /**
  81985. * Creates a new WebVRController from a gamepad
  81986. * @param vrGamepad the gamepad that the WebVRController should be created from
  81987. */
  81988. constructor(vrGamepad: any);
  81989. /**
  81990. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  81991. */
  81992. update(): void;
  81993. /**
  81994. * Function to be called when a button is modified
  81995. */
  81996. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  81997. /**
  81998. * Loads a mesh and attaches it to the controller
  81999. * @param scene the scene the mesh should be added to
  82000. * @param meshLoaded callback for when the mesh has been loaded
  82001. */
  82002. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82003. private _setButtonValue;
  82004. private _changes;
  82005. private _checkChanges;
  82006. /**
  82007. * Disposes of th webVRCOntroller
  82008. */
  82009. dispose(): void;
  82010. }
  82011. }
  82012. declare module BABYLON {
  82013. /**
  82014. * The HemisphericLight simulates the ambient environment light,
  82015. * so the passed direction is the light reflection direction, not the incoming direction.
  82016. */
  82017. export class HemisphericLight extends Light {
  82018. /**
  82019. * The groundColor is the light in the opposite direction to the one specified during creation.
  82020. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  82021. */
  82022. groundColor: Color3;
  82023. /**
  82024. * The light reflection direction, not the incoming direction.
  82025. */
  82026. direction: Vector3;
  82027. /**
  82028. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82029. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82030. * The HemisphericLight can't cast shadows.
  82031. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82032. * @param name The friendly name of the light
  82033. * @param direction The direction of the light reflection
  82034. * @param scene The scene the light belongs to
  82035. */
  82036. constructor(name: string, direction: Vector3, scene: Scene);
  82037. protected _buildUniformLayout(): void;
  82038. /**
  82039. * Returns the string "HemisphericLight".
  82040. * @return The class name
  82041. */
  82042. getClassName(): string;
  82043. /**
  82044. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82045. * Returns the updated direction.
  82046. * @param target The target the direction should point to
  82047. * @return The computed direction
  82048. */
  82049. setDirectionToTarget(target: Vector3): Vector3;
  82050. /**
  82051. * Returns the shadow generator associated to the light.
  82052. * @returns Always null for hemispheric lights because it does not support shadows.
  82053. */
  82054. getShadowGenerator(): Nullable<IShadowGenerator>;
  82055. /**
  82056. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82057. * @param effect The effect to update
  82058. * @param lightIndex The index of the light in the effect to update
  82059. * @returns The hemispheric light
  82060. */
  82061. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82062. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82063. /**
  82064. * Computes the world matrix of the node
  82065. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82066. * @param useWasUpdatedFlag defines a reserved property
  82067. * @returns the world matrix
  82068. */
  82069. computeWorldMatrix(): Matrix;
  82070. /**
  82071. * Returns the integer 3.
  82072. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82073. */
  82074. getTypeID(): number;
  82075. /**
  82076. * Prepares the list of defines specific to the light type.
  82077. * @param defines the list of defines
  82078. * @param lightIndex defines the index of the light for the effect
  82079. */
  82080. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82081. }
  82082. }
  82083. declare module BABYLON {
  82084. /** @hidden */
  82085. export var vrMultiviewToSingleviewPixelShader: {
  82086. name: string;
  82087. shader: string;
  82088. };
  82089. }
  82090. declare module BABYLON {
  82091. /**
  82092. * Renders to multiple views with a single draw call
  82093. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82094. */
  82095. export class MultiviewRenderTarget extends RenderTargetTexture {
  82096. /**
  82097. * Creates a multiview render target
  82098. * @param scene scene used with the render target
  82099. * @param size the size of the render target (used for each view)
  82100. */
  82101. constructor(scene: Scene, size?: number | {
  82102. width: number;
  82103. height: number;
  82104. } | {
  82105. ratio: number;
  82106. });
  82107. /**
  82108. * @hidden
  82109. * @param faceIndex the face index, if its a cube texture
  82110. */
  82111. _bindFrameBuffer(faceIndex?: number): void;
  82112. /**
  82113. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82114. * @returns the view count
  82115. */
  82116. getViewCount(): number;
  82117. }
  82118. }
  82119. declare module BABYLON {
  82120. /**
  82121. * Represents a camera frustum
  82122. */
  82123. export class Frustum {
  82124. /**
  82125. * Gets the planes representing the frustum
  82126. * @param transform matrix to be applied to the returned planes
  82127. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82128. */
  82129. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82130. /**
  82131. * Gets the near frustum plane transformed by the transform matrix
  82132. * @param transform transformation matrix to be applied to the resulting frustum plane
  82133. * @param frustumPlane the resuling frustum plane
  82134. */
  82135. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82136. /**
  82137. * Gets the far frustum plane transformed by the transform matrix
  82138. * @param transform transformation matrix to be applied to the resulting frustum plane
  82139. * @param frustumPlane the resuling frustum plane
  82140. */
  82141. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82142. /**
  82143. * Gets the left frustum plane transformed by the transform matrix
  82144. * @param transform transformation matrix to be applied to the resulting frustum plane
  82145. * @param frustumPlane the resuling frustum plane
  82146. */
  82147. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82148. /**
  82149. * Gets the right frustum plane transformed by the transform matrix
  82150. * @param transform transformation matrix to be applied to the resulting frustum plane
  82151. * @param frustumPlane the resuling frustum plane
  82152. */
  82153. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82154. /**
  82155. * Gets the top frustum plane transformed by the transform matrix
  82156. * @param transform transformation matrix to be applied to the resulting frustum plane
  82157. * @param frustumPlane the resuling frustum plane
  82158. */
  82159. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82160. /**
  82161. * Gets the bottom frustum plane transformed by the transform matrix
  82162. * @param transform transformation matrix to be applied to the resulting frustum plane
  82163. * @param frustumPlane the resuling frustum plane
  82164. */
  82165. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82166. /**
  82167. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82168. * @param transform transformation matrix to be applied to the resulting frustum planes
  82169. * @param frustumPlanes the resuling frustum planes
  82170. */
  82171. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82172. }
  82173. }
  82174. declare module BABYLON {
  82175. interface Engine {
  82176. /**
  82177. * Creates a new multiview render target
  82178. * @param width defines the width of the texture
  82179. * @param height defines the height of the texture
  82180. * @returns the created multiview texture
  82181. */
  82182. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82183. /**
  82184. * Binds a multiview framebuffer to be drawn to
  82185. * @param multiviewTexture texture to bind
  82186. */
  82187. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82188. }
  82189. interface Camera {
  82190. /**
  82191. * @hidden
  82192. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  82193. */
  82194. _useMultiviewToSingleView: boolean;
  82195. /**
  82196. * @hidden
  82197. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  82198. */
  82199. _multiviewTexture: Nullable<RenderTargetTexture>;
  82200. /**
  82201. * @hidden
  82202. * ensures the multiview texture of the camera exists and has the specified width/height
  82203. * @param width height to set on the multiview texture
  82204. * @param height width to set on the multiview texture
  82205. */
  82206. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82207. }
  82208. interface Scene {
  82209. /** @hidden */
  82210. _transformMatrixR: Matrix;
  82211. /** @hidden */
  82212. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82213. /** @hidden */
  82214. _createMultiviewUbo(): void;
  82215. /** @hidden */
  82216. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82217. /** @hidden */
  82218. _renderMultiviewToSingleView(camera: Camera): void;
  82219. }
  82220. }
  82221. declare module BABYLON {
  82222. /**
  82223. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82224. * This will not be used for webXR as it supports displaying texture arrays directly
  82225. */
  82226. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82227. /**
  82228. * Initializes a VRMultiviewToSingleview
  82229. * @param name name of the post process
  82230. * @param camera camera to be applied to
  82231. * @param scaleFactor scaling factor to the size of the output texture
  82232. */
  82233. constructor(name: string, camera: Camera, scaleFactor: number);
  82234. }
  82235. }
  82236. declare module BABYLON {
  82237. interface Engine {
  82238. /** @hidden */
  82239. _vrDisplay: any;
  82240. /** @hidden */
  82241. _vrSupported: boolean;
  82242. /** @hidden */
  82243. _oldSize: Size;
  82244. /** @hidden */
  82245. _oldHardwareScaleFactor: number;
  82246. /** @hidden */
  82247. _vrExclusivePointerMode: boolean;
  82248. /** @hidden */
  82249. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82250. /** @hidden */
  82251. _onVRDisplayPointerRestricted: () => void;
  82252. /** @hidden */
  82253. _onVRDisplayPointerUnrestricted: () => void;
  82254. /** @hidden */
  82255. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82256. /** @hidden */
  82257. _onVrDisplayDisconnect: Nullable<() => void>;
  82258. /** @hidden */
  82259. _onVrDisplayPresentChange: Nullable<() => void>;
  82260. /**
  82261. * Observable signaled when VR display mode changes
  82262. */
  82263. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82264. /**
  82265. * Observable signaled when VR request present is complete
  82266. */
  82267. onVRRequestPresentComplete: Observable<boolean>;
  82268. /**
  82269. * Observable signaled when VR request present starts
  82270. */
  82271. onVRRequestPresentStart: Observable<Engine>;
  82272. /**
  82273. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82274. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82275. */
  82276. isInVRExclusivePointerMode: boolean;
  82277. /**
  82278. * Gets a boolean indicating if a webVR device was detected
  82279. * @returns true if a webVR device was detected
  82280. */
  82281. isVRDevicePresent(): boolean;
  82282. /**
  82283. * Gets the current webVR device
  82284. * @returns the current webVR device (or null)
  82285. */
  82286. getVRDevice(): any;
  82287. /**
  82288. * Initializes a webVR display and starts listening to display change events
  82289. * The onVRDisplayChangedObservable will be notified upon these changes
  82290. * @returns A promise containing a VRDisplay and if vr is supported
  82291. */
  82292. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82293. /** @hidden */
  82294. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82295. /**
  82296. * Call this function to switch to webVR mode
  82297. * Will do nothing if webVR is not supported or if there is no webVR device
  82298. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82299. */
  82300. enableVR(): void;
  82301. /** @hidden */
  82302. _onVRFullScreenTriggered(): void;
  82303. }
  82304. }
  82305. declare module BABYLON {
  82306. /**
  82307. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82308. * IMPORTANT!! The data is right-hand data.
  82309. * @export
  82310. * @interface DevicePose
  82311. */
  82312. export interface DevicePose {
  82313. /**
  82314. * The position of the device, values in array are [x,y,z].
  82315. */
  82316. readonly position: Nullable<Float32Array>;
  82317. /**
  82318. * The linearVelocity of the device, values in array are [x,y,z].
  82319. */
  82320. readonly linearVelocity: Nullable<Float32Array>;
  82321. /**
  82322. * The linearAcceleration of the device, values in array are [x,y,z].
  82323. */
  82324. readonly linearAcceleration: Nullable<Float32Array>;
  82325. /**
  82326. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82327. */
  82328. readonly orientation: Nullable<Float32Array>;
  82329. /**
  82330. * The angularVelocity of the device, values in array are [x,y,z].
  82331. */
  82332. readonly angularVelocity: Nullable<Float32Array>;
  82333. /**
  82334. * The angularAcceleration of the device, values in array are [x,y,z].
  82335. */
  82336. readonly angularAcceleration: Nullable<Float32Array>;
  82337. }
  82338. /**
  82339. * Interface representing a pose controlled object in Babylon.
  82340. * A pose controlled object has both regular pose values as well as pose values
  82341. * from an external device such as a VR head mounted display
  82342. */
  82343. export interface PoseControlled {
  82344. /**
  82345. * The position of the object in babylon space.
  82346. */
  82347. position: Vector3;
  82348. /**
  82349. * The rotation quaternion of the object in babylon space.
  82350. */
  82351. rotationQuaternion: Quaternion;
  82352. /**
  82353. * The position of the device in babylon space.
  82354. */
  82355. devicePosition?: Vector3;
  82356. /**
  82357. * The rotation quaternion of the device in babylon space.
  82358. */
  82359. deviceRotationQuaternion: Quaternion;
  82360. /**
  82361. * The raw pose coming from the device.
  82362. */
  82363. rawPose: Nullable<DevicePose>;
  82364. /**
  82365. * The scale of the device to be used when translating from device space to babylon space.
  82366. */
  82367. deviceScaleFactor: number;
  82368. /**
  82369. * Updates the poseControlled values based on the input device pose.
  82370. * @param poseData the pose data to update the object with
  82371. */
  82372. updateFromDevice(poseData: DevicePose): void;
  82373. }
  82374. /**
  82375. * Set of options to customize the webVRCamera
  82376. */
  82377. export interface WebVROptions {
  82378. /**
  82379. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  82380. */
  82381. trackPosition?: boolean;
  82382. /**
  82383. * Sets the scale of the vrDevice in babylon space. (default: 1)
  82384. */
  82385. positionScale?: number;
  82386. /**
  82387. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  82388. */
  82389. displayName?: string;
  82390. /**
  82391. * Should the native controller meshes be initialized. (default: true)
  82392. */
  82393. controllerMeshes?: boolean;
  82394. /**
  82395. * Creating a default HemiLight only on controllers. (default: true)
  82396. */
  82397. defaultLightingOnControllers?: boolean;
  82398. /**
  82399. * If you don't want to use the default VR button of the helper. (default: false)
  82400. */
  82401. useCustomVRButton?: boolean;
  82402. /**
  82403. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  82404. */
  82405. customVRButton?: HTMLButtonElement;
  82406. /**
  82407. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  82408. */
  82409. rayLength?: number;
  82410. /**
  82411. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  82412. */
  82413. defaultHeight?: number;
  82414. /**
  82415. * If multiview should be used if availible (default: false)
  82416. */
  82417. useMultiview?: boolean;
  82418. }
  82419. /**
  82420. * This represents a WebVR camera.
  82421. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  82422. * @example http://doc.babylonjs.com/how_to/webvr_camera
  82423. */
  82424. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  82425. private webVROptions;
  82426. /**
  82427. * @hidden
  82428. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  82429. */
  82430. _vrDevice: any;
  82431. /**
  82432. * The rawPose of the vrDevice.
  82433. */
  82434. rawPose: Nullable<DevicePose>;
  82435. private _onVREnabled;
  82436. private _specsVersion;
  82437. private _attached;
  82438. private _frameData;
  82439. protected _descendants: Array<Node>;
  82440. private _deviceRoomPosition;
  82441. /** @hidden */
  82442. _deviceRoomRotationQuaternion: Quaternion;
  82443. private _standingMatrix;
  82444. /**
  82445. * Represents device position in babylon space.
  82446. */
  82447. devicePosition: Vector3;
  82448. /**
  82449. * Represents device rotation in babylon space.
  82450. */
  82451. deviceRotationQuaternion: Quaternion;
  82452. /**
  82453. * The scale of the device to be used when translating from device space to babylon space.
  82454. */
  82455. deviceScaleFactor: number;
  82456. private _deviceToWorld;
  82457. private _worldToDevice;
  82458. /**
  82459. * References to the webVR controllers for the vrDevice.
  82460. */
  82461. controllers: Array<WebVRController>;
  82462. /**
  82463. * Emits an event when a controller is attached.
  82464. */
  82465. onControllersAttachedObservable: Observable<WebVRController[]>;
  82466. /**
  82467. * Emits an event when a controller's mesh has been loaded;
  82468. */
  82469. onControllerMeshLoadedObservable: Observable<WebVRController>;
  82470. /**
  82471. * Emits an event when the HMD's pose has been updated.
  82472. */
  82473. onPoseUpdatedFromDeviceObservable: Observable<any>;
  82474. private _poseSet;
  82475. /**
  82476. * If the rig cameras be used as parent instead of this camera.
  82477. */
  82478. rigParenting: boolean;
  82479. private _lightOnControllers;
  82480. private _defaultHeight?;
  82481. /**
  82482. * Instantiates a WebVRFreeCamera.
  82483. * @param name The name of the WebVRFreeCamera
  82484. * @param position The starting anchor position for the camera
  82485. * @param scene The scene the camera belongs to
  82486. * @param webVROptions a set of customizable options for the webVRCamera
  82487. */
  82488. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  82489. /**
  82490. * Gets the device distance from the ground in meters.
  82491. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  82492. */
  82493. deviceDistanceToRoomGround(): number;
  82494. /**
  82495. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82496. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  82497. */
  82498. useStandingMatrix(callback?: (bool: boolean) => void): void;
  82499. /**
  82500. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82501. * @returns A promise with a boolean set to if the standing matrix is supported.
  82502. */
  82503. useStandingMatrixAsync(): Promise<boolean>;
  82504. /**
  82505. * Disposes the camera
  82506. */
  82507. dispose(): void;
  82508. /**
  82509. * Gets a vrController by name.
  82510. * @param name The name of the controller to retreive
  82511. * @returns the controller matching the name specified or null if not found
  82512. */
  82513. getControllerByName(name: string): Nullable<WebVRController>;
  82514. private _leftController;
  82515. /**
  82516. * The controller corresponding to the users left hand.
  82517. */
  82518. readonly leftController: Nullable<WebVRController>;
  82519. private _rightController;
  82520. /**
  82521. * The controller corresponding to the users right hand.
  82522. */
  82523. readonly rightController: Nullable<WebVRController>;
  82524. /**
  82525. * Casts a ray forward from the vrCamera's gaze.
  82526. * @param length Length of the ray (default: 100)
  82527. * @returns the ray corresponding to the gaze
  82528. */
  82529. getForwardRay(length?: number): Ray;
  82530. /**
  82531. * @hidden
  82532. * Updates the camera based on device's frame data
  82533. */
  82534. _checkInputs(): void;
  82535. /**
  82536. * Updates the poseControlled values based on the input device pose.
  82537. * @param poseData Pose coming from the device
  82538. */
  82539. updateFromDevice(poseData: DevicePose): void;
  82540. private _htmlElementAttached;
  82541. private _detachIfAttached;
  82542. /**
  82543. * WebVR's attach control will start broadcasting frames to the device.
  82544. * Note that in certain browsers (chrome for example) this function must be called
  82545. * within a user-interaction callback. Example:
  82546. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  82547. *
  82548. * @param element html element to attach the vrDevice to
  82549. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  82550. */
  82551. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  82552. /**
  82553. * Detaches the camera from the html element and disables VR
  82554. *
  82555. * @param element html element to detach from
  82556. */
  82557. detachControl(element: HTMLElement): void;
  82558. /**
  82559. * @returns the name of this class
  82560. */
  82561. getClassName(): string;
  82562. /**
  82563. * Calls resetPose on the vrDisplay
  82564. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  82565. */
  82566. resetToCurrentRotation(): void;
  82567. /**
  82568. * @hidden
  82569. * Updates the rig cameras (left and right eye)
  82570. */
  82571. _updateRigCameras(): void;
  82572. private _workingVector;
  82573. private _oneVector;
  82574. private _workingMatrix;
  82575. private updateCacheCalled;
  82576. private _correctPositionIfNotTrackPosition;
  82577. /**
  82578. * @hidden
  82579. * Updates the cached values of the camera
  82580. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  82581. */
  82582. _updateCache(ignoreParentClass?: boolean): void;
  82583. /**
  82584. * @hidden
  82585. * Get current device position in babylon world
  82586. */
  82587. _computeDevicePosition(): void;
  82588. /**
  82589. * Updates the current device position and rotation in the babylon world
  82590. */
  82591. update(): void;
  82592. /**
  82593. * @hidden
  82594. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  82595. * @returns an identity matrix
  82596. */
  82597. _getViewMatrix(): Matrix;
  82598. private _tmpMatrix;
  82599. /**
  82600. * This function is called by the two RIG cameras.
  82601. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  82602. * @hidden
  82603. */
  82604. _getWebVRViewMatrix(): Matrix;
  82605. /** @hidden */
  82606. _getWebVRProjectionMatrix(): Matrix;
  82607. private _onGamepadConnectedObserver;
  82608. private _onGamepadDisconnectedObserver;
  82609. private _updateCacheWhenTrackingDisabledObserver;
  82610. /**
  82611. * Initializes the controllers and their meshes
  82612. */
  82613. initControllers(): void;
  82614. }
  82615. }
  82616. declare module BABYLON {
  82617. /**
  82618. * Size options for a post process
  82619. */
  82620. export type PostProcessOptions = {
  82621. width: number;
  82622. height: number;
  82623. };
  82624. /**
  82625. * PostProcess can be used to apply a shader to a texture after it has been rendered
  82626. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  82627. */
  82628. export class PostProcess {
  82629. /** Name of the PostProcess. */
  82630. name: string;
  82631. /**
  82632. * Gets or sets the unique id of the post process
  82633. */
  82634. uniqueId: number;
  82635. /**
  82636. * Width of the texture to apply the post process on
  82637. */
  82638. width: number;
  82639. /**
  82640. * Height of the texture to apply the post process on
  82641. */
  82642. height: number;
  82643. /**
  82644. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  82645. * @hidden
  82646. */
  82647. _outputTexture: Nullable<InternalTexture>;
  82648. /**
  82649. * Sampling mode used by the shader
  82650. * See https://doc.babylonjs.com/classes/3.1/texture
  82651. */
  82652. renderTargetSamplingMode: number;
  82653. /**
  82654. * Clear color to use when screen clearing
  82655. */
  82656. clearColor: Color4;
  82657. /**
  82658. * If the buffer needs to be cleared before applying the post process. (default: true)
  82659. * Should be set to false if shader will overwrite all previous pixels.
  82660. */
  82661. autoClear: boolean;
  82662. /**
  82663. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  82664. */
  82665. alphaMode: number;
  82666. /**
  82667. * Sets the setAlphaBlendConstants of the babylon engine
  82668. */
  82669. alphaConstants: Color4;
  82670. /**
  82671. * Animations to be used for the post processing
  82672. */
  82673. animations: Animation[];
  82674. /**
  82675. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  82676. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  82677. */
  82678. enablePixelPerfectMode: boolean;
  82679. /**
  82680. * Force the postprocess to be applied without taking in account viewport
  82681. */
  82682. forceFullscreenViewport: boolean;
  82683. /**
  82684. * List of inspectable custom properties (used by the Inspector)
  82685. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  82686. */
  82687. inspectableCustomProperties: IInspectable[];
  82688. /**
  82689. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  82690. *
  82691. * | Value | Type | Description |
  82692. * | ----- | ----------------------------------- | ----------- |
  82693. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  82694. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  82695. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  82696. *
  82697. */
  82698. scaleMode: number;
  82699. /**
  82700. * Force textures to be a power of two (default: false)
  82701. */
  82702. alwaysForcePOT: boolean;
  82703. private _samples;
  82704. /**
  82705. * Number of sample textures (default: 1)
  82706. */
  82707. samples: number;
  82708. /**
  82709. * Modify the scale of the post process to be the same as the viewport (default: false)
  82710. */
  82711. adaptScaleToCurrentViewport: boolean;
  82712. private _camera;
  82713. private _scene;
  82714. private _engine;
  82715. private _options;
  82716. private _reusable;
  82717. private _textureType;
  82718. /**
  82719. * Smart array of input and output textures for the post process.
  82720. * @hidden
  82721. */
  82722. _textures: SmartArray<InternalTexture>;
  82723. /**
  82724. * The index in _textures that corresponds to the output texture.
  82725. * @hidden
  82726. */
  82727. _currentRenderTextureInd: number;
  82728. private _effect;
  82729. private _samplers;
  82730. private _fragmentUrl;
  82731. private _vertexUrl;
  82732. private _parameters;
  82733. private _scaleRatio;
  82734. protected _indexParameters: any;
  82735. private _shareOutputWithPostProcess;
  82736. private _texelSize;
  82737. private _forcedOutputTexture;
  82738. /**
  82739. * Returns the fragment url or shader name used in the post process.
  82740. * @returns the fragment url or name in the shader store.
  82741. */
  82742. getEffectName(): string;
  82743. /**
  82744. * An event triggered when the postprocess is activated.
  82745. */
  82746. onActivateObservable: Observable<Camera>;
  82747. private _onActivateObserver;
  82748. /**
  82749. * A function that is added to the onActivateObservable
  82750. */
  82751. onActivate: Nullable<(camera: Camera) => void>;
  82752. /**
  82753. * An event triggered when the postprocess changes its size.
  82754. */
  82755. onSizeChangedObservable: Observable<PostProcess>;
  82756. private _onSizeChangedObserver;
  82757. /**
  82758. * A function that is added to the onSizeChangedObservable
  82759. */
  82760. onSizeChanged: (postProcess: PostProcess) => void;
  82761. /**
  82762. * An event triggered when the postprocess applies its effect.
  82763. */
  82764. onApplyObservable: Observable<Effect>;
  82765. private _onApplyObserver;
  82766. /**
  82767. * A function that is added to the onApplyObservable
  82768. */
  82769. onApply: (effect: Effect) => void;
  82770. /**
  82771. * An event triggered before rendering the postprocess
  82772. */
  82773. onBeforeRenderObservable: Observable<Effect>;
  82774. private _onBeforeRenderObserver;
  82775. /**
  82776. * A function that is added to the onBeforeRenderObservable
  82777. */
  82778. onBeforeRender: (effect: Effect) => void;
  82779. /**
  82780. * An event triggered after rendering the postprocess
  82781. */
  82782. onAfterRenderObservable: Observable<Effect>;
  82783. private _onAfterRenderObserver;
  82784. /**
  82785. * A function that is added to the onAfterRenderObservable
  82786. */
  82787. onAfterRender: (efect: Effect) => void;
  82788. /**
  82789. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  82790. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  82791. */
  82792. inputTexture: InternalTexture;
  82793. /**
  82794. * Gets the camera which post process is applied to.
  82795. * @returns The camera the post process is applied to.
  82796. */
  82797. getCamera(): Camera;
  82798. /**
  82799. * Gets the texel size of the postprocess.
  82800. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  82801. */
  82802. readonly texelSize: Vector2;
  82803. /**
  82804. * Creates a new instance PostProcess
  82805. * @param name The name of the PostProcess.
  82806. * @param fragmentUrl The url of the fragment shader to be used.
  82807. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  82808. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  82809. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  82810. * @param camera The camera to apply the render pass to.
  82811. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82812. * @param engine The engine which the post process will be applied. (default: current engine)
  82813. * @param reusable If the post process can be reused on the same frame. (default: false)
  82814. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  82815. * @param textureType Type of textures used when performing the post process. (default: 0)
  82816. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  82817. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  82818. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  82819. */
  82820. constructor(
  82821. /** Name of the PostProcess. */
  82822. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  82823. /**
  82824. * Gets a string idenfifying the name of the class
  82825. * @returns "PostProcess" string
  82826. */
  82827. getClassName(): string;
  82828. /**
  82829. * Gets the engine which this post process belongs to.
  82830. * @returns The engine the post process was enabled with.
  82831. */
  82832. getEngine(): Engine;
  82833. /**
  82834. * The effect that is created when initializing the post process.
  82835. * @returns The created effect corresponding the the postprocess.
  82836. */
  82837. getEffect(): Effect;
  82838. /**
  82839. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  82840. * @param postProcess The post process to share the output with.
  82841. * @returns This post process.
  82842. */
  82843. shareOutputWith(postProcess: PostProcess): PostProcess;
  82844. /**
  82845. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  82846. * This should be called if the post process that shares output with this post process is disabled/disposed.
  82847. */
  82848. useOwnOutput(): void;
  82849. /**
  82850. * Updates the effect with the current post process compile time values and recompiles the shader.
  82851. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  82852. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  82853. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  82854. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  82855. * @param onCompiled Called when the shader has been compiled.
  82856. * @param onError Called if there is an error when compiling a shader.
  82857. */
  82858. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  82859. /**
  82860. * The post process is reusable if it can be used multiple times within one frame.
  82861. * @returns If the post process is reusable
  82862. */
  82863. isReusable(): boolean;
  82864. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  82865. markTextureDirty(): void;
  82866. /**
  82867. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  82868. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  82869. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  82870. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  82871. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  82872. * @returns The target texture that was bound to be written to.
  82873. */
  82874. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  82875. /**
  82876. * If the post process is supported.
  82877. */
  82878. readonly isSupported: boolean;
  82879. /**
  82880. * The aspect ratio of the output texture.
  82881. */
  82882. readonly aspectRatio: number;
  82883. /**
  82884. * Get a value indicating if the post-process is ready to be used
  82885. * @returns true if the post-process is ready (shader is compiled)
  82886. */
  82887. isReady(): boolean;
  82888. /**
  82889. * Binds all textures and uniforms to the shader, this will be run on every pass.
  82890. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  82891. */
  82892. apply(): Nullable<Effect>;
  82893. private _disposeTextures;
  82894. /**
  82895. * Disposes the post process.
  82896. * @param camera The camera to dispose the post process on.
  82897. */
  82898. dispose(camera?: Camera): void;
  82899. }
  82900. }
  82901. declare module BABYLON {
  82902. /** @hidden */
  82903. export var kernelBlurVaryingDeclaration: {
  82904. name: string;
  82905. shader: string;
  82906. };
  82907. }
  82908. declare module BABYLON {
  82909. /** @hidden */
  82910. export var kernelBlurFragment: {
  82911. name: string;
  82912. shader: string;
  82913. };
  82914. }
  82915. declare module BABYLON {
  82916. /** @hidden */
  82917. export var kernelBlurFragment2: {
  82918. name: string;
  82919. shader: string;
  82920. };
  82921. }
  82922. declare module BABYLON {
  82923. /** @hidden */
  82924. export var kernelBlurPixelShader: {
  82925. name: string;
  82926. shader: string;
  82927. };
  82928. }
  82929. declare module BABYLON {
  82930. /** @hidden */
  82931. export var kernelBlurVertex: {
  82932. name: string;
  82933. shader: string;
  82934. };
  82935. }
  82936. declare module BABYLON {
  82937. /** @hidden */
  82938. export var kernelBlurVertexShader: {
  82939. name: string;
  82940. shader: string;
  82941. };
  82942. }
  82943. declare module BABYLON {
  82944. /**
  82945. * The Blur Post Process which blurs an image based on a kernel and direction.
  82946. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  82947. */
  82948. export class BlurPostProcess extends PostProcess {
  82949. /** The direction in which to blur the image. */
  82950. direction: Vector2;
  82951. private blockCompilation;
  82952. protected _kernel: number;
  82953. protected _idealKernel: number;
  82954. protected _packedFloat: boolean;
  82955. private _staticDefines;
  82956. /**
  82957. * Sets the length in pixels of the blur sample region
  82958. */
  82959. /**
  82960. * Gets the length in pixels of the blur sample region
  82961. */
  82962. kernel: number;
  82963. /**
  82964. * Sets wether or not the blur needs to unpack/repack floats
  82965. */
  82966. /**
  82967. * Gets wether or not the blur is unpacking/repacking floats
  82968. */
  82969. packedFloat: boolean;
  82970. /**
  82971. * Creates a new instance BlurPostProcess
  82972. * @param name The name of the effect.
  82973. * @param direction The direction in which to blur the image.
  82974. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  82975. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  82976. * @param camera The camera to apply the render pass to.
  82977. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82978. * @param engine The engine which the post process will be applied. (default: current engine)
  82979. * @param reusable If the post process can be reused on the same frame. (default: false)
  82980. * @param textureType Type of textures used when performing the post process. (default: 0)
  82981. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  82982. */
  82983. constructor(name: string,
  82984. /** The direction in which to blur the image. */
  82985. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  82986. /**
  82987. * Updates the effect with the current post process compile time values and recompiles the shader.
  82988. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  82989. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  82990. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  82991. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  82992. * @param onCompiled Called when the shader has been compiled.
  82993. * @param onError Called if there is an error when compiling a shader.
  82994. */
  82995. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  82996. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  82997. /**
  82998. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  82999. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83000. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83001. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83002. * The gaps between physical kernels are compensated for in the weighting of the samples
  83003. * @param idealKernel Ideal blur kernel.
  83004. * @return Nearest best kernel.
  83005. */
  83006. protected _nearestBestKernel(idealKernel: number): number;
  83007. /**
  83008. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83009. * @param x The point on the Gaussian distribution to sample.
  83010. * @return the value of the Gaussian function at x.
  83011. */
  83012. protected _gaussianWeight(x: number): number;
  83013. /**
  83014. * Generates a string that can be used as a floating point number in GLSL.
  83015. * @param x Value to print.
  83016. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83017. * @return GLSL float string.
  83018. */
  83019. protected _glslFloat(x: number, decimalFigures?: number): string;
  83020. }
  83021. }
  83022. declare module BABYLON {
  83023. /**
  83024. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83025. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83026. * You can then easily use it as a reflectionTexture on a flat surface.
  83027. * In case the surface is not a plane, please consider relying on reflection probes.
  83028. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83029. */
  83030. export class MirrorTexture extends RenderTargetTexture {
  83031. private scene;
  83032. /**
  83033. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83034. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  83035. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83036. */
  83037. mirrorPlane: Plane;
  83038. /**
  83039. * Define the blur ratio used to blur the reflection if needed.
  83040. */
  83041. blurRatio: number;
  83042. /**
  83043. * Define the adaptive blur kernel used to blur the reflection if needed.
  83044. * This will autocompute the closest best match for the `blurKernel`
  83045. */
  83046. adaptiveBlurKernel: number;
  83047. /**
  83048. * Define the blur kernel used to blur the reflection if needed.
  83049. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83050. */
  83051. blurKernel: number;
  83052. /**
  83053. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83054. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83055. */
  83056. blurKernelX: number;
  83057. /**
  83058. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83059. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83060. */
  83061. blurKernelY: number;
  83062. private _autoComputeBlurKernel;
  83063. protected _onRatioRescale(): void;
  83064. private _updateGammaSpace;
  83065. private _imageProcessingConfigChangeObserver;
  83066. private _transformMatrix;
  83067. private _mirrorMatrix;
  83068. private _savedViewMatrix;
  83069. private _blurX;
  83070. private _blurY;
  83071. private _adaptiveBlurKernel;
  83072. private _blurKernelX;
  83073. private _blurKernelY;
  83074. private _blurRatio;
  83075. /**
  83076. * Instantiates a Mirror Texture.
  83077. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83078. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83079. * You can then easily use it as a reflectionTexture on a flat surface.
  83080. * In case the surface is not a plane, please consider relying on reflection probes.
  83081. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83082. * @param name
  83083. * @param size
  83084. * @param scene
  83085. * @param generateMipMaps
  83086. * @param type
  83087. * @param samplingMode
  83088. * @param generateDepthBuffer
  83089. */
  83090. constructor(name: string, size: number | {
  83091. width: number;
  83092. height: number;
  83093. } | {
  83094. ratio: number;
  83095. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83096. private _preparePostProcesses;
  83097. /**
  83098. * Clone the mirror texture.
  83099. * @returns the cloned texture
  83100. */
  83101. clone(): MirrorTexture;
  83102. /**
  83103. * Serialize the texture to a JSON representation you could use in Parse later on
  83104. * @returns the serialized JSON representation
  83105. */
  83106. serialize(): any;
  83107. /**
  83108. * Dispose the texture and release its associated resources.
  83109. */
  83110. dispose(): void;
  83111. }
  83112. }
  83113. declare module BABYLON {
  83114. /**
  83115. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83116. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83117. */
  83118. export class Texture extends BaseTexture {
  83119. /**
  83120. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83121. */
  83122. static SerializeBuffers: boolean;
  83123. /** @hidden */
  83124. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83125. /** @hidden */
  83126. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83127. /** @hidden */
  83128. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83129. /** nearest is mag = nearest and min = nearest and mip = linear */
  83130. static readonly NEAREST_SAMPLINGMODE: number;
  83131. /** nearest is mag = nearest and min = nearest and mip = linear */
  83132. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83133. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83134. static readonly BILINEAR_SAMPLINGMODE: number;
  83135. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83136. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83137. /** Trilinear is mag = linear and min = linear and mip = linear */
  83138. static readonly TRILINEAR_SAMPLINGMODE: number;
  83139. /** Trilinear is mag = linear and min = linear and mip = linear */
  83140. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83141. /** mag = nearest and min = nearest and mip = nearest */
  83142. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83143. /** mag = nearest and min = linear and mip = nearest */
  83144. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83145. /** mag = nearest and min = linear and mip = linear */
  83146. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83147. /** mag = nearest and min = linear and mip = none */
  83148. static readonly NEAREST_LINEAR: number;
  83149. /** mag = nearest and min = nearest and mip = none */
  83150. static readonly NEAREST_NEAREST: number;
  83151. /** mag = linear and min = nearest and mip = nearest */
  83152. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83153. /** mag = linear and min = nearest and mip = linear */
  83154. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83155. /** mag = linear and min = linear and mip = none */
  83156. static readonly LINEAR_LINEAR: number;
  83157. /** mag = linear and min = nearest and mip = none */
  83158. static readonly LINEAR_NEAREST: number;
  83159. /** Explicit coordinates mode */
  83160. static readonly EXPLICIT_MODE: number;
  83161. /** Spherical coordinates mode */
  83162. static readonly SPHERICAL_MODE: number;
  83163. /** Planar coordinates mode */
  83164. static readonly PLANAR_MODE: number;
  83165. /** Cubic coordinates mode */
  83166. static readonly CUBIC_MODE: number;
  83167. /** Projection coordinates mode */
  83168. static readonly PROJECTION_MODE: number;
  83169. /** Inverse Cubic coordinates mode */
  83170. static readonly SKYBOX_MODE: number;
  83171. /** Inverse Cubic coordinates mode */
  83172. static readonly INVCUBIC_MODE: number;
  83173. /** Equirectangular coordinates mode */
  83174. static readonly EQUIRECTANGULAR_MODE: number;
  83175. /** Equirectangular Fixed coordinates mode */
  83176. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83177. /** Equirectangular Fixed Mirrored coordinates mode */
  83178. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83179. /** Texture is not repeating outside of 0..1 UVs */
  83180. static readonly CLAMP_ADDRESSMODE: number;
  83181. /** Texture is repeating outside of 0..1 UVs */
  83182. static readonly WRAP_ADDRESSMODE: number;
  83183. /** Texture is repeating and mirrored */
  83184. static readonly MIRROR_ADDRESSMODE: number;
  83185. /**
  83186. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  83187. */
  83188. static UseSerializedUrlIfAny: boolean;
  83189. /**
  83190. * Define the url of the texture.
  83191. */
  83192. url: Nullable<string>;
  83193. /**
  83194. * Define an offset on the texture to offset the u coordinates of the UVs
  83195. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83196. */
  83197. uOffset: number;
  83198. /**
  83199. * Define an offset on the texture to offset the v coordinates of the UVs
  83200. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83201. */
  83202. vOffset: number;
  83203. /**
  83204. * Define an offset on the texture to scale the u coordinates of the UVs
  83205. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83206. */
  83207. uScale: number;
  83208. /**
  83209. * Define an offset on the texture to scale the v coordinates of the UVs
  83210. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83211. */
  83212. vScale: number;
  83213. /**
  83214. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83215. * @see http://doc.babylonjs.com/how_to/more_materials
  83216. */
  83217. uAng: number;
  83218. /**
  83219. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83220. * @see http://doc.babylonjs.com/how_to/more_materials
  83221. */
  83222. vAng: number;
  83223. /**
  83224. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83225. * @see http://doc.babylonjs.com/how_to/more_materials
  83226. */
  83227. wAng: number;
  83228. /**
  83229. * Defines the center of rotation (U)
  83230. */
  83231. uRotationCenter: number;
  83232. /**
  83233. * Defines the center of rotation (V)
  83234. */
  83235. vRotationCenter: number;
  83236. /**
  83237. * Defines the center of rotation (W)
  83238. */
  83239. wRotationCenter: number;
  83240. /**
  83241. * Are mip maps generated for this texture or not.
  83242. */
  83243. readonly noMipmap: boolean;
  83244. /**
  83245. * List of inspectable custom properties (used by the Inspector)
  83246. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83247. */
  83248. inspectableCustomProperties: Nullable<IInspectable[]>;
  83249. private _noMipmap;
  83250. /** @hidden */
  83251. _invertY: boolean;
  83252. private _rowGenerationMatrix;
  83253. private _cachedTextureMatrix;
  83254. private _projectionModeMatrix;
  83255. private _t0;
  83256. private _t1;
  83257. private _t2;
  83258. private _cachedUOffset;
  83259. private _cachedVOffset;
  83260. private _cachedUScale;
  83261. private _cachedVScale;
  83262. private _cachedUAng;
  83263. private _cachedVAng;
  83264. private _cachedWAng;
  83265. private _cachedProjectionMatrixId;
  83266. private _cachedCoordinatesMode;
  83267. /** @hidden */
  83268. protected _initialSamplingMode: number;
  83269. /** @hidden */
  83270. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83271. private _deleteBuffer;
  83272. protected _format: Nullable<number>;
  83273. private _delayedOnLoad;
  83274. private _delayedOnError;
  83275. private _mimeType?;
  83276. /**
  83277. * Observable triggered once the texture has been loaded.
  83278. */
  83279. onLoadObservable: Observable<Texture>;
  83280. protected _isBlocking: boolean;
  83281. /**
  83282. * Is the texture preventing material to render while loading.
  83283. * If false, a default texture will be used instead of the loading one during the preparation step.
  83284. */
  83285. isBlocking: boolean;
  83286. /**
  83287. * Get the current sampling mode associated with the texture.
  83288. */
  83289. readonly samplingMode: number;
  83290. /**
  83291. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83292. */
  83293. readonly invertY: boolean;
  83294. /**
  83295. * Instantiates a new texture.
  83296. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83297. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83298. * @param url defines the url of the picture to load as a texture
  83299. * @param scene defines the scene or engine the texture will belong to
  83300. * @param noMipmap defines if the texture will require mip maps or not
  83301. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83302. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83303. * @param onLoad defines a callback triggered when the texture has been loaded
  83304. * @param onError defines a callback triggered when an error occurred during the loading session
  83305. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83306. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83307. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83308. * @param mimeType defines an optional mime type information
  83309. */
  83310. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  83311. /**
  83312. * Update the url (and optional buffer) of this texture if url was null during construction.
  83313. * @param url the url of the texture
  83314. * @param buffer the buffer of the texture (defaults to null)
  83315. * @param onLoad callback called when the texture is loaded (defaults to null)
  83316. */
  83317. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83318. /**
  83319. * Finish the loading sequence of a texture flagged as delayed load.
  83320. * @hidden
  83321. */
  83322. delayLoad(): void;
  83323. private _prepareRowForTextureGeneration;
  83324. /**
  83325. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83326. * @returns the transform matrix of the texture.
  83327. */
  83328. getTextureMatrix(): Matrix;
  83329. /**
  83330. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83331. * @returns The reflection texture transform
  83332. */
  83333. getReflectionTextureMatrix(): Matrix;
  83334. /**
  83335. * Clones the texture.
  83336. * @returns the cloned texture
  83337. */
  83338. clone(): Texture;
  83339. /**
  83340. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83341. * @returns The JSON representation of the texture
  83342. */
  83343. serialize(): any;
  83344. /**
  83345. * Get the current class name of the texture useful for serialization or dynamic coding.
  83346. * @returns "Texture"
  83347. */
  83348. getClassName(): string;
  83349. /**
  83350. * Dispose the texture and release its associated resources.
  83351. */
  83352. dispose(): void;
  83353. /**
  83354. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83355. * @param parsedTexture Define the JSON representation of the texture
  83356. * @param scene Define the scene the parsed texture should be instantiated in
  83357. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83358. * @returns The parsed texture if successful
  83359. */
  83360. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83361. /**
  83362. * Creates a texture from its base 64 representation.
  83363. * @param data Define the base64 payload without the data: prefix
  83364. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83365. * @param scene Define the scene the texture should belong to
  83366. * @param noMipmap Forces the texture to not create mip map information if true
  83367. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83368. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83369. * @param onLoad define a callback triggered when the texture has been loaded
  83370. * @param onError define a callback triggered when an error occurred during the loading session
  83371. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83372. * @returns the created texture
  83373. */
  83374. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  83375. /**
  83376. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  83377. * @param data Define the base64 payload without the data: prefix
  83378. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83379. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  83380. * @param scene Define the scene the texture should belong to
  83381. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  83382. * @param noMipmap Forces the texture to not create mip map information if true
  83383. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83384. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83385. * @param onLoad define a callback triggered when the texture has been loaded
  83386. * @param onError define a callback triggered when an error occurred during the loading session
  83387. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83388. * @returns the created texture
  83389. */
  83390. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  83391. }
  83392. }
  83393. declare module BABYLON {
  83394. /**
  83395. * PostProcessManager is used to manage one or more post processes or post process pipelines
  83396. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83397. */
  83398. export class PostProcessManager {
  83399. private _scene;
  83400. private _indexBuffer;
  83401. private _vertexBuffers;
  83402. /**
  83403. * Creates a new instance PostProcess
  83404. * @param scene The scene that the post process is associated with.
  83405. */
  83406. constructor(scene: Scene);
  83407. private _prepareBuffers;
  83408. private _buildIndexBuffer;
  83409. /**
  83410. * Rebuilds the vertex buffers of the manager.
  83411. * @hidden
  83412. */
  83413. _rebuild(): void;
  83414. /**
  83415. * Prepares a frame to be run through a post process.
  83416. * @param sourceTexture The input texture to the post procesess. (default: null)
  83417. * @param postProcesses An array of post processes to be run. (default: null)
  83418. * @returns True if the post processes were able to be run.
  83419. * @hidden
  83420. */
  83421. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  83422. /**
  83423. * Manually render a set of post processes to a texture.
  83424. * @param postProcesses An array of post processes to be run.
  83425. * @param targetTexture The target texture to render to.
  83426. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  83427. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  83428. * @param lodLevel defines which lod of the texture to render to
  83429. */
  83430. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  83431. /**
  83432. * Finalize the result of the output of the postprocesses.
  83433. * @param doNotPresent If true the result will not be displayed to the screen.
  83434. * @param targetTexture The target texture to render to.
  83435. * @param faceIndex The index of the face to bind the target texture to.
  83436. * @param postProcesses The array of post processes to render.
  83437. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  83438. * @hidden
  83439. */
  83440. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  83441. /**
  83442. * Disposes of the post process manager.
  83443. */
  83444. dispose(): void;
  83445. }
  83446. }
  83447. declare module BABYLON {
  83448. /** Interface used by value gradients (color, factor, ...) */
  83449. export interface IValueGradient {
  83450. /**
  83451. * Gets or sets the gradient value (between 0 and 1)
  83452. */
  83453. gradient: number;
  83454. }
  83455. /** Class used to store color4 gradient */
  83456. export class ColorGradient implements IValueGradient {
  83457. /**
  83458. * Gets or sets the gradient value (between 0 and 1)
  83459. */
  83460. gradient: number;
  83461. /**
  83462. * Gets or sets first associated color
  83463. */
  83464. color1: Color4;
  83465. /**
  83466. * Gets or sets second associated color
  83467. */
  83468. color2?: Color4;
  83469. /**
  83470. * Will get a color picked randomly between color1 and color2.
  83471. * If color2 is undefined then color1 will be used
  83472. * @param result defines the target Color4 to store the result in
  83473. */
  83474. getColorToRef(result: Color4): void;
  83475. }
  83476. /** Class used to store color 3 gradient */
  83477. export class Color3Gradient implements IValueGradient {
  83478. /**
  83479. * Gets or sets the gradient value (between 0 and 1)
  83480. */
  83481. gradient: number;
  83482. /**
  83483. * Gets or sets the associated color
  83484. */
  83485. color: Color3;
  83486. }
  83487. /** Class used to store factor gradient */
  83488. export class FactorGradient implements IValueGradient {
  83489. /**
  83490. * Gets or sets the gradient value (between 0 and 1)
  83491. */
  83492. gradient: number;
  83493. /**
  83494. * Gets or sets first associated factor
  83495. */
  83496. factor1: number;
  83497. /**
  83498. * Gets or sets second associated factor
  83499. */
  83500. factor2?: number;
  83501. /**
  83502. * Will get a number picked randomly between factor1 and factor2.
  83503. * If factor2 is undefined then factor1 will be used
  83504. * @returns the picked number
  83505. */
  83506. getFactor(): number;
  83507. }
  83508. /**
  83509. * Helper used to simplify some generic gradient tasks
  83510. */
  83511. export class GradientHelper {
  83512. /**
  83513. * Gets the current gradient from an array of IValueGradient
  83514. * @param ratio defines the current ratio to get
  83515. * @param gradients defines the array of IValueGradient
  83516. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  83517. */
  83518. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  83519. }
  83520. }
  83521. declare module BABYLON {
  83522. interface ThinEngine {
  83523. /**
  83524. * Creates a dynamic texture
  83525. * @param width defines the width of the texture
  83526. * @param height defines the height of the texture
  83527. * @param generateMipMaps defines if the engine should generate the mip levels
  83528. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  83529. * @returns the dynamic texture inside an InternalTexture
  83530. */
  83531. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  83532. /**
  83533. * Update the content of a dynamic texture
  83534. * @param texture defines the texture to update
  83535. * @param canvas defines the canvas containing the source
  83536. * @param invertY defines if data must be stored with Y axis inverted
  83537. * @param premulAlpha defines if alpha is stored as premultiplied
  83538. * @param format defines the format of the data
  83539. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  83540. */
  83541. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  83542. }
  83543. }
  83544. declare module BABYLON {
  83545. /**
  83546. * Helper class used to generate a canvas to manipulate images
  83547. */
  83548. export class CanvasGenerator {
  83549. /**
  83550. * Create a new canvas (or offscreen canvas depending on the context)
  83551. * @param width defines the expected width
  83552. * @param height defines the expected height
  83553. * @return a new canvas or offscreen canvas
  83554. */
  83555. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  83556. }
  83557. }
  83558. declare module BABYLON {
  83559. /**
  83560. * A class extending Texture allowing drawing on a texture
  83561. * @see http://doc.babylonjs.com/how_to/dynamictexture
  83562. */
  83563. export class DynamicTexture extends Texture {
  83564. private _generateMipMaps;
  83565. private _canvas;
  83566. private _context;
  83567. private _engine;
  83568. /**
  83569. * Creates a DynamicTexture
  83570. * @param name defines the name of the texture
  83571. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  83572. * @param scene defines the scene where you want the texture
  83573. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  83574. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  83575. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  83576. */
  83577. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  83578. /**
  83579. * Get the current class name of the texture useful for serialization or dynamic coding.
  83580. * @returns "DynamicTexture"
  83581. */
  83582. getClassName(): string;
  83583. /**
  83584. * Gets the current state of canRescale
  83585. */
  83586. readonly canRescale: boolean;
  83587. private _recreate;
  83588. /**
  83589. * Scales the texture
  83590. * @param ratio the scale factor to apply to both width and height
  83591. */
  83592. scale(ratio: number): void;
  83593. /**
  83594. * Resizes the texture
  83595. * @param width the new width
  83596. * @param height the new height
  83597. */
  83598. scaleTo(width: number, height: number): void;
  83599. /**
  83600. * Gets the context of the canvas used by the texture
  83601. * @returns the canvas context of the dynamic texture
  83602. */
  83603. getContext(): CanvasRenderingContext2D;
  83604. /**
  83605. * Clears the texture
  83606. */
  83607. clear(): void;
  83608. /**
  83609. * Updates the texture
  83610. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83611. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  83612. */
  83613. update(invertY?: boolean, premulAlpha?: boolean): void;
  83614. /**
  83615. * Draws text onto the texture
  83616. * @param text defines the text to be drawn
  83617. * @param x defines the placement of the text from the left
  83618. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  83619. * @param font defines the font to be used with font-style, font-size, font-name
  83620. * @param color defines the color used for the text
  83621. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  83622. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83623. * @param update defines whether texture is immediately update (default is true)
  83624. */
  83625. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  83626. /**
  83627. * Clones the texture
  83628. * @returns the clone of the texture.
  83629. */
  83630. clone(): DynamicTexture;
  83631. /**
  83632. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  83633. * @returns a serialized dynamic texture object
  83634. */
  83635. serialize(): any;
  83636. /** @hidden */
  83637. _rebuild(): void;
  83638. }
  83639. }
  83640. declare module BABYLON {
  83641. interface AbstractScene {
  83642. /**
  83643. * The list of procedural textures added to the scene
  83644. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83645. */
  83646. proceduralTextures: Array<ProceduralTexture>;
  83647. }
  83648. /**
  83649. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  83650. * in a given scene.
  83651. */
  83652. export class ProceduralTextureSceneComponent implements ISceneComponent {
  83653. /**
  83654. * The component name helpfull to identify the component in the list of scene components.
  83655. */
  83656. readonly name: string;
  83657. /**
  83658. * The scene the component belongs to.
  83659. */
  83660. scene: Scene;
  83661. /**
  83662. * Creates a new instance of the component for the given scene
  83663. * @param scene Defines the scene to register the component in
  83664. */
  83665. constructor(scene: Scene);
  83666. /**
  83667. * Registers the component in a given scene
  83668. */
  83669. register(): void;
  83670. /**
  83671. * Rebuilds the elements related to this component in case of
  83672. * context lost for instance.
  83673. */
  83674. rebuild(): void;
  83675. /**
  83676. * Disposes the component and the associated ressources.
  83677. */
  83678. dispose(): void;
  83679. private _beforeClear;
  83680. }
  83681. }
  83682. declare module BABYLON {
  83683. interface ThinEngine {
  83684. /**
  83685. * Creates a new render target cube texture
  83686. * @param size defines the size of the texture
  83687. * @param options defines the options used to create the texture
  83688. * @returns a new render target cube texture stored in an InternalTexture
  83689. */
  83690. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  83691. }
  83692. }
  83693. declare module BABYLON {
  83694. /** @hidden */
  83695. export var proceduralVertexShader: {
  83696. name: string;
  83697. shader: string;
  83698. };
  83699. }
  83700. declare module BABYLON {
  83701. /**
  83702. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  83703. * This is the base class of any Procedural texture and contains most of the shareable code.
  83704. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83705. */
  83706. export class ProceduralTexture extends Texture {
  83707. isCube: boolean;
  83708. /**
  83709. * Define if the texture is enabled or not (disabled texture will not render)
  83710. */
  83711. isEnabled: boolean;
  83712. /**
  83713. * Define if the texture must be cleared before rendering (default is true)
  83714. */
  83715. autoClear: boolean;
  83716. /**
  83717. * Callback called when the texture is generated
  83718. */
  83719. onGenerated: () => void;
  83720. /**
  83721. * Event raised when the texture is generated
  83722. */
  83723. onGeneratedObservable: Observable<ProceduralTexture>;
  83724. /** @hidden */
  83725. _generateMipMaps: boolean;
  83726. /** @hidden **/
  83727. _effect: Effect;
  83728. /** @hidden */
  83729. _textures: {
  83730. [key: string]: Texture;
  83731. };
  83732. private _size;
  83733. private _currentRefreshId;
  83734. private _refreshRate;
  83735. private _vertexBuffers;
  83736. private _indexBuffer;
  83737. private _uniforms;
  83738. private _samplers;
  83739. private _fragment;
  83740. private _floats;
  83741. private _ints;
  83742. private _floatsArrays;
  83743. private _colors3;
  83744. private _colors4;
  83745. private _vectors2;
  83746. private _vectors3;
  83747. private _matrices;
  83748. private _fallbackTexture;
  83749. private _fallbackTextureUsed;
  83750. private _engine;
  83751. private _cachedDefines;
  83752. private _contentUpdateId;
  83753. private _contentData;
  83754. /**
  83755. * Instantiates a new procedural texture.
  83756. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  83757. * This is the base class of any Procedural texture and contains most of the shareable code.
  83758. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83759. * @param name Define the name of the texture
  83760. * @param size Define the size of the texture to create
  83761. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  83762. * @param scene Define the scene the texture belongs to
  83763. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  83764. * @param generateMipMaps Define if the texture should creates mip maps or not
  83765. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  83766. */
  83767. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  83768. /**
  83769. * The effect that is created when initializing the post process.
  83770. * @returns The created effect corresponding the the postprocess.
  83771. */
  83772. getEffect(): Effect;
  83773. /**
  83774. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  83775. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  83776. */
  83777. getContent(): Nullable<ArrayBufferView>;
  83778. private _createIndexBuffer;
  83779. /** @hidden */
  83780. _rebuild(): void;
  83781. /**
  83782. * Resets the texture in order to recreate its associated resources.
  83783. * This can be called in case of context loss
  83784. */
  83785. reset(): void;
  83786. protected _getDefines(): string;
  83787. /**
  83788. * Is the texture ready to be used ? (rendered at least once)
  83789. * @returns true if ready, otherwise, false.
  83790. */
  83791. isReady(): boolean;
  83792. /**
  83793. * Resets the refresh counter of the texture and start bak from scratch.
  83794. * Could be useful to regenerate the texture if it is setup to render only once.
  83795. */
  83796. resetRefreshCounter(): void;
  83797. /**
  83798. * Set the fragment shader to use in order to render the texture.
  83799. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  83800. */
  83801. setFragment(fragment: any): void;
  83802. /**
  83803. * Define the refresh rate of the texture or the rendering frequency.
  83804. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83805. */
  83806. refreshRate: number;
  83807. /** @hidden */
  83808. _shouldRender(): boolean;
  83809. /**
  83810. * Get the size the texture is rendering at.
  83811. * @returns the size (texture is always squared)
  83812. */
  83813. getRenderSize(): number;
  83814. /**
  83815. * Resize the texture to new value.
  83816. * @param size Define the new size the texture should have
  83817. * @param generateMipMaps Define whether the new texture should create mip maps
  83818. */
  83819. resize(size: number, generateMipMaps: boolean): void;
  83820. private _checkUniform;
  83821. /**
  83822. * Set a texture in the shader program used to render.
  83823. * @param name Define the name of the uniform samplers as defined in the shader
  83824. * @param texture Define the texture to bind to this sampler
  83825. * @return the texture itself allowing "fluent" like uniform updates
  83826. */
  83827. setTexture(name: string, texture: Texture): ProceduralTexture;
  83828. /**
  83829. * Set a float in the shader.
  83830. * @param name Define the name of the uniform as defined in the shader
  83831. * @param value Define the value to give to the uniform
  83832. * @return the texture itself allowing "fluent" like uniform updates
  83833. */
  83834. setFloat(name: string, value: number): ProceduralTexture;
  83835. /**
  83836. * Set a int in the shader.
  83837. * @param name Define the name of the uniform as defined in the shader
  83838. * @param value Define the value to give to the uniform
  83839. * @return the texture itself allowing "fluent" like uniform updates
  83840. */
  83841. setInt(name: string, value: number): ProceduralTexture;
  83842. /**
  83843. * Set an array of floats in the shader.
  83844. * @param name Define the name of the uniform as defined in the shader
  83845. * @param value Define the value to give to the uniform
  83846. * @return the texture itself allowing "fluent" like uniform updates
  83847. */
  83848. setFloats(name: string, value: number[]): ProceduralTexture;
  83849. /**
  83850. * Set a vec3 in the shader from a Color3.
  83851. * @param name Define the name of the uniform as defined in the shader
  83852. * @param value Define the value to give to the uniform
  83853. * @return the texture itself allowing "fluent" like uniform updates
  83854. */
  83855. setColor3(name: string, value: Color3): ProceduralTexture;
  83856. /**
  83857. * Set a vec4 in the shader from a Color4.
  83858. * @param name Define the name of the uniform as defined in the shader
  83859. * @param value Define the value to give to the uniform
  83860. * @return the texture itself allowing "fluent" like uniform updates
  83861. */
  83862. setColor4(name: string, value: Color4): ProceduralTexture;
  83863. /**
  83864. * Set a vec2 in the shader from a Vector2.
  83865. * @param name Define the name of the uniform as defined in the shader
  83866. * @param value Define the value to give to the uniform
  83867. * @return the texture itself allowing "fluent" like uniform updates
  83868. */
  83869. setVector2(name: string, value: Vector2): ProceduralTexture;
  83870. /**
  83871. * Set a vec3 in the shader from a Vector3.
  83872. * @param name Define the name of the uniform as defined in the shader
  83873. * @param value Define the value to give to the uniform
  83874. * @return the texture itself allowing "fluent" like uniform updates
  83875. */
  83876. setVector3(name: string, value: Vector3): ProceduralTexture;
  83877. /**
  83878. * Set a mat4 in the shader from a MAtrix.
  83879. * @param name Define the name of the uniform as defined in the shader
  83880. * @param value Define the value to give to the uniform
  83881. * @return the texture itself allowing "fluent" like uniform updates
  83882. */
  83883. setMatrix(name: string, value: Matrix): ProceduralTexture;
  83884. /**
  83885. * Render the texture to its associated render target.
  83886. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  83887. */
  83888. render(useCameraPostProcess?: boolean): void;
  83889. /**
  83890. * Clone the texture.
  83891. * @returns the cloned texture
  83892. */
  83893. clone(): ProceduralTexture;
  83894. /**
  83895. * Dispose the texture and release its asoociated resources.
  83896. */
  83897. dispose(): void;
  83898. }
  83899. }
  83900. declare module BABYLON {
  83901. /**
  83902. * This represents the base class for particle system in Babylon.
  83903. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  83904. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  83905. * @example https://doc.babylonjs.com/babylon101/particles
  83906. */
  83907. export class BaseParticleSystem {
  83908. /**
  83909. * Source color is added to the destination color without alpha affecting the result
  83910. */
  83911. static BLENDMODE_ONEONE: number;
  83912. /**
  83913. * Blend current color and particle color using particle’s alpha
  83914. */
  83915. static BLENDMODE_STANDARD: number;
  83916. /**
  83917. * Add current color and particle color multiplied by particle’s alpha
  83918. */
  83919. static BLENDMODE_ADD: number;
  83920. /**
  83921. * Multiply current color with particle color
  83922. */
  83923. static BLENDMODE_MULTIPLY: number;
  83924. /**
  83925. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  83926. */
  83927. static BLENDMODE_MULTIPLYADD: number;
  83928. /**
  83929. * List of animations used by the particle system.
  83930. */
  83931. animations: Animation[];
  83932. /**
  83933. * The id of the Particle system.
  83934. */
  83935. id: string;
  83936. /**
  83937. * The friendly name of the Particle system.
  83938. */
  83939. name: string;
  83940. /**
  83941. * The rendering group used by the Particle system to chose when to render.
  83942. */
  83943. renderingGroupId: number;
  83944. /**
  83945. * The emitter represents the Mesh or position we are attaching the particle system to.
  83946. */
  83947. emitter: Nullable<AbstractMesh | Vector3>;
  83948. /**
  83949. * The maximum number of particles to emit per frame
  83950. */
  83951. emitRate: number;
  83952. /**
  83953. * If you want to launch only a few particles at once, that can be done, as well.
  83954. */
  83955. manualEmitCount: number;
  83956. /**
  83957. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83958. */
  83959. updateSpeed: number;
  83960. /**
  83961. * The amount of time the particle system is running (depends of the overall update speed).
  83962. */
  83963. targetStopDuration: number;
  83964. /**
  83965. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83966. */
  83967. disposeOnStop: boolean;
  83968. /**
  83969. * Minimum power of emitting particles.
  83970. */
  83971. minEmitPower: number;
  83972. /**
  83973. * Maximum power of emitting particles.
  83974. */
  83975. maxEmitPower: number;
  83976. /**
  83977. * Minimum life time of emitting particles.
  83978. */
  83979. minLifeTime: number;
  83980. /**
  83981. * Maximum life time of emitting particles.
  83982. */
  83983. maxLifeTime: number;
  83984. /**
  83985. * Minimum Size of emitting particles.
  83986. */
  83987. minSize: number;
  83988. /**
  83989. * Maximum Size of emitting particles.
  83990. */
  83991. maxSize: number;
  83992. /**
  83993. * Minimum scale of emitting particles on X axis.
  83994. */
  83995. minScaleX: number;
  83996. /**
  83997. * Maximum scale of emitting particles on X axis.
  83998. */
  83999. maxScaleX: number;
  84000. /**
  84001. * Minimum scale of emitting particles on Y axis.
  84002. */
  84003. minScaleY: number;
  84004. /**
  84005. * Maximum scale of emitting particles on Y axis.
  84006. */
  84007. maxScaleY: number;
  84008. /**
  84009. * Gets or sets the minimal initial rotation in radians.
  84010. */
  84011. minInitialRotation: number;
  84012. /**
  84013. * Gets or sets the maximal initial rotation in radians.
  84014. */
  84015. maxInitialRotation: number;
  84016. /**
  84017. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84018. */
  84019. minAngularSpeed: number;
  84020. /**
  84021. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84022. */
  84023. maxAngularSpeed: number;
  84024. /**
  84025. * The texture used to render each particle. (this can be a spritesheet)
  84026. */
  84027. particleTexture: Nullable<Texture>;
  84028. /**
  84029. * The layer mask we are rendering the particles through.
  84030. */
  84031. layerMask: number;
  84032. /**
  84033. * This can help using your own shader to render the particle system.
  84034. * The according effect will be created
  84035. */
  84036. customShader: any;
  84037. /**
  84038. * By default particle system starts as soon as they are created. This prevents the
  84039. * automatic start to happen and let you decide when to start emitting particles.
  84040. */
  84041. preventAutoStart: boolean;
  84042. private _noiseTexture;
  84043. /**
  84044. * Gets or sets a texture used to add random noise to particle positions
  84045. */
  84046. noiseTexture: Nullable<ProceduralTexture>;
  84047. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84048. noiseStrength: Vector3;
  84049. /**
  84050. * Callback triggered when the particle animation is ending.
  84051. */
  84052. onAnimationEnd: Nullable<() => void>;
  84053. /**
  84054. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84055. */
  84056. blendMode: number;
  84057. /**
  84058. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84059. * to override the particles.
  84060. */
  84061. forceDepthWrite: boolean;
  84062. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  84063. preWarmCycles: number;
  84064. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84065. preWarmStepOffset: number;
  84066. /**
  84067. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  84068. */
  84069. spriteCellChangeSpeed: number;
  84070. /**
  84071. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84072. */
  84073. startSpriteCellID: number;
  84074. /**
  84075. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84076. */
  84077. endSpriteCellID: number;
  84078. /**
  84079. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84080. */
  84081. spriteCellWidth: number;
  84082. /**
  84083. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84084. */
  84085. spriteCellHeight: number;
  84086. /**
  84087. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84088. */
  84089. spriteRandomStartCell: boolean;
  84090. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84091. translationPivot: Vector2;
  84092. /** @hidden */
  84093. protected _isAnimationSheetEnabled: boolean;
  84094. /**
  84095. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84096. */
  84097. beginAnimationOnStart: boolean;
  84098. /**
  84099. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84100. */
  84101. beginAnimationFrom: number;
  84102. /**
  84103. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84104. */
  84105. beginAnimationTo: number;
  84106. /**
  84107. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84108. */
  84109. beginAnimationLoop: boolean;
  84110. /**
  84111. * Gets or sets a world offset applied to all particles
  84112. */
  84113. worldOffset: Vector3;
  84114. /**
  84115. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84116. */
  84117. isAnimationSheetEnabled: boolean;
  84118. /**
  84119. * Get hosting scene
  84120. * @returns the scene
  84121. */
  84122. getScene(): Scene;
  84123. /**
  84124. * You can use gravity if you want to give an orientation to your particles.
  84125. */
  84126. gravity: Vector3;
  84127. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84128. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84129. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84130. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84131. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84132. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84133. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84134. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84135. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84136. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84137. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84138. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84139. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84140. /**
  84141. * Defines the delay in milliseconds before starting the system (0 by default)
  84142. */
  84143. startDelay: number;
  84144. /**
  84145. * Gets the current list of drag gradients.
  84146. * You must use addDragGradient and removeDragGradient to udpate this list
  84147. * @returns the list of drag gradients
  84148. */
  84149. getDragGradients(): Nullable<Array<FactorGradient>>;
  84150. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84151. limitVelocityDamping: number;
  84152. /**
  84153. * Gets the current list of limit velocity gradients.
  84154. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84155. * @returns the list of limit velocity gradients
  84156. */
  84157. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84158. /**
  84159. * Gets the current list of color gradients.
  84160. * You must use addColorGradient and removeColorGradient to udpate this list
  84161. * @returns the list of color gradients
  84162. */
  84163. getColorGradients(): Nullable<Array<ColorGradient>>;
  84164. /**
  84165. * Gets the current list of size gradients.
  84166. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84167. * @returns the list of size gradients
  84168. */
  84169. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84170. /**
  84171. * Gets the current list of color remap gradients.
  84172. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84173. * @returns the list of color remap gradients
  84174. */
  84175. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84176. /**
  84177. * Gets the current list of alpha remap gradients.
  84178. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84179. * @returns the list of alpha remap gradients
  84180. */
  84181. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84182. /**
  84183. * Gets the current list of life time gradients.
  84184. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84185. * @returns the list of life time gradients
  84186. */
  84187. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84188. /**
  84189. * Gets the current list of angular speed gradients.
  84190. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84191. * @returns the list of angular speed gradients
  84192. */
  84193. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84194. /**
  84195. * Gets the current list of velocity gradients.
  84196. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84197. * @returns the list of velocity gradients
  84198. */
  84199. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84200. /**
  84201. * Gets the current list of start size gradients.
  84202. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84203. * @returns the list of start size gradients
  84204. */
  84205. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84206. /**
  84207. * Gets the current list of emit rate gradients.
  84208. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84209. * @returns the list of emit rate gradients
  84210. */
  84211. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84212. /**
  84213. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84214. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84215. */
  84216. direction1: Vector3;
  84217. /**
  84218. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84219. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84220. */
  84221. direction2: Vector3;
  84222. /**
  84223. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  84224. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84225. */
  84226. minEmitBox: Vector3;
  84227. /**
  84228. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  84229. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84230. */
  84231. maxEmitBox: Vector3;
  84232. /**
  84233. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84234. */
  84235. color1: Color4;
  84236. /**
  84237. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84238. */
  84239. color2: Color4;
  84240. /**
  84241. * Color the particle will have at the end of its lifetime
  84242. */
  84243. colorDead: Color4;
  84244. /**
  84245. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84246. */
  84247. textureMask: Color4;
  84248. /**
  84249. * The particle emitter type defines the emitter used by the particle system.
  84250. * It can be for example box, sphere, or cone...
  84251. */
  84252. particleEmitterType: IParticleEmitterType;
  84253. /** @hidden */
  84254. _isSubEmitter: boolean;
  84255. /**
  84256. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84257. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84258. */
  84259. billboardMode: number;
  84260. protected _isBillboardBased: boolean;
  84261. /**
  84262. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84263. */
  84264. isBillboardBased: boolean;
  84265. /**
  84266. * The scene the particle system belongs to.
  84267. */
  84268. protected _scene: Scene;
  84269. /**
  84270. * Local cache of defines for image processing.
  84271. */
  84272. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84273. /**
  84274. * Default configuration related to image processing available in the standard Material.
  84275. */
  84276. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84277. /**
  84278. * Gets the image processing configuration used either in this material.
  84279. */
  84280. /**
  84281. * Sets the Default image processing configuration used either in the this material.
  84282. *
  84283. * If sets to null, the scene one is in use.
  84284. */
  84285. imageProcessingConfiguration: ImageProcessingConfiguration;
  84286. /**
  84287. * Attaches a new image processing configuration to the Standard Material.
  84288. * @param configuration
  84289. */
  84290. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84291. /** @hidden */
  84292. protected _reset(): void;
  84293. /** @hidden */
  84294. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84295. /**
  84296. * Instantiates a particle system.
  84297. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  84298. * @param name The name of the particle system
  84299. */
  84300. constructor(name: string);
  84301. /**
  84302. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84303. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84304. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84305. * @returns the emitter
  84306. */
  84307. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84308. /**
  84309. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84310. * @param radius The radius of the hemisphere to emit from
  84311. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84312. * @returns the emitter
  84313. */
  84314. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84315. /**
  84316. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84317. * @param radius The radius of the sphere to emit from
  84318. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84319. * @returns the emitter
  84320. */
  84321. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84322. /**
  84323. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84324. * @param radius The radius of the sphere to emit from
  84325. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84326. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84327. * @returns the emitter
  84328. */
  84329. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84330. /**
  84331. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84332. * @param radius The radius of the emission cylinder
  84333. * @param height The height of the emission cylinder
  84334. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84335. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84336. * @returns the emitter
  84337. */
  84338. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84339. /**
  84340. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84341. * @param radius The radius of the cylinder to emit from
  84342. * @param height The height of the emission cylinder
  84343. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84344. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84345. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84346. * @returns the emitter
  84347. */
  84348. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84349. /**
  84350. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84351. * @param radius The radius of the cone to emit from
  84352. * @param angle The base angle of the cone
  84353. * @returns the emitter
  84354. */
  84355. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84356. /**
  84357. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84358. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84359. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84360. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84361. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84362. * @returns the emitter
  84363. */
  84364. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84365. }
  84366. }
  84367. declare module BABYLON {
  84368. /**
  84369. * Type of sub emitter
  84370. */
  84371. export enum SubEmitterType {
  84372. /**
  84373. * Attached to the particle over it's lifetime
  84374. */
  84375. ATTACHED = 0,
  84376. /**
  84377. * Created when the particle dies
  84378. */
  84379. END = 1
  84380. }
  84381. /**
  84382. * Sub emitter class used to emit particles from an existing particle
  84383. */
  84384. export class SubEmitter {
  84385. /**
  84386. * the particle system to be used by the sub emitter
  84387. */
  84388. particleSystem: ParticleSystem;
  84389. /**
  84390. * Type of the submitter (Default: END)
  84391. */
  84392. type: SubEmitterType;
  84393. /**
  84394. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  84395. * Note: This only is supported when using an emitter of type Mesh
  84396. */
  84397. inheritDirection: boolean;
  84398. /**
  84399. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  84400. */
  84401. inheritedVelocityAmount: number;
  84402. /**
  84403. * Creates a sub emitter
  84404. * @param particleSystem the particle system to be used by the sub emitter
  84405. */
  84406. constructor(
  84407. /**
  84408. * the particle system to be used by the sub emitter
  84409. */
  84410. particleSystem: ParticleSystem);
  84411. /**
  84412. * Clones the sub emitter
  84413. * @returns the cloned sub emitter
  84414. */
  84415. clone(): SubEmitter;
  84416. /**
  84417. * Serialize current object to a JSON object
  84418. * @returns the serialized object
  84419. */
  84420. serialize(): any;
  84421. /** @hidden */
  84422. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  84423. /**
  84424. * Creates a new SubEmitter from a serialized JSON version
  84425. * @param serializationObject defines the JSON object to read from
  84426. * @param scene defines the hosting scene
  84427. * @param rootUrl defines the rootUrl for data loading
  84428. * @returns a new SubEmitter
  84429. */
  84430. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  84431. /** Release associated resources */
  84432. dispose(): void;
  84433. }
  84434. }
  84435. declare module BABYLON {
  84436. /** @hidden */
  84437. export var clipPlaneFragmentDeclaration: {
  84438. name: string;
  84439. shader: string;
  84440. };
  84441. }
  84442. declare module BABYLON {
  84443. /** @hidden */
  84444. export var imageProcessingDeclaration: {
  84445. name: string;
  84446. shader: string;
  84447. };
  84448. }
  84449. declare module BABYLON {
  84450. /** @hidden */
  84451. export var imageProcessingFunctions: {
  84452. name: string;
  84453. shader: string;
  84454. };
  84455. }
  84456. declare module BABYLON {
  84457. /** @hidden */
  84458. export var clipPlaneFragment: {
  84459. name: string;
  84460. shader: string;
  84461. };
  84462. }
  84463. declare module BABYLON {
  84464. /** @hidden */
  84465. export var particlesPixelShader: {
  84466. name: string;
  84467. shader: string;
  84468. };
  84469. }
  84470. declare module BABYLON {
  84471. /** @hidden */
  84472. export var clipPlaneVertexDeclaration: {
  84473. name: string;
  84474. shader: string;
  84475. };
  84476. }
  84477. declare module BABYLON {
  84478. /** @hidden */
  84479. export var clipPlaneVertex: {
  84480. name: string;
  84481. shader: string;
  84482. };
  84483. }
  84484. declare module BABYLON {
  84485. /** @hidden */
  84486. export var particlesVertexShader: {
  84487. name: string;
  84488. shader: string;
  84489. };
  84490. }
  84491. declare module BABYLON {
  84492. /**
  84493. * This represents a particle system in Babylon.
  84494. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  84495. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84496. * @example https://doc.babylonjs.com/babylon101/particles
  84497. */
  84498. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  84499. /**
  84500. * Billboard mode will only apply to Y axis
  84501. */
  84502. static readonly BILLBOARDMODE_Y: number;
  84503. /**
  84504. * Billboard mode will apply to all axes
  84505. */
  84506. static readonly BILLBOARDMODE_ALL: number;
  84507. /**
  84508. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  84509. */
  84510. static readonly BILLBOARDMODE_STRETCHED: number;
  84511. /**
  84512. * This function can be defined to provide custom update for active particles.
  84513. * This function will be called instead of regular update (age, position, color, etc.).
  84514. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  84515. */
  84516. updateFunction: (particles: Particle[]) => void;
  84517. private _emitterWorldMatrix;
  84518. /**
  84519. * This function can be defined to specify initial direction for every new particle.
  84520. * It by default use the emitterType defined function
  84521. */
  84522. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  84523. /**
  84524. * This function can be defined to specify initial position for every new particle.
  84525. * It by default use the emitterType defined function
  84526. */
  84527. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  84528. /**
  84529. * @hidden
  84530. */
  84531. _inheritedVelocityOffset: Vector3;
  84532. /**
  84533. * An event triggered when the system is disposed
  84534. */
  84535. onDisposeObservable: Observable<ParticleSystem>;
  84536. private _onDisposeObserver;
  84537. /**
  84538. * Sets a callback that will be triggered when the system is disposed
  84539. */
  84540. onDispose: () => void;
  84541. private _particles;
  84542. private _epsilon;
  84543. private _capacity;
  84544. private _stockParticles;
  84545. private _newPartsExcess;
  84546. private _vertexData;
  84547. private _vertexBuffer;
  84548. private _vertexBuffers;
  84549. private _spriteBuffer;
  84550. private _indexBuffer;
  84551. private _effect;
  84552. private _customEffect;
  84553. private _cachedDefines;
  84554. private _scaledColorStep;
  84555. private _colorDiff;
  84556. private _scaledDirection;
  84557. private _scaledGravity;
  84558. private _currentRenderId;
  84559. private _alive;
  84560. private _useInstancing;
  84561. private _started;
  84562. private _stopped;
  84563. private _actualFrame;
  84564. private _scaledUpdateSpeed;
  84565. private _vertexBufferSize;
  84566. /** @hidden */
  84567. _currentEmitRateGradient: Nullable<FactorGradient>;
  84568. /** @hidden */
  84569. _currentEmitRate1: number;
  84570. /** @hidden */
  84571. _currentEmitRate2: number;
  84572. /** @hidden */
  84573. _currentStartSizeGradient: Nullable<FactorGradient>;
  84574. /** @hidden */
  84575. _currentStartSize1: number;
  84576. /** @hidden */
  84577. _currentStartSize2: number;
  84578. private readonly _rawTextureWidth;
  84579. private _rampGradientsTexture;
  84580. private _useRampGradients;
  84581. /** Gets or sets a boolean indicating that ramp gradients must be used
  84582. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84583. */
  84584. useRampGradients: boolean;
  84585. /**
  84586. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  84587. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  84588. */
  84589. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  84590. private _subEmitters;
  84591. /**
  84592. * @hidden
  84593. * If the particle systems emitter should be disposed when the particle system is disposed
  84594. */
  84595. _disposeEmitterOnDispose: boolean;
  84596. /**
  84597. * The current active Sub-systems, this property is used by the root particle system only.
  84598. */
  84599. activeSubSystems: Array<ParticleSystem>;
  84600. private _rootParticleSystem;
  84601. /**
  84602. * Gets the current list of active particles
  84603. */
  84604. readonly particles: Particle[];
  84605. /**
  84606. * Returns the string "ParticleSystem"
  84607. * @returns a string containing the class name
  84608. */
  84609. getClassName(): string;
  84610. /**
  84611. * Instantiates a particle system.
  84612. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  84613. * @param name The name of the particle system
  84614. * @param capacity The max number of particles alive at the same time
  84615. * @param scene The scene the particle system belongs to
  84616. * @param customEffect a custom effect used to change the way particles are rendered by default
  84617. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  84618. * @param epsilon Offset used to render the particles
  84619. */
  84620. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  84621. private _addFactorGradient;
  84622. private _removeFactorGradient;
  84623. /**
  84624. * Adds a new life time gradient
  84625. * @param gradient defines the gradient to use (between 0 and 1)
  84626. * @param factor defines the life time factor to affect to the specified gradient
  84627. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84628. * @returns the current particle system
  84629. */
  84630. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84631. /**
  84632. * Remove a specific life time gradient
  84633. * @param gradient defines the gradient to remove
  84634. * @returns the current particle system
  84635. */
  84636. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84637. /**
  84638. * Adds a new size gradient
  84639. * @param gradient defines the gradient to use (between 0 and 1)
  84640. * @param factor defines the size factor to affect to the specified gradient
  84641. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84642. * @returns the current particle system
  84643. */
  84644. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84645. /**
  84646. * Remove a specific size gradient
  84647. * @param gradient defines the gradient to remove
  84648. * @returns the current particle system
  84649. */
  84650. removeSizeGradient(gradient: number): IParticleSystem;
  84651. /**
  84652. * Adds a new color remap gradient
  84653. * @param gradient defines the gradient to use (between 0 and 1)
  84654. * @param min defines the color remap minimal range
  84655. * @param max defines the color remap maximal range
  84656. * @returns the current particle system
  84657. */
  84658. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84659. /**
  84660. * Remove a specific color remap gradient
  84661. * @param gradient defines the gradient to remove
  84662. * @returns the current particle system
  84663. */
  84664. removeColorRemapGradient(gradient: number): IParticleSystem;
  84665. /**
  84666. * Adds a new alpha remap gradient
  84667. * @param gradient defines the gradient to use (between 0 and 1)
  84668. * @param min defines the alpha remap minimal range
  84669. * @param max defines the alpha remap maximal range
  84670. * @returns the current particle system
  84671. */
  84672. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84673. /**
  84674. * Remove a specific alpha remap gradient
  84675. * @param gradient defines the gradient to remove
  84676. * @returns the current particle system
  84677. */
  84678. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  84679. /**
  84680. * Adds a new angular speed gradient
  84681. * @param gradient defines the gradient to use (between 0 and 1)
  84682. * @param factor defines the angular speed to affect to the specified gradient
  84683. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84684. * @returns the current particle system
  84685. */
  84686. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84687. /**
  84688. * Remove a specific angular speed gradient
  84689. * @param gradient defines the gradient to remove
  84690. * @returns the current particle system
  84691. */
  84692. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84693. /**
  84694. * Adds a new velocity gradient
  84695. * @param gradient defines the gradient to use (between 0 and 1)
  84696. * @param factor defines the velocity to affect to the specified gradient
  84697. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84698. * @returns the current particle system
  84699. */
  84700. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84701. /**
  84702. * Remove a specific velocity gradient
  84703. * @param gradient defines the gradient to remove
  84704. * @returns the current particle system
  84705. */
  84706. removeVelocityGradient(gradient: number): IParticleSystem;
  84707. /**
  84708. * Adds a new limit velocity gradient
  84709. * @param gradient defines the gradient to use (between 0 and 1)
  84710. * @param factor defines the limit velocity value to affect to the specified gradient
  84711. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84712. * @returns the current particle system
  84713. */
  84714. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84715. /**
  84716. * Remove a specific limit velocity gradient
  84717. * @param gradient defines the gradient to remove
  84718. * @returns the current particle system
  84719. */
  84720. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  84721. /**
  84722. * Adds a new drag gradient
  84723. * @param gradient defines the gradient to use (between 0 and 1)
  84724. * @param factor defines the drag value to affect to the specified gradient
  84725. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84726. * @returns the current particle system
  84727. */
  84728. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84729. /**
  84730. * Remove a specific drag gradient
  84731. * @param gradient defines the gradient to remove
  84732. * @returns the current particle system
  84733. */
  84734. removeDragGradient(gradient: number): IParticleSystem;
  84735. /**
  84736. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  84737. * @param gradient defines the gradient to use (between 0 and 1)
  84738. * @param factor defines the emit rate value to affect to the specified gradient
  84739. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84740. * @returns the current particle system
  84741. */
  84742. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84743. /**
  84744. * Remove a specific emit rate gradient
  84745. * @param gradient defines the gradient to remove
  84746. * @returns the current particle system
  84747. */
  84748. removeEmitRateGradient(gradient: number): IParticleSystem;
  84749. /**
  84750. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  84751. * @param gradient defines the gradient to use (between 0 and 1)
  84752. * @param factor defines the start size value to affect to the specified gradient
  84753. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84754. * @returns the current particle system
  84755. */
  84756. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84757. /**
  84758. * Remove a specific start size gradient
  84759. * @param gradient defines the gradient to remove
  84760. * @returns the current particle system
  84761. */
  84762. removeStartSizeGradient(gradient: number): IParticleSystem;
  84763. private _createRampGradientTexture;
  84764. /**
  84765. * Gets the current list of ramp gradients.
  84766. * You must use addRampGradient and removeRampGradient to udpate this list
  84767. * @returns the list of ramp gradients
  84768. */
  84769. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84770. /**
  84771. * Adds a new ramp gradient used to remap particle colors
  84772. * @param gradient defines the gradient to use (between 0 and 1)
  84773. * @param color defines the color to affect to the specified gradient
  84774. * @returns the current particle system
  84775. */
  84776. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  84777. /**
  84778. * Remove a specific ramp gradient
  84779. * @param gradient defines the gradient to remove
  84780. * @returns the current particle system
  84781. */
  84782. removeRampGradient(gradient: number): ParticleSystem;
  84783. /**
  84784. * Adds a new color gradient
  84785. * @param gradient defines the gradient to use (between 0 and 1)
  84786. * @param color1 defines the color to affect to the specified gradient
  84787. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  84788. * @returns this particle system
  84789. */
  84790. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  84791. /**
  84792. * Remove a specific color gradient
  84793. * @param gradient defines the gradient to remove
  84794. * @returns this particle system
  84795. */
  84796. removeColorGradient(gradient: number): IParticleSystem;
  84797. private _fetchR;
  84798. protected _reset(): void;
  84799. private _resetEffect;
  84800. private _createVertexBuffers;
  84801. private _createIndexBuffer;
  84802. /**
  84803. * Gets the maximum number of particles active at the same time.
  84804. * @returns The max number of active particles.
  84805. */
  84806. getCapacity(): number;
  84807. /**
  84808. * Gets whether there are still active particles in the system.
  84809. * @returns True if it is alive, otherwise false.
  84810. */
  84811. isAlive(): boolean;
  84812. /**
  84813. * Gets if the system has been started. (Note: this will still be true after stop is called)
  84814. * @returns True if it has been started, otherwise false.
  84815. */
  84816. isStarted(): boolean;
  84817. private _prepareSubEmitterInternalArray;
  84818. /**
  84819. * Starts the particle system and begins to emit
  84820. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  84821. */
  84822. start(delay?: number): void;
  84823. /**
  84824. * Stops the particle system.
  84825. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  84826. */
  84827. stop(stopSubEmitters?: boolean): void;
  84828. /**
  84829. * Remove all active particles
  84830. */
  84831. reset(): void;
  84832. /**
  84833. * @hidden (for internal use only)
  84834. */
  84835. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  84836. /**
  84837. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  84838. * Its lifetime will start back at 0.
  84839. */
  84840. recycleParticle: (particle: Particle) => void;
  84841. private _stopSubEmitters;
  84842. private _createParticle;
  84843. private _removeFromRoot;
  84844. private _emitFromParticle;
  84845. private _update;
  84846. /** @hidden */
  84847. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  84848. /** @hidden */
  84849. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  84850. /** @hidden */
  84851. private _getEffect;
  84852. /**
  84853. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  84854. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  84855. */
  84856. animate(preWarmOnly?: boolean): void;
  84857. private _appendParticleVertices;
  84858. /**
  84859. * Rebuilds the particle system.
  84860. */
  84861. rebuild(): void;
  84862. /**
  84863. * Is this system ready to be used/rendered
  84864. * @return true if the system is ready
  84865. */
  84866. isReady(): boolean;
  84867. private _render;
  84868. /**
  84869. * Renders the particle system in its current state.
  84870. * @returns the current number of particles
  84871. */
  84872. render(): number;
  84873. /**
  84874. * Disposes the particle system and free the associated resources
  84875. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  84876. */
  84877. dispose(disposeTexture?: boolean): void;
  84878. /**
  84879. * Clones the particle system.
  84880. * @param name The name of the cloned object
  84881. * @param newEmitter The new emitter to use
  84882. * @returns the cloned particle system
  84883. */
  84884. clone(name: string, newEmitter: any): ParticleSystem;
  84885. /**
  84886. * Serializes the particle system to a JSON object.
  84887. * @returns the JSON object
  84888. */
  84889. serialize(): any;
  84890. /** @hidden */
  84891. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  84892. /** @hidden */
  84893. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  84894. /**
  84895. * Parses a JSON object to create a particle system.
  84896. * @param parsedParticleSystem The JSON object to parse
  84897. * @param scene The scene to create the particle system in
  84898. * @param rootUrl The root url to use to load external dependencies like texture
  84899. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  84900. * @returns the Parsed particle system
  84901. */
  84902. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  84903. }
  84904. }
  84905. declare module BABYLON {
  84906. /**
  84907. * A particle represents one of the element emitted by a particle system.
  84908. * This is mainly define by its coordinates, direction, velocity and age.
  84909. */
  84910. export class Particle {
  84911. /**
  84912. * The particle system the particle belongs to.
  84913. */
  84914. particleSystem: ParticleSystem;
  84915. private static _Count;
  84916. /**
  84917. * Unique ID of the particle
  84918. */
  84919. id: number;
  84920. /**
  84921. * The world position of the particle in the scene.
  84922. */
  84923. position: Vector3;
  84924. /**
  84925. * The world direction of the particle in the scene.
  84926. */
  84927. direction: Vector3;
  84928. /**
  84929. * The color of the particle.
  84930. */
  84931. color: Color4;
  84932. /**
  84933. * The color change of the particle per step.
  84934. */
  84935. colorStep: Color4;
  84936. /**
  84937. * Defines how long will the life of the particle be.
  84938. */
  84939. lifeTime: number;
  84940. /**
  84941. * The current age of the particle.
  84942. */
  84943. age: number;
  84944. /**
  84945. * The current size of the particle.
  84946. */
  84947. size: number;
  84948. /**
  84949. * The current scale of the particle.
  84950. */
  84951. scale: Vector2;
  84952. /**
  84953. * The current angle of the particle.
  84954. */
  84955. angle: number;
  84956. /**
  84957. * Defines how fast is the angle changing.
  84958. */
  84959. angularSpeed: number;
  84960. /**
  84961. * Defines the cell index used by the particle to be rendered from a sprite.
  84962. */
  84963. cellIndex: number;
  84964. /**
  84965. * The information required to support color remapping
  84966. */
  84967. remapData: Vector4;
  84968. /** @hidden */
  84969. _randomCellOffset?: number;
  84970. /** @hidden */
  84971. _initialDirection: Nullable<Vector3>;
  84972. /** @hidden */
  84973. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  84974. /** @hidden */
  84975. _initialStartSpriteCellID: number;
  84976. /** @hidden */
  84977. _initialEndSpriteCellID: number;
  84978. /** @hidden */
  84979. _currentColorGradient: Nullable<ColorGradient>;
  84980. /** @hidden */
  84981. _currentColor1: Color4;
  84982. /** @hidden */
  84983. _currentColor2: Color4;
  84984. /** @hidden */
  84985. _currentSizeGradient: Nullable<FactorGradient>;
  84986. /** @hidden */
  84987. _currentSize1: number;
  84988. /** @hidden */
  84989. _currentSize2: number;
  84990. /** @hidden */
  84991. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  84992. /** @hidden */
  84993. _currentAngularSpeed1: number;
  84994. /** @hidden */
  84995. _currentAngularSpeed2: number;
  84996. /** @hidden */
  84997. _currentVelocityGradient: Nullable<FactorGradient>;
  84998. /** @hidden */
  84999. _currentVelocity1: number;
  85000. /** @hidden */
  85001. _currentVelocity2: number;
  85002. /** @hidden */
  85003. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85004. /** @hidden */
  85005. _currentLimitVelocity1: number;
  85006. /** @hidden */
  85007. _currentLimitVelocity2: number;
  85008. /** @hidden */
  85009. _currentDragGradient: Nullable<FactorGradient>;
  85010. /** @hidden */
  85011. _currentDrag1: number;
  85012. /** @hidden */
  85013. _currentDrag2: number;
  85014. /** @hidden */
  85015. _randomNoiseCoordinates1: Vector3;
  85016. /** @hidden */
  85017. _randomNoiseCoordinates2: Vector3;
  85018. /**
  85019. * Creates a new instance Particle
  85020. * @param particleSystem the particle system the particle belongs to
  85021. */
  85022. constructor(
  85023. /**
  85024. * The particle system the particle belongs to.
  85025. */
  85026. particleSystem: ParticleSystem);
  85027. private updateCellInfoFromSystem;
  85028. /**
  85029. * Defines how the sprite cell index is updated for the particle
  85030. */
  85031. updateCellIndex(): void;
  85032. /** @hidden */
  85033. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85034. /** @hidden */
  85035. _inheritParticleInfoToSubEmitters(): void;
  85036. /** @hidden */
  85037. _reset(): void;
  85038. /**
  85039. * Copy the properties of particle to another one.
  85040. * @param other the particle to copy the information to.
  85041. */
  85042. copyTo(other: Particle): void;
  85043. }
  85044. }
  85045. declare module BABYLON {
  85046. /**
  85047. * Particle emitter represents a volume emitting particles.
  85048. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85049. */
  85050. export interface IParticleEmitterType {
  85051. /**
  85052. * Called by the particle System when the direction is computed for the created particle.
  85053. * @param worldMatrix is the world matrix of the particle system
  85054. * @param directionToUpdate is the direction vector to update with the result
  85055. * @param particle is the particle we are computed the direction for
  85056. */
  85057. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85058. /**
  85059. * Called by the particle System when the position is computed for the created particle.
  85060. * @param worldMatrix is the world matrix of the particle system
  85061. * @param positionToUpdate is the position vector to update with the result
  85062. * @param particle is the particle we are computed the position for
  85063. */
  85064. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85065. /**
  85066. * Clones the current emitter and returns a copy of it
  85067. * @returns the new emitter
  85068. */
  85069. clone(): IParticleEmitterType;
  85070. /**
  85071. * Called by the GPUParticleSystem to setup the update shader
  85072. * @param effect defines the update shader
  85073. */
  85074. applyToShader(effect: Effect): void;
  85075. /**
  85076. * Returns a string to use to update the GPU particles update shader
  85077. * @returns the effect defines string
  85078. */
  85079. getEffectDefines(): string;
  85080. /**
  85081. * Returns a string representing the class name
  85082. * @returns a string containing the class name
  85083. */
  85084. getClassName(): string;
  85085. /**
  85086. * Serializes the particle system to a JSON object.
  85087. * @returns the JSON object
  85088. */
  85089. serialize(): any;
  85090. /**
  85091. * Parse properties from a JSON object
  85092. * @param serializationObject defines the JSON object
  85093. */
  85094. parse(serializationObject: any): void;
  85095. }
  85096. }
  85097. declare module BABYLON {
  85098. /**
  85099. * Particle emitter emitting particles from the inside of a box.
  85100. * It emits the particles randomly between 2 given directions.
  85101. */
  85102. export class BoxParticleEmitter implements IParticleEmitterType {
  85103. /**
  85104. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85105. */
  85106. direction1: Vector3;
  85107. /**
  85108. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85109. */
  85110. direction2: Vector3;
  85111. /**
  85112. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  85113. */
  85114. minEmitBox: Vector3;
  85115. /**
  85116. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  85117. */
  85118. maxEmitBox: Vector3;
  85119. /**
  85120. * Creates a new instance BoxParticleEmitter
  85121. */
  85122. constructor();
  85123. /**
  85124. * Called by the particle System when the direction is computed for the created particle.
  85125. * @param worldMatrix is the world matrix of the particle system
  85126. * @param directionToUpdate is the direction vector to update with the result
  85127. * @param particle is the particle we are computed the direction for
  85128. */
  85129. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85130. /**
  85131. * Called by the particle System when the position is computed for the created particle.
  85132. * @param worldMatrix is the world matrix of the particle system
  85133. * @param positionToUpdate is the position vector to update with the result
  85134. * @param particle is the particle we are computed the position for
  85135. */
  85136. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85137. /**
  85138. * Clones the current emitter and returns a copy of it
  85139. * @returns the new emitter
  85140. */
  85141. clone(): BoxParticleEmitter;
  85142. /**
  85143. * Called by the GPUParticleSystem to setup the update shader
  85144. * @param effect defines the update shader
  85145. */
  85146. applyToShader(effect: Effect): void;
  85147. /**
  85148. * Returns a string to use to update the GPU particles update shader
  85149. * @returns a string containng the defines string
  85150. */
  85151. getEffectDefines(): string;
  85152. /**
  85153. * Returns the string "BoxParticleEmitter"
  85154. * @returns a string containing the class name
  85155. */
  85156. getClassName(): string;
  85157. /**
  85158. * Serializes the particle system to a JSON object.
  85159. * @returns the JSON object
  85160. */
  85161. serialize(): any;
  85162. /**
  85163. * Parse properties from a JSON object
  85164. * @param serializationObject defines the JSON object
  85165. */
  85166. parse(serializationObject: any): void;
  85167. }
  85168. }
  85169. declare module BABYLON {
  85170. /**
  85171. * Particle emitter emitting particles from the inside of a cone.
  85172. * It emits the particles alongside the cone volume from the base to the particle.
  85173. * The emission direction might be randomized.
  85174. */
  85175. export class ConeParticleEmitter implements IParticleEmitterType {
  85176. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85177. directionRandomizer: number;
  85178. private _radius;
  85179. private _angle;
  85180. private _height;
  85181. /**
  85182. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85183. */
  85184. radiusRange: number;
  85185. /**
  85186. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85187. */
  85188. heightRange: number;
  85189. /**
  85190. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85191. */
  85192. emitFromSpawnPointOnly: boolean;
  85193. /**
  85194. * Gets or sets the radius of the emission cone
  85195. */
  85196. radius: number;
  85197. /**
  85198. * Gets or sets the angle of the emission cone
  85199. */
  85200. angle: number;
  85201. private _buildHeight;
  85202. /**
  85203. * Creates a new instance ConeParticleEmitter
  85204. * @param radius the radius of the emission cone (1 by default)
  85205. * @param angle the cone base angle (PI by default)
  85206. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85207. */
  85208. constructor(radius?: number, angle?: number,
  85209. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85210. directionRandomizer?: number);
  85211. /**
  85212. * Called by the particle System when the direction is computed for the created particle.
  85213. * @param worldMatrix is the world matrix of the particle system
  85214. * @param directionToUpdate is the direction vector to update with the result
  85215. * @param particle is the particle we are computed the direction for
  85216. */
  85217. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85218. /**
  85219. * Called by the particle System when the position is computed for the created particle.
  85220. * @param worldMatrix is the world matrix of the particle system
  85221. * @param positionToUpdate is the position vector to update with the result
  85222. * @param particle is the particle we are computed the position for
  85223. */
  85224. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85225. /**
  85226. * Clones the current emitter and returns a copy of it
  85227. * @returns the new emitter
  85228. */
  85229. clone(): ConeParticleEmitter;
  85230. /**
  85231. * Called by the GPUParticleSystem to setup the update shader
  85232. * @param effect defines the update shader
  85233. */
  85234. applyToShader(effect: Effect): void;
  85235. /**
  85236. * Returns a string to use to update the GPU particles update shader
  85237. * @returns a string containng the defines string
  85238. */
  85239. getEffectDefines(): string;
  85240. /**
  85241. * Returns the string "ConeParticleEmitter"
  85242. * @returns a string containing the class name
  85243. */
  85244. getClassName(): string;
  85245. /**
  85246. * Serializes the particle system to a JSON object.
  85247. * @returns the JSON object
  85248. */
  85249. serialize(): any;
  85250. /**
  85251. * Parse properties from a JSON object
  85252. * @param serializationObject defines the JSON object
  85253. */
  85254. parse(serializationObject: any): void;
  85255. }
  85256. }
  85257. declare module BABYLON {
  85258. /**
  85259. * Particle emitter emitting particles from the inside of a cylinder.
  85260. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85261. */
  85262. export class CylinderParticleEmitter implements IParticleEmitterType {
  85263. /**
  85264. * The radius of the emission cylinder.
  85265. */
  85266. radius: number;
  85267. /**
  85268. * The height of the emission cylinder.
  85269. */
  85270. height: number;
  85271. /**
  85272. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85273. */
  85274. radiusRange: number;
  85275. /**
  85276. * How much to randomize the particle direction [0-1].
  85277. */
  85278. directionRandomizer: number;
  85279. /**
  85280. * Creates a new instance CylinderParticleEmitter
  85281. * @param radius the radius of the emission cylinder (1 by default)
  85282. * @param height the height of the emission cylinder (1 by default)
  85283. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85284. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85285. */
  85286. constructor(
  85287. /**
  85288. * The radius of the emission cylinder.
  85289. */
  85290. radius?: number,
  85291. /**
  85292. * The height of the emission cylinder.
  85293. */
  85294. height?: number,
  85295. /**
  85296. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85297. */
  85298. radiusRange?: number,
  85299. /**
  85300. * How much to randomize the particle direction [0-1].
  85301. */
  85302. directionRandomizer?: number);
  85303. /**
  85304. * Called by the particle System when the direction is computed for the created particle.
  85305. * @param worldMatrix is the world matrix of the particle system
  85306. * @param directionToUpdate is the direction vector to update with the result
  85307. * @param particle is the particle we are computed the direction for
  85308. */
  85309. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85310. /**
  85311. * Called by the particle System when the position is computed for the created particle.
  85312. * @param worldMatrix is the world matrix of the particle system
  85313. * @param positionToUpdate is the position vector to update with the result
  85314. * @param particle is the particle we are computed the position for
  85315. */
  85316. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85317. /**
  85318. * Clones the current emitter and returns a copy of it
  85319. * @returns the new emitter
  85320. */
  85321. clone(): CylinderParticleEmitter;
  85322. /**
  85323. * Called by the GPUParticleSystem to setup the update shader
  85324. * @param effect defines the update shader
  85325. */
  85326. applyToShader(effect: Effect): void;
  85327. /**
  85328. * Returns a string to use to update the GPU particles update shader
  85329. * @returns a string containng the defines string
  85330. */
  85331. getEffectDefines(): string;
  85332. /**
  85333. * Returns the string "CylinderParticleEmitter"
  85334. * @returns a string containing the class name
  85335. */
  85336. getClassName(): string;
  85337. /**
  85338. * Serializes the particle system to a JSON object.
  85339. * @returns the JSON object
  85340. */
  85341. serialize(): any;
  85342. /**
  85343. * Parse properties from a JSON object
  85344. * @param serializationObject defines the JSON object
  85345. */
  85346. parse(serializationObject: any): void;
  85347. }
  85348. /**
  85349. * Particle emitter emitting particles from the inside of a cylinder.
  85350. * It emits the particles randomly between two vectors.
  85351. */
  85352. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85353. /**
  85354. * The min limit of the emission direction.
  85355. */
  85356. direction1: Vector3;
  85357. /**
  85358. * The max limit of the emission direction.
  85359. */
  85360. direction2: Vector3;
  85361. /**
  85362. * Creates a new instance CylinderDirectedParticleEmitter
  85363. * @param radius the radius of the emission cylinder (1 by default)
  85364. * @param height the height of the emission cylinder (1 by default)
  85365. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85366. * @param direction1 the min limit of the emission direction (up vector by default)
  85367. * @param direction2 the max limit of the emission direction (up vector by default)
  85368. */
  85369. constructor(radius?: number, height?: number, radiusRange?: number,
  85370. /**
  85371. * The min limit of the emission direction.
  85372. */
  85373. direction1?: Vector3,
  85374. /**
  85375. * The max limit of the emission direction.
  85376. */
  85377. direction2?: Vector3);
  85378. /**
  85379. * Called by the particle System when the direction is computed for the created particle.
  85380. * @param worldMatrix is the world matrix of the particle system
  85381. * @param directionToUpdate is the direction vector to update with the result
  85382. * @param particle is the particle we are computed the direction for
  85383. */
  85384. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85385. /**
  85386. * Clones the current emitter and returns a copy of it
  85387. * @returns the new emitter
  85388. */
  85389. clone(): CylinderDirectedParticleEmitter;
  85390. /**
  85391. * Called by the GPUParticleSystem to setup the update shader
  85392. * @param effect defines the update shader
  85393. */
  85394. applyToShader(effect: Effect): void;
  85395. /**
  85396. * Returns a string to use to update the GPU particles update shader
  85397. * @returns a string containng the defines string
  85398. */
  85399. getEffectDefines(): string;
  85400. /**
  85401. * Returns the string "CylinderDirectedParticleEmitter"
  85402. * @returns a string containing the class name
  85403. */
  85404. getClassName(): string;
  85405. /**
  85406. * Serializes the particle system to a JSON object.
  85407. * @returns the JSON object
  85408. */
  85409. serialize(): any;
  85410. /**
  85411. * Parse properties from a JSON object
  85412. * @param serializationObject defines the JSON object
  85413. */
  85414. parse(serializationObject: any): void;
  85415. }
  85416. }
  85417. declare module BABYLON {
  85418. /**
  85419. * Particle emitter emitting particles from the inside of a hemisphere.
  85420. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  85421. */
  85422. export class HemisphericParticleEmitter implements IParticleEmitterType {
  85423. /**
  85424. * The radius of the emission hemisphere.
  85425. */
  85426. radius: number;
  85427. /**
  85428. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85429. */
  85430. radiusRange: number;
  85431. /**
  85432. * How much to randomize the particle direction [0-1].
  85433. */
  85434. directionRandomizer: number;
  85435. /**
  85436. * Creates a new instance HemisphericParticleEmitter
  85437. * @param radius the radius of the emission hemisphere (1 by default)
  85438. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85439. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85440. */
  85441. constructor(
  85442. /**
  85443. * The radius of the emission hemisphere.
  85444. */
  85445. radius?: number,
  85446. /**
  85447. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85448. */
  85449. radiusRange?: number,
  85450. /**
  85451. * How much to randomize the particle direction [0-1].
  85452. */
  85453. directionRandomizer?: number);
  85454. /**
  85455. * Called by the particle System when the direction is computed for the created particle.
  85456. * @param worldMatrix is the world matrix of the particle system
  85457. * @param directionToUpdate is the direction vector to update with the result
  85458. * @param particle is the particle we are computed the direction for
  85459. */
  85460. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85461. /**
  85462. * Called by the particle System when the position is computed for the created particle.
  85463. * @param worldMatrix is the world matrix of the particle system
  85464. * @param positionToUpdate is the position vector to update with the result
  85465. * @param particle is the particle we are computed the position for
  85466. */
  85467. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85468. /**
  85469. * Clones the current emitter and returns a copy of it
  85470. * @returns the new emitter
  85471. */
  85472. clone(): HemisphericParticleEmitter;
  85473. /**
  85474. * Called by the GPUParticleSystem to setup the update shader
  85475. * @param effect defines the update shader
  85476. */
  85477. applyToShader(effect: Effect): void;
  85478. /**
  85479. * Returns a string to use to update the GPU particles update shader
  85480. * @returns a string containng the defines string
  85481. */
  85482. getEffectDefines(): string;
  85483. /**
  85484. * Returns the string "HemisphericParticleEmitter"
  85485. * @returns a string containing the class name
  85486. */
  85487. getClassName(): string;
  85488. /**
  85489. * Serializes the particle system to a JSON object.
  85490. * @returns the JSON object
  85491. */
  85492. serialize(): any;
  85493. /**
  85494. * Parse properties from a JSON object
  85495. * @param serializationObject defines the JSON object
  85496. */
  85497. parse(serializationObject: any): void;
  85498. }
  85499. }
  85500. declare module BABYLON {
  85501. /**
  85502. * Particle emitter emitting particles from a point.
  85503. * It emits the particles randomly between 2 given directions.
  85504. */
  85505. export class PointParticleEmitter implements IParticleEmitterType {
  85506. /**
  85507. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85508. */
  85509. direction1: Vector3;
  85510. /**
  85511. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85512. */
  85513. direction2: Vector3;
  85514. /**
  85515. * Creates a new instance PointParticleEmitter
  85516. */
  85517. constructor();
  85518. /**
  85519. * Called by the particle System when the direction is computed for the created particle.
  85520. * @param worldMatrix is the world matrix of the particle system
  85521. * @param directionToUpdate is the direction vector to update with the result
  85522. * @param particle is the particle we are computed the direction for
  85523. */
  85524. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85525. /**
  85526. * Called by the particle System when the position is computed for the created particle.
  85527. * @param worldMatrix is the world matrix of the particle system
  85528. * @param positionToUpdate is the position vector to update with the result
  85529. * @param particle is the particle we are computed the position for
  85530. */
  85531. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85532. /**
  85533. * Clones the current emitter and returns a copy of it
  85534. * @returns the new emitter
  85535. */
  85536. clone(): PointParticleEmitter;
  85537. /**
  85538. * Called by the GPUParticleSystem to setup the update shader
  85539. * @param effect defines the update shader
  85540. */
  85541. applyToShader(effect: Effect): void;
  85542. /**
  85543. * Returns a string to use to update the GPU particles update shader
  85544. * @returns a string containng the defines string
  85545. */
  85546. getEffectDefines(): string;
  85547. /**
  85548. * Returns the string "PointParticleEmitter"
  85549. * @returns a string containing the class name
  85550. */
  85551. getClassName(): string;
  85552. /**
  85553. * Serializes the particle system to a JSON object.
  85554. * @returns the JSON object
  85555. */
  85556. serialize(): any;
  85557. /**
  85558. * Parse properties from a JSON object
  85559. * @param serializationObject defines the JSON object
  85560. */
  85561. parse(serializationObject: any): void;
  85562. }
  85563. }
  85564. declare module BABYLON {
  85565. /**
  85566. * Particle emitter emitting particles from the inside of a sphere.
  85567. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  85568. */
  85569. export class SphereParticleEmitter implements IParticleEmitterType {
  85570. /**
  85571. * The radius of the emission sphere.
  85572. */
  85573. radius: number;
  85574. /**
  85575. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85576. */
  85577. radiusRange: number;
  85578. /**
  85579. * How much to randomize the particle direction [0-1].
  85580. */
  85581. directionRandomizer: number;
  85582. /**
  85583. * Creates a new instance SphereParticleEmitter
  85584. * @param radius the radius of the emission sphere (1 by default)
  85585. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85586. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85587. */
  85588. constructor(
  85589. /**
  85590. * The radius of the emission sphere.
  85591. */
  85592. radius?: number,
  85593. /**
  85594. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85595. */
  85596. radiusRange?: number,
  85597. /**
  85598. * How much to randomize the particle direction [0-1].
  85599. */
  85600. directionRandomizer?: number);
  85601. /**
  85602. * Called by the particle System when the direction is computed for the created particle.
  85603. * @param worldMatrix is the world matrix of the particle system
  85604. * @param directionToUpdate is the direction vector to update with the result
  85605. * @param particle is the particle we are computed the direction for
  85606. */
  85607. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85608. /**
  85609. * Called by the particle System when the position is computed for the created particle.
  85610. * @param worldMatrix is the world matrix of the particle system
  85611. * @param positionToUpdate is the position vector to update with the result
  85612. * @param particle is the particle we are computed the position for
  85613. */
  85614. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85615. /**
  85616. * Clones the current emitter and returns a copy of it
  85617. * @returns the new emitter
  85618. */
  85619. clone(): SphereParticleEmitter;
  85620. /**
  85621. * Called by the GPUParticleSystem to setup the update shader
  85622. * @param effect defines the update shader
  85623. */
  85624. applyToShader(effect: Effect): void;
  85625. /**
  85626. * Returns a string to use to update the GPU particles update shader
  85627. * @returns a string containng the defines string
  85628. */
  85629. getEffectDefines(): string;
  85630. /**
  85631. * Returns the string "SphereParticleEmitter"
  85632. * @returns a string containing the class name
  85633. */
  85634. getClassName(): string;
  85635. /**
  85636. * Serializes the particle system to a JSON object.
  85637. * @returns the JSON object
  85638. */
  85639. serialize(): any;
  85640. /**
  85641. * Parse properties from a JSON object
  85642. * @param serializationObject defines the JSON object
  85643. */
  85644. parse(serializationObject: any): void;
  85645. }
  85646. /**
  85647. * Particle emitter emitting particles from the inside of a sphere.
  85648. * It emits the particles randomly between two vectors.
  85649. */
  85650. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  85651. /**
  85652. * The min limit of the emission direction.
  85653. */
  85654. direction1: Vector3;
  85655. /**
  85656. * The max limit of the emission direction.
  85657. */
  85658. direction2: Vector3;
  85659. /**
  85660. * Creates a new instance SphereDirectedParticleEmitter
  85661. * @param radius the radius of the emission sphere (1 by default)
  85662. * @param direction1 the min limit of the emission direction (up vector by default)
  85663. * @param direction2 the max limit of the emission direction (up vector by default)
  85664. */
  85665. constructor(radius?: number,
  85666. /**
  85667. * The min limit of the emission direction.
  85668. */
  85669. direction1?: Vector3,
  85670. /**
  85671. * The max limit of the emission direction.
  85672. */
  85673. direction2?: Vector3);
  85674. /**
  85675. * Called by the particle System when the direction is computed for the created particle.
  85676. * @param worldMatrix is the world matrix of the particle system
  85677. * @param directionToUpdate is the direction vector to update with the result
  85678. * @param particle is the particle we are computed the direction for
  85679. */
  85680. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85681. /**
  85682. * Clones the current emitter and returns a copy of it
  85683. * @returns the new emitter
  85684. */
  85685. clone(): SphereDirectedParticleEmitter;
  85686. /**
  85687. * Called by the GPUParticleSystem to setup the update shader
  85688. * @param effect defines the update shader
  85689. */
  85690. applyToShader(effect: Effect): void;
  85691. /**
  85692. * Returns a string to use to update the GPU particles update shader
  85693. * @returns a string containng the defines string
  85694. */
  85695. getEffectDefines(): string;
  85696. /**
  85697. * Returns the string "SphereDirectedParticleEmitter"
  85698. * @returns a string containing the class name
  85699. */
  85700. getClassName(): string;
  85701. /**
  85702. * Serializes the particle system to a JSON object.
  85703. * @returns the JSON object
  85704. */
  85705. serialize(): any;
  85706. /**
  85707. * Parse properties from a JSON object
  85708. * @param serializationObject defines the JSON object
  85709. */
  85710. parse(serializationObject: any): void;
  85711. }
  85712. }
  85713. declare module BABYLON {
  85714. /**
  85715. * Interface representing a particle system in Babylon.js.
  85716. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  85717. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  85718. */
  85719. export interface IParticleSystem {
  85720. /**
  85721. * List of animations used by the particle system.
  85722. */
  85723. animations: Animation[];
  85724. /**
  85725. * The id of the Particle system.
  85726. */
  85727. id: string;
  85728. /**
  85729. * The name of the Particle system.
  85730. */
  85731. name: string;
  85732. /**
  85733. * The emitter represents the Mesh or position we are attaching the particle system to.
  85734. */
  85735. emitter: Nullable<AbstractMesh | Vector3>;
  85736. /**
  85737. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85738. */
  85739. isBillboardBased: boolean;
  85740. /**
  85741. * The rendering group used by the Particle system to chose when to render.
  85742. */
  85743. renderingGroupId: number;
  85744. /**
  85745. * The layer mask we are rendering the particles through.
  85746. */
  85747. layerMask: number;
  85748. /**
  85749. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  85750. */
  85751. updateSpeed: number;
  85752. /**
  85753. * The amount of time the particle system is running (depends of the overall update speed).
  85754. */
  85755. targetStopDuration: number;
  85756. /**
  85757. * The texture used to render each particle. (this can be a spritesheet)
  85758. */
  85759. particleTexture: Nullable<Texture>;
  85760. /**
  85761. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  85762. */
  85763. blendMode: number;
  85764. /**
  85765. * Minimum life time of emitting particles.
  85766. */
  85767. minLifeTime: number;
  85768. /**
  85769. * Maximum life time of emitting particles.
  85770. */
  85771. maxLifeTime: number;
  85772. /**
  85773. * Minimum Size of emitting particles.
  85774. */
  85775. minSize: number;
  85776. /**
  85777. * Maximum Size of emitting particles.
  85778. */
  85779. maxSize: number;
  85780. /**
  85781. * Minimum scale of emitting particles on X axis.
  85782. */
  85783. minScaleX: number;
  85784. /**
  85785. * Maximum scale of emitting particles on X axis.
  85786. */
  85787. maxScaleX: number;
  85788. /**
  85789. * Minimum scale of emitting particles on Y axis.
  85790. */
  85791. minScaleY: number;
  85792. /**
  85793. * Maximum scale of emitting particles on Y axis.
  85794. */
  85795. maxScaleY: number;
  85796. /**
  85797. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  85798. */
  85799. color1: Color4;
  85800. /**
  85801. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  85802. */
  85803. color2: Color4;
  85804. /**
  85805. * Color the particle will have at the end of its lifetime.
  85806. */
  85807. colorDead: Color4;
  85808. /**
  85809. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  85810. */
  85811. emitRate: number;
  85812. /**
  85813. * You can use gravity if you want to give an orientation to your particles.
  85814. */
  85815. gravity: Vector3;
  85816. /**
  85817. * Minimum power of emitting particles.
  85818. */
  85819. minEmitPower: number;
  85820. /**
  85821. * Maximum power of emitting particles.
  85822. */
  85823. maxEmitPower: number;
  85824. /**
  85825. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  85826. */
  85827. minAngularSpeed: number;
  85828. /**
  85829. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  85830. */
  85831. maxAngularSpeed: number;
  85832. /**
  85833. * Gets or sets the minimal initial rotation in radians.
  85834. */
  85835. minInitialRotation: number;
  85836. /**
  85837. * Gets or sets the maximal initial rotation in radians.
  85838. */
  85839. maxInitialRotation: number;
  85840. /**
  85841. * The particle emitter type defines the emitter used by the particle system.
  85842. * It can be for example box, sphere, or cone...
  85843. */
  85844. particleEmitterType: Nullable<IParticleEmitterType>;
  85845. /**
  85846. * Defines the delay in milliseconds before starting the system (0 by default)
  85847. */
  85848. startDelay: number;
  85849. /**
  85850. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  85851. */
  85852. preWarmCycles: number;
  85853. /**
  85854. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  85855. */
  85856. preWarmStepOffset: number;
  85857. /**
  85858. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  85859. */
  85860. spriteCellChangeSpeed: number;
  85861. /**
  85862. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85863. */
  85864. startSpriteCellID: number;
  85865. /**
  85866. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85867. */
  85868. endSpriteCellID: number;
  85869. /**
  85870. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85871. */
  85872. spriteCellWidth: number;
  85873. /**
  85874. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85875. */
  85876. spriteCellHeight: number;
  85877. /**
  85878. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85879. */
  85880. spriteRandomStartCell: boolean;
  85881. /**
  85882. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  85883. */
  85884. isAnimationSheetEnabled: boolean;
  85885. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85886. translationPivot: Vector2;
  85887. /**
  85888. * Gets or sets a texture used to add random noise to particle positions
  85889. */
  85890. noiseTexture: Nullable<BaseTexture>;
  85891. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85892. noiseStrength: Vector3;
  85893. /**
  85894. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85895. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85896. */
  85897. billboardMode: number;
  85898. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85899. limitVelocityDamping: number;
  85900. /**
  85901. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85902. */
  85903. beginAnimationOnStart: boolean;
  85904. /**
  85905. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85906. */
  85907. beginAnimationFrom: number;
  85908. /**
  85909. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85910. */
  85911. beginAnimationTo: number;
  85912. /**
  85913. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85914. */
  85915. beginAnimationLoop: boolean;
  85916. /**
  85917. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  85918. */
  85919. disposeOnStop: boolean;
  85920. /**
  85921. * Gets the maximum number of particles active at the same time.
  85922. * @returns The max number of active particles.
  85923. */
  85924. getCapacity(): number;
  85925. /**
  85926. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85927. * @returns True if it has been started, otherwise false.
  85928. */
  85929. isStarted(): boolean;
  85930. /**
  85931. * Animates the particle system for this frame.
  85932. */
  85933. animate(): void;
  85934. /**
  85935. * Renders the particle system in its current state.
  85936. * @returns the current number of particles
  85937. */
  85938. render(): number;
  85939. /**
  85940. * Dispose the particle system and frees its associated resources.
  85941. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85942. */
  85943. dispose(disposeTexture?: boolean): void;
  85944. /**
  85945. * Clones the particle system.
  85946. * @param name The name of the cloned object
  85947. * @param newEmitter The new emitter to use
  85948. * @returns the cloned particle system
  85949. */
  85950. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  85951. /**
  85952. * Serializes the particle system to a JSON object.
  85953. * @returns the JSON object
  85954. */
  85955. serialize(): any;
  85956. /**
  85957. * Rebuild the particle system
  85958. */
  85959. rebuild(): void;
  85960. /**
  85961. * Starts the particle system and begins to emit
  85962. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  85963. */
  85964. start(delay?: number): void;
  85965. /**
  85966. * Stops the particle system.
  85967. */
  85968. stop(): void;
  85969. /**
  85970. * Remove all active particles
  85971. */
  85972. reset(): void;
  85973. /**
  85974. * Is this system ready to be used/rendered
  85975. * @return true if the system is ready
  85976. */
  85977. isReady(): boolean;
  85978. /**
  85979. * Adds a new color gradient
  85980. * @param gradient defines the gradient to use (between 0 and 1)
  85981. * @param color1 defines the color to affect to the specified gradient
  85982. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85983. * @returns the current particle system
  85984. */
  85985. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85986. /**
  85987. * Remove a specific color gradient
  85988. * @param gradient defines the gradient to remove
  85989. * @returns the current particle system
  85990. */
  85991. removeColorGradient(gradient: number): IParticleSystem;
  85992. /**
  85993. * Adds a new size gradient
  85994. * @param gradient defines the gradient to use (between 0 and 1)
  85995. * @param factor defines the size factor to affect to the specified gradient
  85996. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85997. * @returns the current particle system
  85998. */
  85999. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86000. /**
  86001. * Remove a specific size gradient
  86002. * @param gradient defines the gradient to remove
  86003. * @returns the current particle system
  86004. */
  86005. removeSizeGradient(gradient: number): IParticleSystem;
  86006. /**
  86007. * Gets the current list of color gradients.
  86008. * You must use addColorGradient and removeColorGradient to udpate this list
  86009. * @returns the list of color gradients
  86010. */
  86011. getColorGradients(): Nullable<Array<ColorGradient>>;
  86012. /**
  86013. * Gets the current list of size gradients.
  86014. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86015. * @returns the list of size gradients
  86016. */
  86017. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86018. /**
  86019. * Gets the current list of angular speed gradients.
  86020. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86021. * @returns the list of angular speed gradients
  86022. */
  86023. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86024. /**
  86025. * Adds a new angular speed gradient
  86026. * @param gradient defines the gradient to use (between 0 and 1)
  86027. * @param factor defines the angular speed to affect to the specified gradient
  86028. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86029. * @returns the current particle system
  86030. */
  86031. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86032. /**
  86033. * Remove a specific angular speed gradient
  86034. * @param gradient defines the gradient to remove
  86035. * @returns the current particle system
  86036. */
  86037. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86038. /**
  86039. * Gets the current list of velocity gradients.
  86040. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86041. * @returns the list of velocity gradients
  86042. */
  86043. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86044. /**
  86045. * Adds a new velocity gradient
  86046. * @param gradient defines the gradient to use (between 0 and 1)
  86047. * @param factor defines the velocity to affect to the specified gradient
  86048. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86049. * @returns the current particle system
  86050. */
  86051. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86052. /**
  86053. * Remove a specific velocity gradient
  86054. * @param gradient defines the gradient to remove
  86055. * @returns the current particle system
  86056. */
  86057. removeVelocityGradient(gradient: number): IParticleSystem;
  86058. /**
  86059. * Gets the current list of limit velocity gradients.
  86060. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86061. * @returns the list of limit velocity gradients
  86062. */
  86063. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86064. /**
  86065. * Adds a new limit velocity gradient
  86066. * @param gradient defines the gradient to use (between 0 and 1)
  86067. * @param factor defines the limit velocity to affect to the specified gradient
  86068. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86069. * @returns the current particle system
  86070. */
  86071. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86072. /**
  86073. * Remove a specific limit velocity gradient
  86074. * @param gradient defines the gradient to remove
  86075. * @returns the current particle system
  86076. */
  86077. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86078. /**
  86079. * Adds a new drag gradient
  86080. * @param gradient defines the gradient to use (between 0 and 1)
  86081. * @param factor defines the drag to affect to the specified gradient
  86082. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86083. * @returns the current particle system
  86084. */
  86085. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86086. /**
  86087. * Remove a specific drag gradient
  86088. * @param gradient defines the gradient to remove
  86089. * @returns the current particle system
  86090. */
  86091. removeDragGradient(gradient: number): IParticleSystem;
  86092. /**
  86093. * Gets the current list of drag gradients.
  86094. * You must use addDragGradient and removeDragGradient to udpate this list
  86095. * @returns the list of drag gradients
  86096. */
  86097. getDragGradients(): Nullable<Array<FactorGradient>>;
  86098. /**
  86099. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86100. * @param gradient defines the gradient to use (between 0 and 1)
  86101. * @param factor defines the emit rate to affect to the specified gradient
  86102. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86103. * @returns the current particle system
  86104. */
  86105. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86106. /**
  86107. * Remove a specific emit rate gradient
  86108. * @param gradient defines the gradient to remove
  86109. * @returns the current particle system
  86110. */
  86111. removeEmitRateGradient(gradient: number): IParticleSystem;
  86112. /**
  86113. * Gets the current list of emit rate gradients.
  86114. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86115. * @returns the list of emit rate gradients
  86116. */
  86117. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86118. /**
  86119. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86120. * @param gradient defines the gradient to use (between 0 and 1)
  86121. * @param factor defines the start size to affect to the specified gradient
  86122. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86123. * @returns the current particle system
  86124. */
  86125. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86126. /**
  86127. * Remove a specific start size gradient
  86128. * @param gradient defines the gradient to remove
  86129. * @returns the current particle system
  86130. */
  86131. removeStartSizeGradient(gradient: number): IParticleSystem;
  86132. /**
  86133. * Gets the current list of start size gradients.
  86134. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86135. * @returns the list of start size gradients
  86136. */
  86137. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86138. /**
  86139. * Adds a new life time gradient
  86140. * @param gradient defines the gradient to use (between 0 and 1)
  86141. * @param factor defines the life time factor to affect to the specified gradient
  86142. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86143. * @returns the current particle system
  86144. */
  86145. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86146. /**
  86147. * Remove a specific life time gradient
  86148. * @param gradient defines the gradient to remove
  86149. * @returns the current particle system
  86150. */
  86151. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86152. /**
  86153. * Gets the current list of life time gradients.
  86154. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86155. * @returns the list of life time gradients
  86156. */
  86157. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86158. /**
  86159. * Gets the current list of color gradients.
  86160. * You must use addColorGradient and removeColorGradient to udpate this list
  86161. * @returns the list of color gradients
  86162. */
  86163. getColorGradients(): Nullable<Array<ColorGradient>>;
  86164. /**
  86165. * Adds a new ramp gradient used to remap particle colors
  86166. * @param gradient defines the gradient to use (between 0 and 1)
  86167. * @param color defines the color to affect to the specified gradient
  86168. * @returns the current particle system
  86169. */
  86170. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86171. /**
  86172. * Gets the current list of ramp gradients.
  86173. * You must use addRampGradient and removeRampGradient to udpate this list
  86174. * @returns the list of ramp gradients
  86175. */
  86176. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86177. /** Gets or sets a boolean indicating that ramp gradients must be used
  86178. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86179. */
  86180. useRampGradients: boolean;
  86181. /**
  86182. * Adds a new color remap gradient
  86183. * @param gradient defines the gradient to use (between 0 and 1)
  86184. * @param min defines the color remap minimal range
  86185. * @param max defines the color remap maximal range
  86186. * @returns the current particle system
  86187. */
  86188. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86189. /**
  86190. * Gets the current list of color remap gradients.
  86191. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86192. * @returns the list of color remap gradients
  86193. */
  86194. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86195. /**
  86196. * Adds a new alpha remap gradient
  86197. * @param gradient defines the gradient to use (between 0 and 1)
  86198. * @param min defines the alpha remap minimal range
  86199. * @param max defines the alpha remap maximal range
  86200. * @returns the current particle system
  86201. */
  86202. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86203. /**
  86204. * Gets the current list of alpha remap gradients.
  86205. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86206. * @returns the list of alpha remap gradients
  86207. */
  86208. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86209. /**
  86210. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86211. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86212. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86213. * @returns the emitter
  86214. */
  86215. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86216. /**
  86217. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86218. * @param radius The radius of the hemisphere to emit from
  86219. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86220. * @returns the emitter
  86221. */
  86222. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86223. /**
  86224. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86225. * @param radius The radius of the sphere to emit from
  86226. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86227. * @returns the emitter
  86228. */
  86229. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86230. /**
  86231. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86232. * @param radius The radius of the sphere to emit from
  86233. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86234. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86235. * @returns the emitter
  86236. */
  86237. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86238. /**
  86239. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86240. * @param radius The radius of the emission cylinder
  86241. * @param height The height of the emission cylinder
  86242. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86243. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86244. * @returns the emitter
  86245. */
  86246. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86247. /**
  86248. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86249. * @param radius The radius of the cylinder to emit from
  86250. * @param height The height of the emission cylinder
  86251. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86252. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86253. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86254. * @returns the emitter
  86255. */
  86256. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86257. /**
  86258. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86259. * @param radius The radius of the cone to emit from
  86260. * @param angle The base angle of the cone
  86261. * @returns the emitter
  86262. */
  86263. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86264. /**
  86265. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86266. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86267. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86268. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86269. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86270. * @returns the emitter
  86271. */
  86272. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86273. /**
  86274. * Get hosting scene
  86275. * @returns the scene
  86276. */
  86277. getScene(): Scene;
  86278. }
  86279. }
  86280. declare module BABYLON {
  86281. /**
  86282. * Creates an instance based on a source mesh.
  86283. */
  86284. export class InstancedMesh extends AbstractMesh {
  86285. private _sourceMesh;
  86286. private _currentLOD;
  86287. /** @hidden */
  86288. _indexInSourceMeshInstanceArray: number;
  86289. constructor(name: string, source: Mesh);
  86290. /**
  86291. * Returns the string "InstancedMesh".
  86292. */
  86293. getClassName(): string;
  86294. /** Gets the list of lights affecting that mesh */
  86295. readonly lightSources: Light[];
  86296. _resyncLightSources(): void;
  86297. _resyncLighSource(light: Light): void;
  86298. _removeLightSource(light: Light, dispose: boolean): void;
  86299. /**
  86300. * If the source mesh receives shadows
  86301. */
  86302. readonly receiveShadows: boolean;
  86303. /**
  86304. * The material of the source mesh
  86305. */
  86306. readonly material: Nullable<Material>;
  86307. /**
  86308. * Visibility of the source mesh
  86309. */
  86310. readonly visibility: number;
  86311. /**
  86312. * Skeleton of the source mesh
  86313. */
  86314. readonly skeleton: Nullable<Skeleton>;
  86315. /**
  86316. * Rendering ground id of the source mesh
  86317. */
  86318. renderingGroupId: number;
  86319. /**
  86320. * Returns the total number of vertices (integer).
  86321. */
  86322. getTotalVertices(): number;
  86323. /**
  86324. * Returns a positive integer : the total number of indices in this mesh geometry.
  86325. * @returns the numner of indices or zero if the mesh has no geometry.
  86326. */
  86327. getTotalIndices(): number;
  86328. /**
  86329. * The source mesh of the instance
  86330. */
  86331. readonly sourceMesh: Mesh;
  86332. /**
  86333. * Is this node ready to be used/rendered
  86334. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86335. * @return {boolean} is it ready
  86336. */
  86337. isReady(completeCheck?: boolean): boolean;
  86338. /**
  86339. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86340. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86341. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  86342. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86343. */
  86344. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86345. /**
  86346. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86347. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86348. * The `data` are either a numeric array either a Float32Array.
  86349. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86350. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  86351. * Note that a new underlying VertexBuffer object is created each call.
  86352. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86353. *
  86354. * Possible `kind` values :
  86355. * - VertexBuffer.PositionKind
  86356. * - VertexBuffer.UVKind
  86357. * - VertexBuffer.UV2Kind
  86358. * - VertexBuffer.UV3Kind
  86359. * - VertexBuffer.UV4Kind
  86360. * - VertexBuffer.UV5Kind
  86361. * - VertexBuffer.UV6Kind
  86362. * - VertexBuffer.ColorKind
  86363. * - VertexBuffer.MatricesIndicesKind
  86364. * - VertexBuffer.MatricesIndicesExtraKind
  86365. * - VertexBuffer.MatricesWeightsKind
  86366. * - VertexBuffer.MatricesWeightsExtraKind
  86367. *
  86368. * Returns the Mesh.
  86369. */
  86370. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  86371. /**
  86372. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  86373. * If the mesh has no geometry, it is simply returned as it is.
  86374. * The `data` are either a numeric array either a Float32Array.
  86375. * No new underlying VertexBuffer object is created.
  86376. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86377. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  86378. *
  86379. * Possible `kind` values :
  86380. * - VertexBuffer.PositionKind
  86381. * - VertexBuffer.UVKind
  86382. * - VertexBuffer.UV2Kind
  86383. * - VertexBuffer.UV3Kind
  86384. * - VertexBuffer.UV4Kind
  86385. * - VertexBuffer.UV5Kind
  86386. * - VertexBuffer.UV6Kind
  86387. * - VertexBuffer.ColorKind
  86388. * - VertexBuffer.MatricesIndicesKind
  86389. * - VertexBuffer.MatricesIndicesExtraKind
  86390. * - VertexBuffer.MatricesWeightsKind
  86391. * - VertexBuffer.MatricesWeightsExtraKind
  86392. *
  86393. * Returns the Mesh.
  86394. */
  86395. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  86396. /**
  86397. * Sets the mesh indices.
  86398. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  86399. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  86400. * This method creates a new index buffer each call.
  86401. * Returns the Mesh.
  86402. */
  86403. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  86404. /**
  86405. * Boolean : True if the mesh owns the requested kind of data.
  86406. */
  86407. isVerticesDataPresent(kind: string): boolean;
  86408. /**
  86409. * Returns an array of indices (IndicesArray).
  86410. */
  86411. getIndices(): Nullable<IndicesArray>;
  86412. readonly _positions: Nullable<Vector3[]>;
  86413. /**
  86414. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  86415. * This means the mesh underlying bounding box and sphere are recomputed.
  86416. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  86417. * @returns the current mesh
  86418. */
  86419. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  86420. /** @hidden */
  86421. _preActivate(): InstancedMesh;
  86422. /** @hidden */
  86423. _activate(renderId: number, intermediateRendering: boolean): boolean;
  86424. /** @hidden */
  86425. _postActivate(): void;
  86426. getWorldMatrix(): Matrix;
  86427. readonly isAnInstance: boolean;
  86428. /**
  86429. * Returns the current associated LOD AbstractMesh.
  86430. */
  86431. getLOD(camera: Camera): AbstractMesh;
  86432. /** @hidden */
  86433. _syncSubMeshes(): InstancedMesh;
  86434. /** @hidden */
  86435. _generatePointsArray(): boolean;
  86436. /**
  86437. * Creates a new InstancedMesh from the current mesh.
  86438. * - name (string) : the cloned mesh name
  86439. * - newParent (optional Node) : the optional Node to parent the clone to.
  86440. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  86441. *
  86442. * Returns the clone.
  86443. */
  86444. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86445. /**
  86446. * Disposes the InstancedMesh.
  86447. * Returns nothing.
  86448. */
  86449. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  86450. }
  86451. interface Mesh {
  86452. /**
  86453. * Register a custom buffer that will be instanced
  86454. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86455. * @param kind defines the buffer kind
  86456. * @param stride defines the stride in floats
  86457. */
  86458. registerInstancedBuffer(kind: string, stride: number): void;
  86459. /** @hidden */
  86460. _userInstancedBuffersStorage: {
  86461. data: {
  86462. [key: string]: Float32Array;
  86463. };
  86464. sizes: {
  86465. [key: string]: number;
  86466. };
  86467. vertexBuffers: {
  86468. [key: string]: Nullable<VertexBuffer>;
  86469. };
  86470. strides: {
  86471. [key: string]: number;
  86472. };
  86473. };
  86474. }
  86475. interface AbstractMesh {
  86476. /**
  86477. * Object used to store instanced buffers defined by user
  86478. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86479. */
  86480. instancedBuffers: {
  86481. [key: string]: any;
  86482. };
  86483. }
  86484. }
  86485. declare module BABYLON {
  86486. /**
  86487. * Defines the options associated with the creation of a shader material.
  86488. */
  86489. export interface IShaderMaterialOptions {
  86490. /**
  86491. * Does the material work in alpha blend mode
  86492. */
  86493. needAlphaBlending: boolean;
  86494. /**
  86495. * Does the material work in alpha test mode
  86496. */
  86497. needAlphaTesting: boolean;
  86498. /**
  86499. * The list of attribute names used in the shader
  86500. */
  86501. attributes: string[];
  86502. /**
  86503. * The list of unifrom names used in the shader
  86504. */
  86505. uniforms: string[];
  86506. /**
  86507. * The list of UBO names used in the shader
  86508. */
  86509. uniformBuffers: string[];
  86510. /**
  86511. * The list of sampler names used in the shader
  86512. */
  86513. samplers: string[];
  86514. /**
  86515. * The list of defines used in the shader
  86516. */
  86517. defines: string[];
  86518. }
  86519. /**
  86520. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  86521. *
  86522. * This returned material effects how the mesh will look based on the code in the shaders.
  86523. *
  86524. * @see http://doc.babylonjs.com/how_to/shader_material
  86525. */
  86526. export class ShaderMaterial extends Material {
  86527. private _shaderPath;
  86528. private _options;
  86529. private _textures;
  86530. private _textureArrays;
  86531. private _floats;
  86532. private _ints;
  86533. private _floatsArrays;
  86534. private _colors3;
  86535. private _colors3Arrays;
  86536. private _colors4;
  86537. private _colors4Arrays;
  86538. private _vectors2;
  86539. private _vectors3;
  86540. private _vectors4;
  86541. private _matrices;
  86542. private _matrices3x3;
  86543. private _matrices2x2;
  86544. private _vectors2Arrays;
  86545. private _vectors3Arrays;
  86546. private _vectors4Arrays;
  86547. private _cachedWorldViewMatrix;
  86548. private _cachedWorldViewProjectionMatrix;
  86549. private _renderId;
  86550. /**
  86551. * Instantiate a new shader material.
  86552. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  86553. * This returned material effects how the mesh will look based on the code in the shaders.
  86554. * @see http://doc.babylonjs.com/how_to/shader_material
  86555. * @param name Define the name of the material in the scene
  86556. * @param scene Define the scene the material belongs to
  86557. * @param shaderPath Defines the route to the shader code in one of three ways:
  86558. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  86559. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  86560. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  86561. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  86562. * @param options Define the options used to create the shader
  86563. */
  86564. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  86565. /**
  86566. * Gets the options used to compile the shader.
  86567. * They can be modified to trigger a new compilation
  86568. */
  86569. readonly options: IShaderMaterialOptions;
  86570. /**
  86571. * Gets the current class name of the material e.g. "ShaderMaterial"
  86572. * Mainly use in serialization.
  86573. * @returns the class name
  86574. */
  86575. getClassName(): string;
  86576. /**
  86577. * Specifies if the material will require alpha blending
  86578. * @returns a boolean specifying if alpha blending is needed
  86579. */
  86580. needAlphaBlending(): boolean;
  86581. /**
  86582. * Specifies if this material should be rendered in alpha test mode
  86583. * @returns a boolean specifying if an alpha test is needed.
  86584. */
  86585. needAlphaTesting(): boolean;
  86586. private _checkUniform;
  86587. /**
  86588. * Set a texture in the shader.
  86589. * @param name Define the name of the uniform samplers as defined in the shader
  86590. * @param texture Define the texture to bind to this sampler
  86591. * @return the material itself allowing "fluent" like uniform updates
  86592. */
  86593. setTexture(name: string, texture: Texture): ShaderMaterial;
  86594. /**
  86595. * Set a texture array in the shader.
  86596. * @param name Define the name of the uniform sampler array as defined in the shader
  86597. * @param textures Define the list of textures to bind to this sampler
  86598. * @return the material itself allowing "fluent" like uniform updates
  86599. */
  86600. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  86601. /**
  86602. * Set a float in the shader.
  86603. * @param name Define the name of the uniform as defined in the shader
  86604. * @param value Define the value to give to the uniform
  86605. * @return the material itself allowing "fluent" like uniform updates
  86606. */
  86607. setFloat(name: string, value: number): ShaderMaterial;
  86608. /**
  86609. * Set a int in the shader.
  86610. * @param name Define the name of the uniform as defined in the shader
  86611. * @param value Define the value to give to the uniform
  86612. * @return the material itself allowing "fluent" like uniform updates
  86613. */
  86614. setInt(name: string, value: number): ShaderMaterial;
  86615. /**
  86616. * Set an array of floats in the shader.
  86617. * @param name Define the name of the uniform as defined in the shader
  86618. * @param value Define the value to give to the uniform
  86619. * @return the material itself allowing "fluent" like uniform updates
  86620. */
  86621. setFloats(name: string, value: number[]): ShaderMaterial;
  86622. /**
  86623. * Set a vec3 in the shader from a Color3.
  86624. * @param name Define the name of the uniform as defined in the shader
  86625. * @param value Define the value to give to the uniform
  86626. * @return the material itself allowing "fluent" like uniform updates
  86627. */
  86628. setColor3(name: string, value: Color3): ShaderMaterial;
  86629. /**
  86630. * Set a vec3 array in the shader from a Color3 array.
  86631. * @param name Define the name of the uniform as defined in the shader
  86632. * @param value Define the value to give to the uniform
  86633. * @return the material itself allowing "fluent" like uniform updates
  86634. */
  86635. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  86636. /**
  86637. * Set a vec4 in the shader from a Color4.
  86638. * @param name Define the name of the uniform as defined in the shader
  86639. * @param value Define the value to give to the uniform
  86640. * @return the material itself allowing "fluent" like uniform updates
  86641. */
  86642. setColor4(name: string, value: Color4): ShaderMaterial;
  86643. /**
  86644. * Set a vec4 array in the shader from a Color4 array.
  86645. * @param name Define the name of the uniform as defined in the shader
  86646. * @param value Define the value to give to the uniform
  86647. * @return the material itself allowing "fluent" like uniform updates
  86648. */
  86649. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  86650. /**
  86651. * Set a vec2 in the shader from a Vector2.
  86652. * @param name Define the name of the uniform as defined in the shader
  86653. * @param value Define the value to give to the uniform
  86654. * @return the material itself allowing "fluent" like uniform updates
  86655. */
  86656. setVector2(name: string, value: Vector2): ShaderMaterial;
  86657. /**
  86658. * Set a vec3 in the shader from a Vector3.
  86659. * @param name Define the name of the uniform as defined in the shader
  86660. * @param value Define the value to give to the uniform
  86661. * @return the material itself allowing "fluent" like uniform updates
  86662. */
  86663. setVector3(name: string, value: Vector3): ShaderMaterial;
  86664. /**
  86665. * Set a vec4 in the shader from a Vector4.
  86666. * @param name Define the name of the uniform as defined in the shader
  86667. * @param value Define the value to give to the uniform
  86668. * @return the material itself allowing "fluent" like uniform updates
  86669. */
  86670. setVector4(name: string, value: Vector4): ShaderMaterial;
  86671. /**
  86672. * Set a mat4 in the shader from a Matrix.
  86673. * @param name Define the name of the uniform as defined in the shader
  86674. * @param value Define the value to give to the uniform
  86675. * @return the material itself allowing "fluent" like uniform updates
  86676. */
  86677. setMatrix(name: string, value: Matrix): ShaderMaterial;
  86678. /**
  86679. * Set a mat3 in the shader from a Float32Array.
  86680. * @param name Define the name of the uniform as defined in the shader
  86681. * @param value Define the value to give to the uniform
  86682. * @return the material itself allowing "fluent" like uniform updates
  86683. */
  86684. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  86685. /**
  86686. * Set a mat2 in the shader from a Float32Array.
  86687. * @param name Define the name of the uniform as defined in the shader
  86688. * @param value Define the value to give to the uniform
  86689. * @return the material itself allowing "fluent" like uniform updates
  86690. */
  86691. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  86692. /**
  86693. * Set a vec2 array in the shader from a number array.
  86694. * @param name Define the name of the uniform as defined in the shader
  86695. * @param value Define the value to give to the uniform
  86696. * @return the material itself allowing "fluent" like uniform updates
  86697. */
  86698. setArray2(name: string, value: number[]): ShaderMaterial;
  86699. /**
  86700. * Set a vec3 array in the shader from a number array.
  86701. * @param name Define the name of the uniform as defined in the shader
  86702. * @param value Define the value to give to the uniform
  86703. * @return the material itself allowing "fluent" like uniform updates
  86704. */
  86705. setArray3(name: string, value: number[]): ShaderMaterial;
  86706. /**
  86707. * Set a vec4 array in the shader from a number array.
  86708. * @param name Define the name of the uniform as defined in the shader
  86709. * @param value Define the value to give to the uniform
  86710. * @return the material itself allowing "fluent" like uniform updates
  86711. */
  86712. setArray4(name: string, value: number[]): ShaderMaterial;
  86713. private _checkCache;
  86714. /**
  86715. * Specifies that the submesh is ready to be used
  86716. * @param mesh defines the mesh to check
  86717. * @param subMesh defines which submesh to check
  86718. * @param useInstances specifies that instances should be used
  86719. * @returns a boolean indicating that the submesh is ready or not
  86720. */
  86721. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86722. /**
  86723. * Checks if the material is ready to render the requested mesh
  86724. * @param mesh Define the mesh to render
  86725. * @param useInstances Define whether or not the material is used with instances
  86726. * @returns true if ready, otherwise false
  86727. */
  86728. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  86729. /**
  86730. * Binds the world matrix to the material
  86731. * @param world defines the world transformation matrix
  86732. */
  86733. bindOnlyWorldMatrix(world: Matrix): void;
  86734. /**
  86735. * Binds the material to the mesh
  86736. * @param world defines the world transformation matrix
  86737. * @param mesh defines the mesh to bind the material to
  86738. */
  86739. bind(world: Matrix, mesh?: Mesh): void;
  86740. /**
  86741. * Gets the active textures from the material
  86742. * @returns an array of textures
  86743. */
  86744. getActiveTextures(): BaseTexture[];
  86745. /**
  86746. * Specifies if the material uses a texture
  86747. * @param texture defines the texture to check against the material
  86748. * @returns a boolean specifying if the material uses the texture
  86749. */
  86750. hasTexture(texture: BaseTexture): boolean;
  86751. /**
  86752. * Makes a duplicate of the material, and gives it a new name
  86753. * @param name defines the new name for the duplicated material
  86754. * @returns the cloned material
  86755. */
  86756. clone(name: string): ShaderMaterial;
  86757. /**
  86758. * Disposes the material
  86759. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86760. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86761. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86762. */
  86763. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86764. /**
  86765. * Serializes this material in a JSON representation
  86766. * @returns the serialized material object
  86767. */
  86768. serialize(): any;
  86769. /**
  86770. * Creates a shader material from parsed shader material data
  86771. * @param source defines the JSON represnetation of the material
  86772. * @param scene defines the hosting scene
  86773. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  86774. * @returns a new material
  86775. */
  86776. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  86777. }
  86778. }
  86779. declare module BABYLON {
  86780. /** @hidden */
  86781. export var colorPixelShader: {
  86782. name: string;
  86783. shader: string;
  86784. };
  86785. }
  86786. declare module BABYLON {
  86787. /** @hidden */
  86788. export var colorVertexShader: {
  86789. name: string;
  86790. shader: string;
  86791. };
  86792. }
  86793. declare module BABYLON {
  86794. /**
  86795. * Line mesh
  86796. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  86797. */
  86798. export class LinesMesh extends Mesh {
  86799. /**
  86800. * If vertex color should be applied to the mesh
  86801. */
  86802. readonly useVertexColor?: boolean | undefined;
  86803. /**
  86804. * If vertex alpha should be applied to the mesh
  86805. */
  86806. readonly useVertexAlpha?: boolean | undefined;
  86807. /**
  86808. * Color of the line (Default: White)
  86809. */
  86810. color: Color3;
  86811. /**
  86812. * Alpha of the line (Default: 1)
  86813. */
  86814. alpha: number;
  86815. /**
  86816. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  86817. * This margin is expressed in world space coordinates, so its value may vary.
  86818. * Default value is 0.1
  86819. */
  86820. intersectionThreshold: number;
  86821. private _colorShader;
  86822. private color4;
  86823. /**
  86824. * Creates a new LinesMesh
  86825. * @param name defines the name
  86826. * @param scene defines the hosting scene
  86827. * @param parent defines the parent mesh if any
  86828. * @param source defines the optional source LinesMesh used to clone data from
  86829. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  86830. * When false, achieved by calling a clone(), also passing False.
  86831. * This will make creation of children, recursive.
  86832. * @param useVertexColor defines if this LinesMesh supports vertex color
  86833. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  86834. */
  86835. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  86836. /**
  86837. * If vertex color should be applied to the mesh
  86838. */
  86839. useVertexColor?: boolean | undefined,
  86840. /**
  86841. * If vertex alpha should be applied to the mesh
  86842. */
  86843. useVertexAlpha?: boolean | undefined);
  86844. private _addClipPlaneDefine;
  86845. private _removeClipPlaneDefine;
  86846. isReady(): boolean;
  86847. /**
  86848. * Returns the string "LineMesh"
  86849. */
  86850. getClassName(): string;
  86851. /**
  86852. * @hidden
  86853. */
  86854. /**
  86855. * @hidden
  86856. */
  86857. material: Material;
  86858. /**
  86859. * @hidden
  86860. */
  86861. readonly checkCollisions: boolean;
  86862. /** @hidden */
  86863. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  86864. /** @hidden */
  86865. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  86866. /**
  86867. * Disposes of the line mesh
  86868. * @param doNotRecurse If children should be disposed
  86869. */
  86870. dispose(doNotRecurse?: boolean): void;
  86871. /**
  86872. * Returns a new LineMesh object cloned from the current one.
  86873. */
  86874. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86875. /**
  86876. * Creates a new InstancedLinesMesh object from the mesh model.
  86877. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  86878. * @param name defines the name of the new instance
  86879. * @returns a new InstancedLinesMesh
  86880. */
  86881. createInstance(name: string): InstancedLinesMesh;
  86882. }
  86883. /**
  86884. * Creates an instance based on a source LinesMesh
  86885. */
  86886. export class InstancedLinesMesh extends InstancedMesh {
  86887. /**
  86888. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  86889. * This margin is expressed in world space coordinates, so its value may vary.
  86890. * Initilized with the intersectionThreshold value of the source LinesMesh
  86891. */
  86892. intersectionThreshold: number;
  86893. constructor(name: string, source: LinesMesh);
  86894. /**
  86895. * Returns the string "InstancedLinesMesh".
  86896. */
  86897. getClassName(): string;
  86898. }
  86899. }
  86900. declare module BABYLON {
  86901. /** @hidden */
  86902. export var linePixelShader: {
  86903. name: string;
  86904. shader: string;
  86905. };
  86906. }
  86907. declare module BABYLON {
  86908. /** @hidden */
  86909. export var lineVertexShader: {
  86910. name: string;
  86911. shader: string;
  86912. };
  86913. }
  86914. declare module BABYLON {
  86915. interface AbstractMesh {
  86916. /**
  86917. * Gets the edgesRenderer associated with the mesh
  86918. */
  86919. edgesRenderer: Nullable<EdgesRenderer>;
  86920. }
  86921. interface LinesMesh {
  86922. /**
  86923. * Enables the edge rendering mode on the mesh.
  86924. * This mode makes the mesh edges visible
  86925. * @param epsilon defines the maximal distance between two angles to detect a face
  86926. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  86927. * @returns the currentAbstractMesh
  86928. * @see https://www.babylonjs-playground.com/#19O9TU#0
  86929. */
  86930. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  86931. }
  86932. interface InstancedLinesMesh {
  86933. /**
  86934. * Enables the edge rendering mode on the mesh.
  86935. * This mode makes the mesh edges visible
  86936. * @param epsilon defines the maximal distance between two angles to detect a face
  86937. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  86938. * @returns the current InstancedLinesMesh
  86939. * @see https://www.babylonjs-playground.com/#19O9TU#0
  86940. */
  86941. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  86942. }
  86943. /**
  86944. * Defines the minimum contract an Edges renderer should follow.
  86945. */
  86946. export interface IEdgesRenderer extends IDisposable {
  86947. /**
  86948. * Gets or sets a boolean indicating if the edgesRenderer is active
  86949. */
  86950. isEnabled: boolean;
  86951. /**
  86952. * Renders the edges of the attached mesh,
  86953. */
  86954. render(): void;
  86955. /**
  86956. * Checks wether or not the edges renderer is ready to render.
  86957. * @return true if ready, otherwise false.
  86958. */
  86959. isReady(): boolean;
  86960. }
  86961. /**
  86962. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  86963. */
  86964. export class EdgesRenderer implements IEdgesRenderer {
  86965. /**
  86966. * Define the size of the edges with an orthographic camera
  86967. */
  86968. edgesWidthScalerForOrthographic: number;
  86969. /**
  86970. * Define the size of the edges with a perspective camera
  86971. */
  86972. edgesWidthScalerForPerspective: number;
  86973. protected _source: AbstractMesh;
  86974. protected _linesPositions: number[];
  86975. protected _linesNormals: number[];
  86976. protected _linesIndices: number[];
  86977. protected _epsilon: number;
  86978. protected _indicesCount: number;
  86979. protected _lineShader: ShaderMaterial;
  86980. protected _ib: DataBuffer;
  86981. protected _buffers: {
  86982. [key: string]: Nullable<VertexBuffer>;
  86983. };
  86984. protected _checkVerticesInsteadOfIndices: boolean;
  86985. private _meshRebuildObserver;
  86986. private _meshDisposeObserver;
  86987. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  86988. isEnabled: boolean;
  86989. /**
  86990. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  86991. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  86992. * @param source Mesh used to create edges
  86993. * @param epsilon sum of angles in adjacency to check for edge
  86994. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  86995. * @param generateEdgesLines - should generate Lines or only prepare resources.
  86996. */
  86997. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  86998. protected _prepareRessources(): void;
  86999. /** @hidden */
  87000. _rebuild(): void;
  87001. /**
  87002. * Releases the required resources for the edges renderer
  87003. */
  87004. dispose(): void;
  87005. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87006. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87007. /**
  87008. * Checks if the pair of p0 and p1 is en edge
  87009. * @param faceIndex
  87010. * @param edge
  87011. * @param faceNormals
  87012. * @param p0
  87013. * @param p1
  87014. * @private
  87015. */
  87016. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87017. /**
  87018. * push line into the position, normal and index buffer
  87019. * @protected
  87020. */
  87021. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87022. /**
  87023. * Generates lines edges from adjacencjes
  87024. * @private
  87025. */
  87026. _generateEdgesLines(): void;
  87027. /**
  87028. * Checks wether or not the edges renderer is ready to render.
  87029. * @return true if ready, otherwise false.
  87030. */
  87031. isReady(): boolean;
  87032. /**
  87033. * Renders the edges of the attached mesh,
  87034. */
  87035. render(): void;
  87036. }
  87037. /**
  87038. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87039. */
  87040. export class LineEdgesRenderer extends EdgesRenderer {
  87041. /**
  87042. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87043. * @param source LineMesh used to generate edges
  87044. * @param epsilon not important (specified angle for edge detection)
  87045. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87046. */
  87047. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87048. /**
  87049. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87050. */
  87051. _generateEdgesLines(): void;
  87052. }
  87053. }
  87054. declare module BABYLON {
  87055. /**
  87056. * This represents the object necessary to create a rendering group.
  87057. * This is exclusively used and created by the rendering manager.
  87058. * To modify the behavior, you use the available helpers in your scene or meshes.
  87059. * @hidden
  87060. */
  87061. export class RenderingGroup {
  87062. index: number;
  87063. private static _zeroVector;
  87064. private _scene;
  87065. private _opaqueSubMeshes;
  87066. private _transparentSubMeshes;
  87067. private _alphaTestSubMeshes;
  87068. private _depthOnlySubMeshes;
  87069. private _particleSystems;
  87070. private _spriteManagers;
  87071. private _opaqueSortCompareFn;
  87072. private _alphaTestSortCompareFn;
  87073. private _transparentSortCompareFn;
  87074. private _renderOpaque;
  87075. private _renderAlphaTest;
  87076. private _renderTransparent;
  87077. /** @hidden */
  87078. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87079. onBeforeTransparentRendering: () => void;
  87080. /**
  87081. * Set the opaque sort comparison function.
  87082. * If null the sub meshes will be render in the order they were created
  87083. */
  87084. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87085. /**
  87086. * Set the alpha test sort comparison function.
  87087. * If null the sub meshes will be render in the order they were created
  87088. */
  87089. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87090. /**
  87091. * Set the transparent sort comparison function.
  87092. * If null the sub meshes will be render in the order they were created
  87093. */
  87094. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87095. /**
  87096. * Creates a new rendering group.
  87097. * @param index The rendering group index
  87098. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87099. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87100. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87101. */
  87102. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  87103. /**
  87104. * Render all the sub meshes contained in the group.
  87105. * @param customRenderFunction Used to override the default render behaviour of the group.
  87106. * @returns true if rendered some submeshes.
  87107. */
  87108. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87109. /**
  87110. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87111. * @param subMeshes The submeshes to render
  87112. */
  87113. private renderOpaqueSorted;
  87114. /**
  87115. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87116. * @param subMeshes The submeshes to render
  87117. */
  87118. private renderAlphaTestSorted;
  87119. /**
  87120. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87121. * @param subMeshes The submeshes to render
  87122. */
  87123. private renderTransparentSorted;
  87124. /**
  87125. * Renders the submeshes in a specified order.
  87126. * @param subMeshes The submeshes to sort before render
  87127. * @param sortCompareFn The comparison function use to sort
  87128. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87129. * @param transparent Specifies to activate blending if true
  87130. */
  87131. private static renderSorted;
  87132. /**
  87133. * Renders the submeshes in the order they were dispatched (no sort applied).
  87134. * @param subMeshes The submeshes to render
  87135. */
  87136. private static renderUnsorted;
  87137. /**
  87138. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87139. * are rendered back to front if in the same alpha index.
  87140. *
  87141. * @param a The first submesh
  87142. * @param b The second submesh
  87143. * @returns The result of the comparison
  87144. */
  87145. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87146. /**
  87147. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87148. * are rendered back to front.
  87149. *
  87150. * @param a The first submesh
  87151. * @param b The second submesh
  87152. * @returns The result of the comparison
  87153. */
  87154. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87155. /**
  87156. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87157. * are rendered front to back (prevent overdraw).
  87158. *
  87159. * @param a The first submesh
  87160. * @param b The second submesh
  87161. * @returns The result of the comparison
  87162. */
  87163. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87164. /**
  87165. * Resets the different lists of submeshes to prepare a new frame.
  87166. */
  87167. prepare(): void;
  87168. dispose(): void;
  87169. /**
  87170. * Inserts the submesh in its correct queue depending on its material.
  87171. * @param subMesh The submesh to dispatch
  87172. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87173. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87174. */
  87175. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87176. dispatchSprites(spriteManager: ISpriteManager): void;
  87177. dispatchParticles(particleSystem: IParticleSystem): void;
  87178. private _renderParticles;
  87179. private _renderSprites;
  87180. }
  87181. }
  87182. declare module BABYLON {
  87183. /**
  87184. * Interface describing the different options available in the rendering manager
  87185. * regarding Auto Clear between groups.
  87186. */
  87187. export interface IRenderingManagerAutoClearSetup {
  87188. /**
  87189. * Defines whether or not autoclear is enable.
  87190. */
  87191. autoClear: boolean;
  87192. /**
  87193. * Defines whether or not to autoclear the depth buffer.
  87194. */
  87195. depth: boolean;
  87196. /**
  87197. * Defines whether or not to autoclear the stencil buffer.
  87198. */
  87199. stencil: boolean;
  87200. }
  87201. /**
  87202. * This class is used by the onRenderingGroupObservable
  87203. */
  87204. export class RenderingGroupInfo {
  87205. /**
  87206. * The Scene that being rendered
  87207. */
  87208. scene: Scene;
  87209. /**
  87210. * The camera currently used for the rendering pass
  87211. */
  87212. camera: Nullable<Camera>;
  87213. /**
  87214. * The ID of the renderingGroup being processed
  87215. */
  87216. renderingGroupId: number;
  87217. }
  87218. /**
  87219. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87220. * It is enable to manage the different groups as well as the different necessary sort functions.
  87221. * This should not be used directly aside of the few static configurations
  87222. */
  87223. export class RenderingManager {
  87224. /**
  87225. * The max id used for rendering groups (not included)
  87226. */
  87227. static MAX_RENDERINGGROUPS: number;
  87228. /**
  87229. * The min id used for rendering groups (included)
  87230. */
  87231. static MIN_RENDERINGGROUPS: number;
  87232. /**
  87233. * Used to globally prevent autoclearing scenes.
  87234. */
  87235. static AUTOCLEAR: boolean;
  87236. /**
  87237. * @hidden
  87238. */
  87239. _useSceneAutoClearSetup: boolean;
  87240. private _scene;
  87241. private _renderingGroups;
  87242. private _depthStencilBufferAlreadyCleaned;
  87243. private _autoClearDepthStencil;
  87244. private _customOpaqueSortCompareFn;
  87245. private _customAlphaTestSortCompareFn;
  87246. private _customTransparentSortCompareFn;
  87247. private _renderingGroupInfo;
  87248. /**
  87249. * Instantiates a new rendering group for a particular scene
  87250. * @param scene Defines the scene the groups belongs to
  87251. */
  87252. constructor(scene: Scene);
  87253. private _clearDepthStencilBuffer;
  87254. /**
  87255. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87256. * @hidden
  87257. */
  87258. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87259. /**
  87260. * Resets the different information of the group to prepare a new frame
  87261. * @hidden
  87262. */
  87263. reset(): void;
  87264. /**
  87265. * Dispose and release the group and its associated resources.
  87266. * @hidden
  87267. */
  87268. dispose(): void;
  87269. /**
  87270. * Clear the info related to rendering groups preventing retention points during dispose.
  87271. */
  87272. freeRenderingGroups(): void;
  87273. private _prepareRenderingGroup;
  87274. /**
  87275. * Add a sprite manager to the rendering manager in order to render it this frame.
  87276. * @param spriteManager Define the sprite manager to render
  87277. */
  87278. dispatchSprites(spriteManager: ISpriteManager): void;
  87279. /**
  87280. * Add a particle system to the rendering manager in order to render it this frame.
  87281. * @param particleSystem Define the particle system to render
  87282. */
  87283. dispatchParticles(particleSystem: IParticleSystem): void;
  87284. /**
  87285. * Add a submesh to the manager in order to render it this frame
  87286. * @param subMesh The submesh to dispatch
  87287. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87288. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87289. */
  87290. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87291. /**
  87292. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87293. * This allowed control for front to back rendering or reversly depending of the special needs.
  87294. *
  87295. * @param renderingGroupId The rendering group id corresponding to its index
  87296. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87297. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87298. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87299. */
  87300. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  87301. /**
  87302. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87303. *
  87304. * @param renderingGroupId The rendering group id corresponding to its index
  87305. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87306. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87307. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87308. */
  87309. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87310. /**
  87311. * Gets the current auto clear configuration for one rendering group of the rendering
  87312. * manager.
  87313. * @param index the rendering group index to get the information for
  87314. * @returns The auto clear setup for the requested rendering group
  87315. */
  87316. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87317. }
  87318. }
  87319. declare module BABYLON {
  87320. /**
  87321. * This Helps creating a texture that will be created from a camera in your scene.
  87322. * It is basically a dynamic texture that could be used to create special effects for instance.
  87323. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87324. */
  87325. export class RenderTargetTexture extends Texture {
  87326. isCube: boolean;
  87327. /**
  87328. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87329. */
  87330. static readonly REFRESHRATE_RENDER_ONCE: number;
  87331. /**
  87332. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87333. */
  87334. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87335. /**
  87336. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87337. * the central point of your effect and can save a lot of performances.
  87338. */
  87339. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87340. /**
  87341. * Use this predicate to dynamically define the list of mesh you want to render.
  87342. * If set, the renderList property will be overwritten.
  87343. */
  87344. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87345. private _renderList;
  87346. /**
  87347. * Use this list to define the list of mesh you want to render.
  87348. */
  87349. renderList: Nullable<Array<AbstractMesh>>;
  87350. private _hookArray;
  87351. /**
  87352. * Define if particles should be rendered in your texture.
  87353. */
  87354. renderParticles: boolean;
  87355. /**
  87356. * Define if sprites should be rendered in your texture.
  87357. */
  87358. renderSprites: boolean;
  87359. /**
  87360. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  87361. */
  87362. coordinatesMode: number;
  87363. /**
  87364. * Define the camera used to render the texture.
  87365. */
  87366. activeCamera: Nullable<Camera>;
  87367. /**
  87368. * Override the render function of the texture with your own one.
  87369. */
  87370. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  87371. /**
  87372. * Define if camera post processes should be use while rendering the texture.
  87373. */
  87374. useCameraPostProcesses: boolean;
  87375. /**
  87376. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  87377. */
  87378. ignoreCameraViewport: boolean;
  87379. private _postProcessManager;
  87380. private _postProcesses;
  87381. private _resizeObserver;
  87382. /**
  87383. * An event triggered when the texture is unbind.
  87384. */
  87385. onBeforeBindObservable: Observable<RenderTargetTexture>;
  87386. /**
  87387. * An event triggered when the texture is unbind.
  87388. */
  87389. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  87390. private _onAfterUnbindObserver;
  87391. /**
  87392. * Set a after unbind callback in the texture.
  87393. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  87394. */
  87395. onAfterUnbind: () => void;
  87396. /**
  87397. * An event triggered before rendering the texture
  87398. */
  87399. onBeforeRenderObservable: Observable<number>;
  87400. private _onBeforeRenderObserver;
  87401. /**
  87402. * Set a before render callback in the texture.
  87403. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  87404. */
  87405. onBeforeRender: (faceIndex: number) => void;
  87406. /**
  87407. * An event triggered after rendering the texture
  87408. */
  87409. onAfterRenderObservable: Observable<number>;
  87410. private _onAfterRenderObserver;
  87411. /**
  87412. * Set a after render callback in the texture.
  87413. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  87414. */
  87415. onAfterRender: (faceIndex: number) => void;
  87416. /**
  87417. * An event triggered after the texture clear
  87418. */
  87419. onClearObservable: Observable<Engine>;
  87420. private _onClearObserver;
  87421. /**
  87422. * Set a clear callback in the texture.
  87423. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  87424. */
  87425. onClear: (Engine: Engine) => void;
  87426. /**
  87427. * An event triggered when the texture is resized.
  87428. */
  87429. onResizeObservable: Observable<RenderTargetTexture>;
  87430. /**
  87431. * Define the clear color of the Render Target if it should be different from the scene.
  87432. */
  87433. clearColor: Color4;
  87434. protected _size: number | {
  87435. width: number;
  87436. height: number;
  87437. };
  87438. protected _initialSizeParameter: number | {
  87439. width: number;
  87440. height: number;
  87441. } | {
  87442. ratio: number;
  87443. };
  87444. protected _sizeRatio: Nullable<number>;
  87445. /** @hidden */
  87446. _generateMipMaps: boolean;
  87447. protected _renderingManager: RenderingManager;
  87448. /** @hidden */
  87449. _waitingRenderList: string[];
  87450. protected _doNotChangeAspectRatio: boolean;
  87451. protected _currentRefreshId: number;
  87452. protected _refreshRate: number;
  87453. protected _textureMatrix: Matrix;
  87454. protected _samples: number;
  87455. protected _renderTargetOptions: RenderTargetCreationOptions;
  87456. /**
  87457. * Gets render target creation options that were used.
  87458. */
  87459. readonly renderTargetOptions: RenderTargetCreationOptions;
  87460. protected _engine: Engine;
  87461. protected _onRatioRescale(): void;
  87462. /**
  87463. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  87464. * It must define where the camera used to render the texture is set
  87465. */
  87466. boundingBoxPosition: Vector3;
  87467. private _boundingBoxSize;
  87468. /**
  87469. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  87470. * When defined, the cubemap will switch to local mode
  87471. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  87472. * @example https://www.babylonjs-playground.com/#RNASML
  87473. */
  87474. boundingBoxSize: Vector3;
  87475. /**
  87476. * In case the RTT has been created with a depth texture, get the associated
  87477. * depth texture.
  87478. * Otherwise, return null.
  87479. */
  87480. depthStencilTexture: Nullable<InternalTexture>;
  87481. /**
  87482. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  87483. * or used a shadow, depth texture...
  87484. * @param name The friendly name of the texture
  87485. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  87486. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  87487. * @param generateMipMaps True if mip maps need to be generated after render.
  87488. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  87489. * @param type The type of the buffer in the RTT (int, half float, float...)
  87490. * @param isCube True if a cube texture needs to be created
  87491. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  87492. * @param generateDepthBuffer True to generate a depth buffer
  87493. * @param generateStencilBuffer True to generate a stencil buffer
  87494. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  87495. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  87496. * @param delayAllocation if the texture allocation should be delayed (default: false)
  87497. */
  87498. constructor(name: string, size: number | {
  87499. width: number;
  87500. height: number;
  87501. } | {
  87502. ratio: number;
  87503. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  87504. /**
  87505. * Creates a depth stencil texture.
  87506. * This is only available in WebGL 2 or with the depth texture extension available.
  87507. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  87508. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  87509. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  87510. */
  87511. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  87512. private _processSizeParameter;
  87513. /**
  87514. * Define the number of samples to use in case of MSAA.
  87515. * It defaults to one meaning no MSAA has been enabled.
  87516. */
  87517. samples: number;
  87518. /**
  87519. * Resets the refresh counter of the texture and start bak from scratch.
  87520. * Could be useful to regenerate the texture if it is setup to render only once.
  87521. */
  87522. resetRefreshCounter(): void;
  87523. /**
  87524. * Define the refresh rate of the texture or the rendering frequency.
  87525. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  87526. */
  87527. refreshRate: number;
  87528. /**
  87529. * Adds a post process to the render target rendering passes.
  87530. * @param postProcess define the post process to add
  87531. */
  87532. addPostProcess(postProcess: PostProcess): void;
  87533. /**
  87534. * Clear all the post processes attached to the render target
  87535. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  87536. */
  87537. clearPostProcesses(dispose?: boolean): void;
  87538. /**
  87539. * Remove one of the post process from the list of attached post processes to the texture
  87540. * @param postProcess define the post process to remove from the list
  87541. */
  87542. removePostProcess(postProcess: PostProcess): void;
  87543. /** @hidden */
  87544. _shouldRender(): boolean;
  87545. /**
  87546. * Gets the actual render size of the texture.
  87547. * @returns the width of the render size
  87548. */
  87549. getRenderSize(): number;
  87550. /**
  87551. * Gets the actual render width of the texture.
  87552. * @returns the width of the render size
  87553. */
  87554. getRenderWidth(): number;
  87555. /**
  87556. * Gets the actual render height of the texture.
  87557. * @returns the height of the render size
  87558. */
  87559. getRenderHeight(): number;
  87560. /**
  87561. * Get if the texture can be rescaled or not.
  87562. */
  87563. readonly canRescale: boolean;
  87564. /**
  87565. * Resize the texture using a ratio.
  87566. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  87567. */
  87568. scale(ratio: number): void;
  87569. /**
  87570. * Get the texture reflection matrix used to rotate/transform the reflection.
  87571. * @returns the reflection matrix
  87572. */
  87573. getReflectionTextureMatrix(): Matrix;
  87574. /**
  87575. * Resize the texture to a new desired size.
  87576. * Be carrefull as it will recreate all the data in the new texture.
  87577. * @param size Define the new size. It can be:
  87578. * - a number for squared texture,
  87579. * - an object containing { width: number, height: number }
  87580. * - or an object containing a ratio { ratio: number }
  87581. */
  87582. resize(size: number | {
  87583. width: number;
  87584. height: number;
  87585. } | {
  87586. ratio: number;
  87587. }): void;
  87588. /**
  87589. * Renders all the objects from the render list into the texture.
  87590. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  87591. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  87592. */
  87593. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  87594. private _bestReflectionRenderTargetDimension;
  87595. /**
  87596. * @hidden
  87597. * @param faceIndex face index to bind to if this is a cubetexture
  87598. */
  87599. _bindFrameBuffer(faceIndex?: number): void;
  87600. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  87601. private renderToTarget;
  87602. /**
  87603. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87604. * This allowed control for front to back rendering or reversly depending of the special needs.
  87605. *
  87606. * @param renderingGroupId The rendering group id corresponding to its index
  87607. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87608. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87609. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87610. */
  87611. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  87612. /**
  87613. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87614. *
  87615. * @param renderingGroupId The rendering group id corresponding to its index
  87616. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87617. */
  87618. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  87619. /**
  87620. * Clones the texture.
  87621. * @returns the cloned texture
  87622. */
  87623. clone(): RenderTargetTexture;
  87624. /**
  87625. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  87626. * @returns The JSON representation of the texture
  87627. */
  87628. serialize(): any;
  87629. /**
  87630. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  87631. */
  87632. disposeFramebufferObjects(): void;
  87633. /**
  87634. * Dispose the texture and release its associated resources.
  87635. */
  87636. dispose(): void;
  87637. /** @hidden */
  87638. _rebuild(): void;
  87639. /**
  87640. * Clear the info related to rendering groups preventing retention point in material dispose.
  87641. */
  87642. freeRenderingGroups(): void;
  87643. /**
  87644. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87645. * @returns the view count
  87646. */
  87647. getViewCount(): number;
  87648. }
  87649. }
  87650. declare module BABYLON {
  87651. /**
  87652. * Options for compiling materials.
  87653. */
  87654. export interface IMaterialCompilationOptions {
  87655. /**
  87656. * Defines whether clip planes are enabled.
  87657. */
  87658. clipPlane: boolean;
  87659. /**
  87660. * Defines whether instances are enabled.
  87661. */
  87662. useInstances: boolean;
  87663. }
  87664. /**
  87665. * Base class for the main features of a material in Babylon.js
  87666. */
  87667. export class Material implements IAnimatable {
  87668. /**
  87669. * Returns the triangle fill mode
  87670. */
  87671. static readonly TriangleFillMode: number;
  87672. /**
  87673. * Returns the wireframe mode
  87674. */
  87675. static readonly WireFrameFillMode: number;
  87676. /**
  87677. * Returns the point fill mode
  87678. */
  87679. static readonly PointFillMode: number;
  87680. /**
  87681. * Returns the point list draw mode
  87682. */
  87683. static readonly PointListDrawMode: number;
  87684. /**
  87685. * Returns the line list draw mode
  87686. */
  87687. static readonly LineListDrawMode: number;
  87688. /**
  87689. * Returns the line loop draw mode
  87690. */
  87691. static readonly LineLoopDrawMode: number;
  87692. /**
  87693. * Returns the line strip draw mode
  87694. */
  87695. static readonly LineStripDrawMode: number;
  87696. /**
  87697. * Returns the triangle strip draw mode
  87698. */
  87699. static readonly TriangleStripDrawMode: number;
  87700. /**
  87701. * Returns the triangle fan draw mode
  87702. */
  87703. static readonly TriangleFanDrawMode: number;
  87704. /**
  87705. * Stores the clock-wise side orientation
  87706. */
  87707. static readonly ClockWiseSideOrientation: number;
  87708. /**
  87709. * Stores the counter clock-wise side orientation
  87710. */
  87711. static readonly CounterClockWiseSideOrientation: number;
  87712. /**
  87713. * The dirty texture flag value
  87714. */
  87715. static readonly TextureDirtyFlag: number;
  87716. /**
  87717. * The dirty light flag value
  87718. */
  87719. static readonly LightDirtyFlag: number;
  87720. /**
  87721. * The dirty fresnel flag value
  87722. */
  87723. static readonly FresnelDirtyFlag: number;
  87724. /**
  87725. * The dirty attribute flag value
  87726. */
  87727. static readonly AttributesDirtyFlag: number;
  87728. /**
  87729. * The dirty misc flag value
  87730. */
  87731. static readonly MiscDirtyFlag: number;
  87732. /**
  87733. * The all dirty flag value
  87734. */
  87735. static readonly AllDirtyFlag: number;
  87736. /**
  87737. * The ID of the material
  87738. */
  87739. id: string;
  87740. /**
  87741. * Gets or sets the unique id of the material
  87742. */
  87743. uniqueId: number;
  87744. /**
  87745. * The name of the material
  87746. */
  87747. name: string;
  87748. /**
  87749. * Gets or sets user defined metadata
  87750. */
  87751. metadata: any;
  87752. /**
  87753. * For internal use only. Please do not use.
  87754. */
  87755. reservedDataStore: any;
  87756. /**
  87757. * Specifies if the ready state should be checked on each call
  87758. */
  87759. checkReadyOnEveryCall: boolean;
  87760. /**
  87761. * Specifies if the ready state should be checked once
  87762. */
  87763. checkReadyOnlyOnce: boolean;
  87764. /**
  87765. * The state of the material
  87766. */
  87767. state: string;
  87768. /**
  87769. * The alpha value of the material
  87770. */
  87771. protected _alpha: number;
  87772. /**
  87773. * List of inspectable custom properties (used by the Inspector)
  87774. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  87775. */
  87776. inspectableCustomProperties: IInspectable[];
  87777. /**
  87778. * Sets the alpha value of the material
  87779. */
  87780. /**
  87781. * Gets the alpha value of the material
  87782. */
  87783. alpha: number;
  87784. /**
  87785. * Specifies if back face culling is enabled
  87786. */
  87787. protected _backFaceCulling: boolean;
  87788. /**
  87789. * Sets the back-face culling state
  87790. */
  87791. /**
  87792. * Gets the back-face culling state
  87793. */
  87794. backFaceCulling: boolean;
  87795. /**
  87796. * Stores the value for side orientation
  87797. */
  87798. sideOrientation: number;
  87799. /**
  87800. * Callback triggered when the material is compiled
  87801. */
  87802. onCompiled: Nullable<(effect: Effect) => void>;
  87803. /**
  87804. * Callback triggered when an error occurs
  87805. */
  87806. onError: Nullable<(effect: Effect, errors: string) => void>;
  87807. /**
  87808. * Callback triggered to get the render target textures
  87809. */
  87810. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  87811. /**
  87812. * Gets a boolean indicating that current material needs to register RTT
  87813. */
  87814. readonly hasRenderTargetTextures: boolean;
  87815. /**
  87816. * Specifies if the material should be serialized
  87817. */
  87818. doNotSerialize: boolean;
  87819. /**
  87820. * @hidden
  87821. */
  87822. _storeEffectOnSubMeshes: boolean;
  87823. /**
  87824. * Stores the animations for the material
  87825. */
  87826. animations: Nullable<Array<Animation>>;
  87827. /**
  87828. * An event triggered when the material is disposed
  87829. */
  87830. onDisposeObservable: Observable<Material>;
  87831. /**
  87832. * An observer which watches for dispose events
  87833. */
  87834. private _onDisposeObserver;
  87835. private _onUnBindObservable;
  87836. /**
  87837. * Called during a dispose event
  87838. */
  87839. onDispose: () => void;
  87840. private _onBindObservable;
  87841. /**
  87842. * An event triggered when the material is bound
  87843. */
  87844. readonly onBindObservable: Observable<AbstractMesh>;
  87845. /**
  87846. * An observer which watches for bind events
  87847. */
  87848. private _onBindObserver;
  87849. /**
  87850. * Called during a bind event
  87851. */
  87852. onBind: (Mesh: AbstractMesh) => void;
  87853. /**
  87854. * An event triggered when the material is unbound
  87855. */
  87856. readonly onUnBindObservable: Observable<Material>;
  87857. /**
  87858. * Stores the value of the alpha mode
  87859. */
  87860. private _alphaMode;
  87861. /**
  87862. * Sets the value of the alpha mode.
  87863. *
  87864. * | Value | Type | Description |
  87865. * | --- | --- | --- |
  87866. * | 0 | ALPHA_DISABLE | |
  87867. * | 1 | ALPHA_ADD | |
  87868. * | 2 | ALPHA_COMBINE | |
  87869. * | 3 | ALPHA_SUBTRACT | |
  87870. * | 4 | ALPHA_MULTIPLY | |
  87871. * | 5 | ALPHA_MAXIMIZED | |
  87872. * | 6 | ALPHA_ONEONE | |
  87873. * | 7 | ALPHA_PREMULTIPLIED | |
  87874. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  87875. * | 9 | ALPHA_INTERPOLATE | |
  87876. * | 10 | ALPHA_SCREENMODE | |
  87877. *
  87878. */
  87879. /**
  87880. * Gets the value of the alpha mode
  87881. */
  87882. alphaMode: number;
  87883. /**
  87884. * Stores the state of the need depth pre-pass value
  87885. */
  87886. private _needDepthPrePass;
  87887. /**
  87888. * Sets the need depth pre-pass value
  87889. */
  87890. /**
  87891. * Gets the depth pre-pass value
  87892. */
  87893. needDepthPrePass: boolean;
  87894. /**
  87895. * Specifies if depth writing should be disabled
  87896. */
  87897. disableDepthWrite: boolean;
  87898. /**
  87899. * Specifies if depth writing should be forced
  87900. */
  87901. forceDepthWrite: boolean;
  87902. /**
  87903. * Specifies if there should be a separate pass for culling
  87904. */
  87905. separateCullingPass: boolean;
  87906. /**
  87907. * Stores the state specifing if fog should be enabled
  87908. */
  87909. private _fogEnabled;
  87910. /**
  87911. * Sets the state for enabling fog
  87912. */
  87913. /**
  87914. * Gets the value of the fog enabled state
  87915. */
  87916. fogEnabled: boolean;
  87917. /**
  87918. * Stores the size of points
  87919. */
  87920. pointSize: number;
  87921. /**
  87922. * Stores the z offset value
  87923. */
  87924. zOffset: number;
  87925. /**
  87926. * Gets a value specifying if wireframe mode is enabled
  87927. */
  87928. /**
  87929. * Sets the state of wireframe mode
  87930. */
  87931. wireframe: boolean;
  87932. /**
  87933. * Gets the value specifying if point clouds are enabled
  87934. */
  87935. /**
  87936. * Sets the state of point cloud mode
  87937. */
  87938. pointsCloud: boolean;
  87939. /**
  87940. * Gets the material fill mode
  87941. */
  87942. /**
  87943. * Sets the material fill mode
  87944. */
  87945. fillMode: number;
  87946. /**
  87947. * @hidden
  87948. * Stores the effects for the material
  87949. */
  87950. _effect: Nullable<Effect>;
  87951. /**
  87952. * @hidden
  87953. * Specifies if the material was previously ready
  87954. */
  87955. _wasPreviouslyReady: boolean;
  87956. /**
  87957. * Specifies if uniform buffers should be used
  87958. */
  87959. private _useUBO;
  87960. /**
  87961. * Stores a reference to the scene
  87962. */
  87963. private _scene;
  87964. /**
  87965. * Stores the fill mode state
  87966. */
  87967. private _fillMode;
  87968. /**
  87969. * Specifies if the depth write state should be cached
  87970. */
  87971. private _cachedDepthWriteState;
  87972. /**
  87973. * Stores the uniform buffer
  87974. */
  87975. protected _uniformBuffer: UniformBuffer;
  87976. /** @hidden */
  87977. _indexInSceneMaterialArray: number;
  87978. /** @hidden */
  87979. meshMap: Nullable<{
  87980. [id: string]: AbstractMesh | undefined;
  87981. }>;
  87982. /**
  87983. * Creates a material instance
  87984. * @param name defines the name of the material
  87985. * @param scene defines the scene to reference
  87986. * @param doNotAdd specifies if the material should be added to the scene
  87987. */
  87988. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  87989. /**
  87990. * Returns a string representation of the current material
  87991. * @param fullDetails defines a boolean indicating which levels of logging is desired
  87992. * @returns a string with material information
  87993. */
  87994. toString(fullDetails?: boolean): string;
  87995. /**
  87996. * Gets the class name of the material
  87997. * @returns a string with the class name of the material
  87998. */
  87999. getClassName(): string;
  88000. /**
  88001. * Specifies if updates for the material been locked
  88002. */
  88003. readonly isFrozen: boolean;
  88004. /**
  88005. * Locks updates for the material
  88006. */
  88007. freeze(): void;
  88008. /**
  88009. * Unlocks updates for the material
  88010. */
  88011. unfreeze(): void;
  88012. /**
  88013. * Specifies if the material is ready to be used
  88014. * @param mesh defines the mesh to check
  88015. * @param useInstances specifies if instances should be used
  88016. * @returns a boolean indicating if the material is ready to be used
  88017. */
  88018. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88019. /**
  88020. * Specifies that the submesh is ready to be used
  88021. * @param mesh defines the mesh to check
  88022. * @param subMesh defines which submesh to check
  88023. * @param useInstances specifies that instances should be used
  88024. * @returns a boolean indicating that the submesh is ready or not
  88025. */
  88026. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88027. /**
  88028. * Returns the material effect
  88029. * @returns the effect associated with the material
  88030. */
  88031. getEffect(): Nullable<Effect>;
  88032. /**
  88033. * Returns the current scene
  88034. * @returns a Scene
  88035. */
  88036. getScene(): Scene;
  88037. /**
  88038. * Specifies if the material will require alpha blending
  88039. * @returns a boolean specifying if alpha blending is needed
  88040. */
  88041. needAlphaBlending(): boolean;
  88042. /**
  88043. * Specifies if the mesh will require alpha blending
  88044. * @param mesh defines the mesh to check
  88045. * @returns a boolean specifying if alpha blending is needed for the mesh
  88046. */
  88047. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88048. /**
  88049. * Specifies if this material should be rendered in alpha test mode
  88050. * @returns a boolean specifying if an alpha test is needed.
  88051. */
  88052. needAlphaTesting(): boolean;
  88053. /**
  88054. * Gets the texture used for the alpha test
  88055. * @returns the texture to use for alpha testing
  88056. */
  88057. getAlphaTestTexture(): Nullable<BaseTexture>;
  88058. /**
  88059. * Marks the material to indicate that it needs to be re-calculated
  88060. */
  88061. markDirty(): void;
  88062. /** @hidden */
  88063. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88064. /**
  88065. * Binds the material to the mesh
  88066. * @param world defines the world transformation matrix
  88067. * @param mesh defines the mesh to bind the material to
  88068. */
  88069. bind(world: Matrix, mesh?: Mesh): void;
  88070. /**
  88071. * Binds the submesh to the material
  88072. * @param world defines the world transformation matrix
  88073. * @param mesh defines the mesh containing the submesh
  88074. * @param subMesh defines the submesh to bind the material to
  88075. */
  88076. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88077. /**
  88078. * Binds the world matrix to the material
  88079. * @param world defines the world transformation matrix
  88080. */
  88081. bindOnlyWorldMatrix(world: Matrix): void;
  88082. /**
  88083. * Binds the scene's uniform buffer to the effect.
  88084. * @param effect defines the effect to bind to the scene uniform buffer
  88085. * @param sceneUbo defines the uniform buffer storing scene data
  88086. */
  88087. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88088. /**
  88089. * Binds the view matrix to the effect
  88090. * @param effect defines the effect to bind the view matrix to
  88091. */
  88092. bindView(effect: Effect): void;
  88093. /**
  88094. * Binds the view projection matrix to the effect
  88095. * @param effect defines the effect to bind the view projection matrix to
  88096. */
  88097. bindViewProjection(effect: Effect): void;
  88098. /**
  88099. * Specifies if material alpha testing should be turned on for the mesh
  88100. * @param mesh defines the mesh to check
  88101. */
  88102. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88103. /**
  88104. * Processes to execute after binding the material to a mesh
  88105. * @param mesh defines the rendered mesh
  88106. */
  88107. protected _afterBind(mesh?: Mesh): void;
  88108. /**
  88109. * Unbinds the material from the mesh
  88110. */
  88111. unbind(): void;
  88112. /**
  88113. * Gets the active textures from the material
  88114. * @returns an array of textures
  88115. */
  88116. getActiveTextures(): BaseTexture[];
  88117. /**
  88118. * Specifies if the material uses a texture
  88119. * @param texture defines the texture to check against the material
  88120. * @returns a boolean specifying if the material uses the texture
  88121. */
  88122. hasTexture(texture: BaseTexture): boolean;
  88123. /**
  88124. * Makes a duplicate of the material, and gives it a new name
  88125. * @param name defines the new name for the duplicated material
  88126. * @returns the cloned material
  88127. */
  88128. clone(name: string): Nullable<Material>;
  88129. /**
  88130. * Gets the meshes bound to the material
  88131. * @returns an array of meshes bound to the material
  88132. */
  88133. getBindedMeshes(): AbstractMesh[];
  88134. /**
  88135. * Force shader compilation
  88136. * @param mesh defines the mesh associated with this material
  88137. * @param onCompiled defines a function to execute once the material is compiled
  88138. * @param options defines the options to configure the compilation
  88139. * @param onError defines a function to execute if the material fails compiling
  88140. */
  88141. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88142. /**
  88143. * Force shader compilation
  88144. * @param mesh defines the mesh that will use this material
  88145. * @param options defines additional options for compiling the shaders
  88146. * @returns a promise that resolves when the compilation completes
  88147. */
  88148. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88149. private static readonly _AllDirtyCallBack;
  88150. private static readonly _ImageProcessingDirtyCallBack;
  88151. private static readonly _TextureDirtyCallBack;
  88152. private static readonly _FresnelDirtyCallBack;
  88153. private static readonly _MiscDirtyCallBack;
  88154. private static readonly _LightsDirtyCallBack;
  88155. private static readonly _AttributeDirtyCallBack;
  88156. private static _FresnelAndMiscDirtyCallBack;
  88157. private static _TextureAndMiscDirtyCallBack;
  88158. private static readonly _DirtyCallbackArray;
  88159. private static readonly _RunDirtyCallBacks;
  88160. /**
  88161. * Marks a define in the material to indicate that it needs to be re-computed
  88162. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88163. */
  88164. markAsDirty(flag: number): void;
  88165. /**
  88166. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88167. * @param func defines a function which checks material defines against the submeshes
  88168. */
  88169. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88170. /**
  88171. * Indicates that we need to re-calculated for all submeshes
  88172. */
  88173. protected _markAllSubMeshesAsAllDirty(): void;
  88174. /**
  88175. * Indicates that image processing needs to be re-calculated for all submeshes
  88176. */
  88177. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88178. /**
  88179. * Indicates that textures need to be re-calculated for all submeshes
  88180. */
  88181. protected _markAllSubMeshesAsTexturesDirty(): void;
  88182. /**
  88183. * Indicates that fresnel needs to be re-calculated for all submeshes
  88184. */
  88185. protected _markAllSubMeshesAsFresnelDirty(): void;
  88186. /**
  88187. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88188. */
  88189. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88190. /**
  88191. * Indicates that lights need to be re-calculated for all submeshes
  88192. */
  88193. protected _markAllSubMeshesAsLightsDirty(): void;
  88194. /**
  88195. * Indicates that attributes need to be re-calculated for all submeshes
  88196. */
  88197. protected _markAllSubMeshesAsAttributesDirty(): void;
  88198. /**
  88199. * Indicates that misc needs to be re-calculated for all submeshes
  88200. */
  88201. protected _markAllSubMeshesAsMiscDirty(): void;
  88202. /**
  88203. * Indicates that textures and misc need to be re-calculated for all submeshes
  88204. */
  88205. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88206. /**
  88207. * Disposes the material
  88208. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88209. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88210. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88211. */
  88212. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88213. /** @hidden */
  88214. private releaseVertexArrayObject;
  88215. /**
  88216. * Serializes this material
  88217. * @returns the serialized material object
  88218. */
  88219. serialize(): any;
  88220. /**
  88221. * Creates a material from parsed material data
  88222. * @param parsedMaterial defines parsed material data
  88223. * @param scene defines the hosting scene
  88224. * @param rootUrl defines the root URL to use to load textures
  88225. * @returns a new material
  88226. */
  88227. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88228. }
  88229. }
  88230. declare module BABYLON {
  88231. /**
  88232. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88233. * separate meshes. This can be use to improve performances.
  88234. * @see http://doc.babylonjs.com/how_to/multi_materials
  88235. */
  88236. export class MultiMaterial extends Material {
  88237. private _subMaterials;
  88238. /**
  88239. * Gets or Sets the list of Materials used within the multi material.
  88240. * They need to be ordered according to the submeshes order in the associated mesh
  88241. */
  88242. subMaterials: Nullable<Material>[];
  88243. /**
  88244. * Function used to align with Node.getChildren()
  88245. * @returns the list of Materials used within the multi material
  88246. */
  88247. getChildren(): Nullable<Material>[];
  88248. /**
  88249. * Instantiates a new Multi Material
  88250. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88251. * separate meshes. This can be use to improve performances.
  88252. * @see http://doc.babylonjs.com/how_to/multi_materials
  88253. * @param name Define the name in the scene
  88254. * @param scene Define the scene the material belongs to
  88255. */
  88256. constructor(name: string, scene: Scene);
  88257. private _hookArray;
  88258. /**
  88259. * Get one of the submaterial by its index in the submaterials array
  88260. * @param index The index to look the sub material at
  88261. * @returns The Material if the index has been defined
  88262. */
  88263. getSubMaterial(index: number): Nullable<Material>;
  88264. /**
  88265. * Get the list of active textures for the whole sub materials list.
  88266. * @returns All the textures that will be used during the rendering
  88267. */
  88268. getActiveTextures(): BaseTexture[];
  88269. /**
  88270. * Gets the current class name of the material e.g. "MultiMaterial"
  88271. * Mainly use in serialization.
  88272. * @returns the class name
  88273. */
  88274. getClassName(): string;
  88275. /**
  88276. * Checks if the material is ready to render the requested sub mesh
  88277. * @param mesh Define the mesh the submesh belongs to
  88278. * @param subMesh Define the sub mesh to look readyness for
  88279. * @param useInstances Define whether or not the material is used with instances
  88280. * @returns true if ready, otherwise false
  88281. */
  88282. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88283. /**
  88284. * Clones the current material and its related sub materials
  88285. * @param name Define the name of the newly cloned material
  88286. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88287. * @returns the cloned material
  88288. */
  88289. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88290. /**
  88291. * Serializes the materials into a JSON representation.
  88292. * @returns the JSON representation
  88293. */
  88294. serialize(): any;
  88295. /**
  88296. * Dispose the material and release its associated resources
  88297. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  88298. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  88299. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  88300. */
  88301. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88302. /**
  88303. * Creates a MultiMaterial from parsed MultiMaterial data.
  88304. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88305. * @param scene defines the hosting scene
  88306. * @returns a new MultiMaterial
  88307. */
  88308. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88309. }
  88310. }
  88311. declare module BABYLON {
  88312. /**
  88313. * Base class for submeshes
  88314. */
  88315. export class BaseSubMesh {
  88316. /** @hidden */
  88317. _materialDefines: Nullable<MaterialDefines>;
  88318. /** @hidden */
  88319. _materialEffect: Nullable<Effect>;
  88320. /**
  88321. * Gets associated effect
  88322. */
  88323. readonly effect: Nullable<Effect>;
  88324. /**
  88325. * Sets associated effect (effect used to render this submesh)
  88326. * @param effect defines the effect to associate with
  88327. * @param defines defines the set of defines used to compile this effect
  88328. */
  88329. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88330. }
  88331. /**
  88332. * Defines a subdivision inside a mesh
  88333. */
  88334. export class SubMesh extends BaseSubMesh implements ICullable {
  88335. /** the material index to use */
  88336. materialIndex: number;
  88337. /** vertex index start */
  88338. verticesStart: number;
  88339. /** vertices count */
  88340. verticesCount: number;
  88341. /** index start */
  88342. indexStart: number;
  88343. /** indices count */
  88344. indexCount: number;
  88345. /** @hidden */
  88346. _linesIndexCount: number;
  88347. private _mesh;
  88348. private _renderingMesh;
  88349. private _boundingInfo;
  88350. private _linesIndexBuffer;
  88351. /** @hidden */
  88352. _lastColliderWorldVertices: Nullable<Vector3[]>;
  88353. /** @hidden */
  88354. _trianglePlanes: Plane[];
  88355. /** @hidden */
  88356. _lastColliderTransformMatrix: Nullable<Matrix>;
  88357. /** @hidden */
  88358. _renderId: number;
  88359. /** @hidden */
  88360. _alphaIndex: number;
  88361. /** @hidden */
  88362. _distanceToCamera: number;
  88363. /** @hidden */
  88364. _id: number;
  88365. private _currentMaterial;
  88366. /**
  88367. * Add a new submesh to a mesh
  88368. * @param materialIndex defines the material index to use
  88369. * @param verticesStart defines vertex index start
  88370. * @param verticesCount defines vertices count
  88371. * @param indexStart defines index start
  88372. * @param indexCount defines indices count
  88373. * @param mesh defines the parent mesh
  88374. * @param renderingMesh defines an optional rendering mesh
  88375. * @param createBoundingBox defines if bounding box should be created for this submesh
  88376. * @returns the new submesh
  88377. */
  88378. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  88379. /**
  88380. * Creates a new submesh
  88381. * @param materialIndex defines the material index to use
  88382. * @param verticesStart defines vertex index start
  88383. * @param verticesCount defines vertices count
  88384. * @param indexStart defines index start
  88385. * @param indexCount defines indices count
  88386. * @param mesh defines the parent mesh
  88387. * @param renderingMesh defines an optional rendering mesh
  88388. * @param createBoundingBox defines if bounding box should be created for this submesh
  88389. */
  88390. constructor(
  88391. /** the material index to use */
  88392. materialIndex: number,
  88393. /** vertex index start */
  88394. verticesStart: number,
  88395. /** vertices count */
  88396. verticesCount: number,
  88397. /** index start */
  88398. indexStart: number,
  88399. /** indices count */
  88400. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  88401. /**
  88402. * Returns true if this submesh covers the entire parent mesh
  88403. * @ignorenaming
  88404. */
  88405. readonly IsGlobal: boolean;
  88406. /**
  88407. * Returns the submesh BoudingInfo object
  88408. * @returns current bounding info (or mesh's one if the submesh is global)
  88409. */
  88410. getBoundingInfo(): BoundingInfo;
  88411. /**
  88412. * Sets the submesh BoundingInfo
  88413. * @param boundingInfo defines the new bounding info to use
  88414. * @returns the SubMesh
  88415. */
  88416. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  88417. /**
  88418. * Returns the mesh of the current submesh
  88419. * @return the parent mesh
  88420. */
  88421. getMesh(): AbstractMesh;
  88422. /**
  88423. * Returns the rendering mesh of the submesh
  88424. * @returns the rendering mesh (could be different from parent mesh)
  88425. */
  88426. getRenderingMesh(): Mesh;
  88427. /**
  88428. * Returns the submesh material
  88429. * @returns null or the current material
  88430. */
  88431. getMaterial(): Nullable<Material>;
  88432. /**
  88433. * Sets a new updated BoundingInfo object to the submesh
  88434. * @param data defines an optional position array to use to determine the bounding info
  88435. * @returns the SubMesh
  88436. */
  88437. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  88438. /** @hidden */
  88439. _checkCollision(collider: Collider): boolean;
  88440. /**
  88441. * Updates the submesh BoundingInfo
  88442. * @param world defines the world matrix to use to update the bounding info
  88443. * @returns the submesh
  88444. */
  88445. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  88446. /**
  88447. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  88448. * @param frustumPlanes defines the frustum planes
  88449. * @returns true if the submesh is intersecting with the frustum
  88450. */
  88451. isInFrustum(frustumPlanes: Plane[]): boolean;
  88452. /**
  88453. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  88454. * @param frustumPlanes defines the frustum planes
  88455. * @returns true if the submesh is inside the frustum
  88456. */
  88457. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  88458. /**
  88459. * Renders the submesh
  88460. * @param enableAlphaMode defines if alpha needs to be used
  88461. * @returns the submesh
  88462. */
  88463. render(enableAlphaMode: boolean): SubMesh;
  88464. /**
  88465. * @hidden
  88466. */
  88467. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  88468. /**
  88469. * Checks if the submesh intersects with a ray
  88470. * @param ray defines the ray to test
  88471. * @returns true is the passed ray intersects the submesh bounding box
  88472. */
  88473. canIntersects(ray: Ray): boolean;
  88474. /**
  88475. * Intersects current submesh with a ray
  88476. * @param ray defines the ray to test
  88477. * @param positions defines mesh's positions array
  88478. * @param indices defines mesh's indices array
  88479. * @param fastCheck defines if only bounding info should be used
  88480. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  88481. * @returns intersection info or null if no intersection
  88482. */
  88483. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  88484. /** @hidden */
  88485. private _intersectLines;
  88486. /** @hidden */
  88487. private _intersectUnIndexedLines;
  88488. /** @hidden */
  88489. private _intersectTriangles;
  88490. /** @hidden */
  88491. private _intersectUnIndexedTriangles;
  88492. /** @hidden */
  88493. _rebuild(): void;
  88494. /**
  88495. * Creates a new submesh from the passed mesh
  88496. * @param newMesh defines the new hosting mesh
  88497. * @param newRenderingMesh defines an optional rendering mesh
  88498. * @returns the new submesh
  88499. */
  88500. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  88501. /**
  88502. * Release associated resources
  88503. */
  88504. dispose(): void;
  88505. /**
  88506. * Gets the class name
  88507. * @returns the string "SubMesh".
  88508. */
  88509. getClassName(): string;
  88510. /**
  88511. * Creates a new submesh from indices data
  88512. * @param materialIndex the index of the main mesh material
  88513. * @param startIndex the index where to start the copy in the mesh indices array
  88514. * @param indexCount the number of indices to copy then from the startIndex
  88515. * @param mesh the main mesh to create the submesh from
  88516. * @param renderingMesh the optional rendering mesh
  88517. * @returns a new submesh
  88518. */
  88519. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  88520. }
  88521. }
  88522. declare module BABYLON {
  88523. /**
  88524. * Class used to represent data loading progression
  88525. */
  88526. export class SceneLoaderFlags {
  88527. private static _ForceFullSceneLoadingForIncremental;
  88528. private static _ShowLoadingScreen;
  88529. private static _CleanBoneMatrixWeights;
  88530. private static _loggingLevel;
  88531. /**
  88532. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  88533. */
  88534. static ForceFullSceneLoadingForIncremental: boolean;
  88535. /**
  88536. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  88537. */
  88538. static ShowLoadingScreen: boolean;
  88539. /**
  88540. * Defines the current logging level (while loading the scene)
  88541. * @ignorenaming
  88542. */
  88543. static loggingLevel: number;
  88544. /**
  88545. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  88546. */
  88547. static CleanBoneMatrixWeights: boolean;
  88548. }
  88549. }
  88550. declare module BABYLON {
  88551. /**
  88552. * Class used to store geometry data (vertex buffers + index buffer)
  88553. */
  88554. export class Geometry implements IGetSetVerticesData {
  88555. /**
  88556. * Gets or sets the ID of the geometry
  88557. */
  88558. id: string;
  88559. /**
  88560. * Gets or sets the unique ID of the geometry
  88561. */
  88562. uniqueId: number;
  88563. /**
  88564. * Gets the delay loading state of the geometry (none by default which means not delayed)
  88565. */
  88566. delayLoadState: number;
  88567. /**
  88568. * Gets the file containing the data to load when running in delay load state
  88569. */
  88570. delayLoadingFile: Nullable<string>;
  88571. /**
  88572. * Callback called when the geometry is updated
  88573. */
  88574. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  88575. private _scene;
  88576. private _engine;
  88577. private _meshes;
  88578. private _totalVertices;
  88579. /** @hidden */
  88580. _indices: IndicesArray;
  88581. /** @hidden */
  88582. _vertexBuffers: {
  88583. [key: string]: VertexBuffer;
  88584. };
  88585. private _isDisposed;
  88586. private _extend;
  88587. private _boundingBias;
  88588. /** @hidden */
  88589. _delayInfo: Array<string>;
  88590. private _indexBuffer;
  88591. private _indexBufferIsUpdatable;
  88592. /** @hidden */
  88593. _boundingInfo: Nullable<BoundingInfo>;
  88594. /** @hidden */
  88595. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  88596. /** @hidden */
  88597. _softwareSkinningFrameId: number;
  88598. private _vertexArrayObjects;
  88599. private _updatable;
  88600. /** @hidden */
  88601. _positions: Nullable<Vector3[]>;
  88602. /**
  88603. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  88604. */
  88605. /**
  88606. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  88607. */
  88608. boundingBias: Vector2;
  88609. /**
  88610. * Static function used to attach a new empty geometry to a mesh
  88611. * @param mesh defines the mesh to attach the geometry to
  88612. * @returns the new Geometry
  88613. */
  88614. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  88615. /**
  88616. * Creates a new geometry
  88617. * @param id defines the unique ID
  88618. * @param scene defines the hosting scene
  88619. * @param vertexData defines the VertexData used to get geometry data
  88620. * @param updatable defines if geometry must be updatable (false by default)
  88621. * @param mesh defines the mesh that will be associated with the geometry
  88622. */
  88623. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  88624. /**
  88625. * Gets the current extend of the geometry
  88626. */
  88627. readonly extend: {
  88628. minimum: Vector3;
  88629. maximum: Vector3;
  88630. };
  88631. /**
  88632. * Gets the hosting scene
  88633. * @returns the hosting Scene
  88634. */
  88635. getScene(): Scene;
  88636. /**
  88637. * Gets the hosting engine
  88638. * @returns the hosting Engine
  88639. */
  88640. getEngine(): Engine;
  88641. /**
  88642. * Defines if the geometry is ready to use
  88643. * @returns true if the geometry is ready to be used
  88644. */
  88645. isReady(): boolean;
  88646. /**
  88647. * Gets a value indicating that the geometry should not be serialized
  88648. */
  88649. readonly doNotSerialize: boolean;
  88650. /** @hidden */
  88651. _rebuild(): void;
  88652. /**
  88653. * Affects all geometry data in one call
  88654. * @param vertexData defines the geometry data
  88655. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  88656. */
  88657. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  88658. /**
  88659. * Set specific vertex data
  88660. * @param kind defines the data kind (Position, normal, etc...)
  88661. * @param data defines the vertex data to use
  88662. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88663. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88664. */
  88665. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  88666. /**
  88667. * Removes a specific vertex data
  88668. * @param kind defines the data kind (Position, normal, etc...)
  88669. */
  88670. removeVerticesData(kind: string): void;
  88671. /**
  88672. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  88673. * @param buffer defines the vertex buffer to use
  88674. * @param totalVertices defines the total number of vertices for position kind (could be null)
  88675. */
  88676. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  88677. /**
  88678. * Update a specific vertex buffer
  88679. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  88680. * It will do nothing if the buffer is not updatable
  88681. * @param kind defines the data kind (Position, normal, etc...)
  88682. * @param data defines the data to use
  88683. * @param offset defines the offset in the target buffer where to store the data
  88684. * @param useBytes set to true if the offset is in bytes
  88685. */
  88686. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  88687. /**
  88688. * Update a specific vertex buffer
  88689. * This function will create a new buffer if the current one is not updatable
  88690. * @param kind defines the data kind (Position, normal, etc...)
  88691. * @param data defines the data to use
  88692. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  88693. */
  88694. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  88695. private _updateBoundingInfo;
  88696. /** @hidden */
  88697. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  88698. /**
  88699. * Gets total number of vertices
  88700. * @returns the total number of vertices
  88701. */
  88702. getTotalVertices(): number;
  88703. /**
  88704. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  88705. * @param kind defines the data kind (Position, normal, etc...)
  88706. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88707. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88708. * @returns a float array containing vertex data
  88709. */
  88710. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88711. /**
  88712. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  88713. * @param kind defines the data kind (Position, normal, etc...)
  88714. * @returns true if the vertex buffer with the specified kind is updatable
  88715. */
  88716. isVertexBufferUpdatable(kind: string): boolean;
  88717. /**
  88718. * Gets a specific vertex buffer
  88719. * @param kind defines the data kind (Position, normal, etc...)
  88720. * @returns a VertexBuffer
  88721. */
  88722. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88723. /**
  88724. * Returns all vertex buffers
  88725. * @return an object holding all vertex buffers indexed by kind
  88726. */
  88727. getVertexBuffers(): Nullable<{
  88728. [key: string]: VertexBuffer;
  88729. }>;
  88730. /**
  88731. * Gets a boolean indicating if specific vertex buffer is present
  88732. * @param kind defines the data kind (Position, normal, etc...)
  88733. * @returns true if data is present
  88734. */
  88735. isVerticesDataPresent(kind: string): boolean;
  88736. /**
  88737. * Gets a list of all attached data kinds (Position, normal, etc...)
  88738. * @returns a list of string containing all kinds
  88739. */
  88740. getVerticesDataKinds(): string[];
  88741. /**
  88742. * Update index buffer
  88743. * @param indices defines the indices to store in the index buffer
  88744. * @param offset defines the offset in the target buffer where to store the data
  88745. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  88746. */
  88747. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  88748. /**
  88749. * Creates a new index buffer
  88750. * @param indices defines the indices to store in the index buffer
  88751. * @param totalVertices defines the total number of vertices (could be null)
  88752. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  88753. */
  88754. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  88755. /**
  88756. * Return the total number of indices
  88757. * @returns the total number of indices
  88758. */
  88759. getTotalIndices(): number;
  88760. /**
  88761. * Gets the index buffer array
  88762. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88763. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88764. * @returns the index buffer array
  88765. */
  88766. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88767. /**
  88768. * Gets the index buffer
  88769. * @return the index buffer
  88770. */
  88771. getIndexBuffer(): Nullable<DataBuffer>;
  88772. /** @hidden */
  88773. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  88774. /**
  88775. * Release the associated resources for a specific mesh
  88776. * @param mesh defines the source mesh
  88777. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  88778. */
  88779. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  88780. /**
  88781. * Apply current geometry to a given mesh
  88782. * @param mesh defines the mesh to apply geometry to
  88783. */
  88784. applyToMesh(mesh: Mesh): void;
  88785. private _updateExtend;
  88786. private _applyToMesh;
  88787. private notifyUpdate;
  88788. /**
  88789. * Load the geometry if it was flagged as delay loaded
  88790. * @param scene defines the hosting scene
  88791. * @param onLoaded defines a callback called when the geometry is loaded
  88792. */
  88793. load(scene: Scene, onLoaded?: () => void): void;
  88794. private _queueLoad;
  88795. /**
  88796. * Invert the geometry to move from a right handed system to a left handed one.
  88797. */
  88798. toLeftHanded(): void;
  88799. /** @hidden */
  88800. _resetPointsArrayCache(): void;
  88801. /** @hidden */
  88802. _generatePointsArray(): boolean;
  88803. /**
  88804. * Gets a value indicating if the geometry is disposed
  88805. * @returns true if the geometry was disposed
  88806. */
  88807. isDisposed(): boolean;
  88808. private _disposeVertexArrayObjects;
  88809. /**
  88810. * Free all associated resources
  88811. */
  88812. dispose(): void;
  88813. /**
  88814. * Clone the current geometry into a new geometry
  88815. * @param id defines the unique ID of the new geometry
  88816. * @returns a new geometry object
  88817. */
  88818. copy(id: string): Geometry;
  88819. /**
  88820. * Serialize the current geometry info (and not the vertices data) into a JSON object
  88821. * @return a JSON representation of the current geometry data (without the vertices data)
  88822. */
  88823. serialize(): any;
  88824. private toNumberArray;
  88825. /**
  88826. * Serialize all vertices data into a JSON oject
  88827. * @returns a JSON representation of the current geometry data
  88828. */
  88829. serializeVerticeData(): any;
  88830. /**
  88831. * Extracts a clone of a mesh geometry
  88832. * @param mesh defines the source mesh
  88833. * @param id defines the unique ID of the new geometry object
  88834. * @returns the new geometry object
  88835. */
  88836. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  88837. /**
  88838. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  88839. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  88840. * Be aware Math.random() could cause collisions, but:
  88841. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  88842. * @returns a string containing a new GUID
  88843. */
  88844. static RandomId(): string;
  88845. /** @hidden */
  88846. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  88847. private static _CleanMatricesWeights;
  88848. /**
  88849. * Create a new geometry from persisted data (Using .babylon file format)
  88850. * @param parsedVertexData defines the persisted data
  88851. * @param scene defines the hosting scene
  88852. * @param rootUrl defines the root url to use to load assets (like delayed data)
  88853. * @returns the new geometry object
  88854. */
  88855. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  88856. }
  88857. }
  88858. declare module BABYLON {
  88859. /**
  88860. * Define an interface for all classes that will get and set the data on vertices
  88861. */
  88862. export interface IGetSetVerticesData {
  88863. /**
  88864. * Gets a boolean indicating if specific vertex data is present
  88865. * @param kind defines the vertex data kind to use
  88866. * @returns true is data kind is present
  88867. */
  88868. isVerticesDataPresent(kind: string): boolean;
  88869. /**
  88870. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  88871. * @param kind defines the data kind (Position, normal, etc...)
  88872. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88873. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88874. * @returns a float array containing vertex data
  88875. */
  88876. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88877. /**
  88878. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88879. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  88880. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88881. * @returns the indices array or an empty array if the mesh has no geometry
  88882. */
  88883. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88884. /**
  88885. * Set specific vertex data
  88886. * @param kind defines the data kind (Position, normal, etc...)
  88887. * @param data defines the vertex data to use
  88888. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88889. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88890. */
  88891. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  88892. /**
  88893. * Update a specific associated vertex buffer
  88894. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88895. * - VertexBuffer.PositionKind
  88896. * - VertexBuffer.UVKind
  88897. * - VertexBuffer.UV2Kind
  88898. * - VertexBuffer.UV3Kind
  88899. * - VertexBuffer.UV4Kind
  88900. * - VertexBuffer.UV5Kind
  88901. * - VertexBuffer.UV6Kind
  88902. * - VertexBuffer.ColorKind
  88903. * - VertexBuffer.MatricesIndicesKind
  88904. * - VertexBuffer.MatricesIndicesExtraKind
  88905. * - VertexBuffer.MatricesWeightsKind
  88906. * - VertexBuffer.MatricesWeightsExtraKind
  88907. * @param data defines the data source
  88908. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88909. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  88910. */
  88911. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  88912. /**
  88913. * Creates a new index buffer
  88914. * @param indices defines the indices to store in the index buffer
  88915. * @param totalVertices defines the total number of vertices (could be null)
  88916. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  88917. */
  88918. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  88919. }
  88920. /**
  88921. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  88922. */
  88923. export class VertexData {
  88924. /**
  88925. * Mesh side orientation : usually the external or front surface
  88926. */
  88927. static readonly FRONTSIDE: number;
  88928. /**
  88929. * Mesh side orientation : usually the internal or back surface
  88930. */
  88931. static readonly BACKSIDE: number;
  88932. /**
  88933. * Mesh side orientation : both internal and external or front and back surfaces
  88934. */
  88935. static readonly DOUBLESIDE: number;
  88936. /**
  88937. * Mesh side orientation : by default, `FRONTSIDE`
  88938. */
  88939. static readonly DEFAULTSIDE: number;
  88940. /**
  88941. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  88942. */
  88943. positions: Nullable<FloatArray>;
  88944. /**
  88945. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  88946. */
  88947. normals: Nullable<FloatArray>;
  88948. /**
  88949. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  88950. */
  88951. tangents: Nullable<FloatArray>;
  88952. /**
  88953. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88954. */
  88955. uvs: Nullable<FloatArray>;
  88956. /**
  88957. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88958. */
  88959. uvs2: Nullable<FloatArray>;
  88960. /**
  88961. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88962. */
  88963. uvs3: Nullable<FloatArray>;
  88964. /**
  88965. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88966. */
  88967. uvs4: Nullable<FloatArray>;
  88968. /**
  88969. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88970. */
  88971. uvs5: Nullable<FloatArray>;
  88972. /**
  88973. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88974. */
  88975. uvs6: Nullable<FloatArray>;
  88976. /**
  88977. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  88978. */
  88979. colors: Nullable<FloatArray>;
  88980. /**
  88981. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  88982. */
  88983. matricesIndices: Nullable<FloatArray>;
  88984. /**
  88985. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  88986. */
  88987. matricesWeights: Nullable<FloatArray>;
  88988. /**
  88989. * An array extending the number of possible indices
  88990. */
  88991. matricesIndicesExtra: Nullable<FloatArray>;
  88992. /**
  88993. * An array extending the number of possible weights when the number of indices is extended
  88994. */
  88995. matricesWeightsExtra: Nullable<FloatArray>;
  88996. /**
  88997. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  88998. */
  88999. indices: Nullable<IndicesArray>;
  89000. /**
  89001. * Uses the passed data array to set the set the values for the specified kind of data
  89002. * @param data a linear array of floating numbers
  89003. * @param kind the type of data that is being set, eg positions, colors etc
  89004. */
  89005. set(data: FloatArray, kind: string): void;
  89006. /**
  89007. * Associates the vertexData to the passed Mesh.
  89008. * Sets it as updatable or not (default `false`)
  89009. * @param mesh the mesh the vertexData is applied to
  89010. * @param updatable when used and having the value true allows new data to update the vertexData
  89011. * @returns the VertexData
  89012. */
  89013. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89014. /**
  89015. * Associates the vertexData to the passed Geometry.
  89016. * Sets it as updatable or not (default `false`)
  89017. * @param geometry the geometry the vertexData is applied to
  89018. * @param updatable when used and having the value true allows new data to update the vertexData
  89019. * @returns VertexData
  89020. */
  89021. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89022. /**
  89023. * Updates the associated mesh
  89024. * @param mesh the mesh to be updated
  89025. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89026. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  89027. * @returns VertexData
  89028. */
  89029. updateMesh(mesh: Mesh): VertexData;
  89030. /**
  89031. * Updates the associated geometry
  89032. * @param geometry the geometry to be updated
  89033. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89034. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  89035. * @returns VertexData.
  89036. */
  89037. updateGeometry(geometry: Geometry): VertexData;
  89038. private _applyTo;
  89039. private _update;
  89040. /**
  89041. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89042. * @param matrix the transforming matrix
  89043. * @returns the VertexData
  89044. */
  89045. transform(matrix: Matrix): VertexData;
  89046. /**
  89047. * Merges the passed VertexData into the current one
  89048. * @param other the VertexData to be merged into the current one
  89049. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89050. * @returns the modified VertexData
  89051. */
  89052. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89053. private _mergeElement;
  89054. private _validate;
  89055. /**
  89056. * Serializes the VertexData
  89057. * @returns a serialized object
  89058. */
  89059. serialize(): any;
  89060. /**
  89061. * Extracts the vertexData from a mesh
  89062. * @param mesh the mesh from which to extract the VertexData
  89063. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89064. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89065. * @returns the object VertexData associated to the passed mesh
  89066. */
  89067. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89068. /**
  89069. * Extracts the vertexData from the geometry
  89070. * @param geometry the geometry from which to extract the VertexData
  89071. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89072. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89073. * @returns the object VertexData associated to the passed mesh
  89074. */
  89075. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89076. private static _ExtractFrom;
  89077. /**
  89078. * Creates the VertexData for a Ribbon
  89079. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89080. * * pathArray array of paths, each of which an array of successive Vector3
  89081. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89082. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89083. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  89084. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89085. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89086. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89087. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89088. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89089. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89090. * @returns the VertexData of the ribbon
  89091. */
  89092. static CreateRibbon(options: {
  89093. pathArray: Vector3[][];
  89094. closeArray?: boolean;
  89095. closePath?: boolean;
  89096. offset?: number;
  89097. sideOrientation?: number;
  89098. frontUVs?: Vector4;
  89099. backUVs?: Vector4;
  89100. invertUV?: boolean;
  89101. uvs?: Vector2[];
  89102. colors?: Color4[];
  89103. }): VertexData;
  89104. /**
  89105. * Creates the VertexData for a box
  89106. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89107. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89108. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89109. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89110. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89111. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89112. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89113. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89114. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89115. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89116. * @returns the VertexData of the box
  89117. */
  89118. static CreateBox(options: {
  89119. size?: number;
  89120. width?: number;
  89121. height?: number;
  89122. depth?: number;
  89123. faceUV?: Vector4[];
  89124. faceColors?: Color4[];
  89125. sideOrientation?: number;
  89126. frontUVs?: Vector4;
  89127. backUVs?: Vector4;
  89128. }): VertexData;
  89129. /**
  89130. * Creates the VertexData for a tiled box
  89131. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89132. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89133. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89134. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89135. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89136. * @returns the VertexData of the box
  89137. */
  89138. static CreateTiledBox(options: {
  89139. pattern?: number;
  89140. width?: number;
  89141. height?: number;
  89142. depth?: number;
  89143. tileSize?: number;
  89144. tileWidth?: number;
  89145. tileHeight?: number;
  89146. alignHorizontal?: number;
  89147. alignVertical?: number;
  89148. faceUV?: Vector4[];
  89149. faceColors?: Color4[];
  89150. sideOrientation?: number;
  89151. }): VertexData;
  89152. /**
  89153. * Creates the VertexData for a tiled plane
  89154. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89155. * * pattern a limited pattern arrangement depending on the number
  89156. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89157. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89158. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89159. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89160. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89161. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89162. * @returns the VertexData of the tiled plane
  89163. */
  89164. static CreateTiledPlane(options: {
  89165. pattern?: number;
  89166. tileSize?: number;
  89167. tileWidth?: number;
  89168. tileHeight?: number;
  89169. size?: number;
  89170. width?: number;
  89171. height?: number;
  89172. alignHorizontal?: number;
  89173. alignVertical?: number;
  89174. sideOrientation?: number;
  89175. frontUVs?: Vector4;
  89176. backUVs?: Vector4;
  89177. }): VertexData;
  89178. /**
  89179. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89180. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89181. * * segments sets the number of horizontal strips optional, default 32
  89182. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89183. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89184. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89185. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89186. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  89187. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  89188. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89189. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89190. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89191. * @returns the VertexData of the ellipsoid
  89192. */
  89193. static CreateSphere(options: {
  89194. segments?: number;
  89195. diameter?: number;
  89196. diameterX?: number;
  89197. diameterY?: number;
  89198. diameterZ?: number;
  89199. arc?: number;
  89200. slice?: number;
  89201. sideOrientation?: number;
  89202. frontUVs?: Vector4;
  89203. backUVs?: Vector4;
  89204. }): VertexData;
  89205. /**
  89206. * Creates the VertexData for a cylinder, cone or prism
  89207. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89208. * * height sets the height (y direction) of the cylinder, optional, default 2
  89209. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89210. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89211. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89212. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89213. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89214. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  89215. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89216. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89217. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89218. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89219. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89220. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89221. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89222. * @returns the VertexData of the cylinder, cone or prism
  89223. */
  89224. static CreateCylinder(options: {
  89225. height?: number;
  89226. diameterTop?: number;
  89227. diameterBottom?: number;
  89228. diameter?: number;
  89229. tessellation?: number;
  89230. subdivisions?: number;
  89231. arc?: number;
  89232. faceColors?: Color4[];
  89233. faceUV?: Vector4[];
  89234. hasRings?: boolean;
  89235. enclose?: boolean;
  89236. sideOrientation?: number;
  89237. frontUVs?: Vector4;
  89238. backUVs?: Vector4;
  89239. }): VertexData;
  89240. /**
  89241. * Creates the VertexData for a torus
  89242. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89243. * * diameter the diameter of the torus, optional default 1
  89244. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89245. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89246. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89247. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89248. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89249. * @returns the VertexData of the torus
  89250. */
  89251. static CreateTorus(options: {
  89252. diameter?: number;
  89253. thickness?: number;
  89254. tessellation?: number;
  89255. sideOrientation?: number;
  89256. frontUVs?: Vector4;
  89257. backUVs?: Vector4;
  89258. }): VertexData;
  89259. /**
  89260. * Creates the VertexData of the LineSystem
  89261. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89262. * - lines an array of lines, each line being an array of successive Vector3
  89263. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89264. * @returns the VertexData of the LineSystem
  89265. */
  89266. static CreateLineSystem(options: {
  89267. lines: Vector3[][];
  89268. colors?: Nullable<Color4[][]>;
  89269. }): VertexData;
  89270. /**
  89271. * Create the VertexData for a DashedLines
  89272. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89273. * - points an array successive Vector3
  89274. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89275. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89276. * - dashNb the intended total number of dashes, optional, default 200
  89277. * @returns the VertexData for the DashedLines
  89278. */
  89279. static CreateDashedLines(options: {
  89280. points: Vector3[];
  89281. dashSize?: number;
  89282. gapSize?: number;
  89283. dashNb?: number;
  89284. }): VertexData;
  89285. /**
  89286. * Creates the VertexData for a Ground
  89287. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89288. * - width the width (x direction) of the ground, optional, default 1
  89289. * - height the height (z direction) of the ground, optional, default 1
  89290. * - subdivisions the number of subdivisions per side, optional, default 1
  89291. * @returns the VertexData of the Ground
  89292. */
  89293. static CreateGround(options: {
  89294. width?: number;
  89295. height?: number;
  89296. subdivisions?: number;
  89297. subdivisionsX?: number;
  89298. subdivisionsY?: number;
  89299. }): VertexData;
  89300. /**
  89301. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89302. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89303. * * xmin the ground minimum X coordinate, optional, default -1
  89304. * * zmin the ground minimum Z coordinate, optional, default -1
  89305. * * xmax the ground maximum X coordinate, optional, default 1
  89306. * * zmax the ground maximum Z coordinate, optional, default 1
  89307. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  89308. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  89309. * @returns the VertexData of the TiledGround
  89310. */
  89311. static CreateTiledGround(options: {
  89312. xmin: number;
  89313. zmin: number;
  89314. xmax: number;
  89315. zmax: number;
  89316. subdivisions?: {
  89317. w: number;
  89318. h: number;
  89319. };
  89320. precision?: {
  89321. w: number;
  89322. h: number;
  89323. };
  89324. }): VertexData;
  89325. /**
  89326. * Creates the VertexData of the Ground designed from a heightmap
  89327. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89328. * * width the width (x direction) of the ground
  89329. * * height the height (z direction) of the ground
  89330. * * subdivisions the number of subdivisions per side
  89331. * * minHeight the minimum altitude on the ground, optional, default 0
  89332. * * maxHeight the maximum altitude on the ground, optional default 1
  89333. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89334. * * buffer the array holding the image color data
  89335. * * bufferWidth the width of image
  89336. * * bufferHeight the height of image
  89337. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89338. * @returns the VertexData of the Ground designed from a heightmap
  89339. */
  89340. static CreateGroundFromHeightMap(options: {
  89341. width: number;
  89342. height: number;
  89343. subdivisions: number;
  89344. minHeight: number;
  89345. maxHeight: number;
  89346. colorFilter: Color3;
  89347. buffer: Uint8Array;
  89348. bufferWidth: number;
  89349. bufferHeight: number;
  89350. alphaFilter: number;
  89351. }): VertexData;
  89352. /**
  89353. * Creates the VertexData for a Plane
  89354. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  89355. * * size sets the width and height of the plane to the value of size, optional default 1
  89356. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  89357. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  89358. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89359. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89360. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89361. * @returns the VertexData of the box
  89362. */
  89363. static CreatePlane(options: {
  89364. size?: number;
  89365. width?: number;
  89366. height?: number;
  89367. sideOrientation?: number;
  89368. frontUVs?: Vector4;
  89369. backUVs?: Vector4;
  89370. }): VertexData;
  89371. /**
  89372. * Creates the VertexData of the Disc or regular Polygon
  89373. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  89374. * * radius the radius of the disc, optional default 0.5
  89375. * * tessellation the number of polygon sides, optional, default 64
  89376. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  89377. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89378. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89379. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89380. * @returns the VertexData of the box
  89381. */
  89382. static CreateDisc(options: {
  89383. radius?: number;
  89384. tessellation?: number;
  89385. arc?: number;
  89386. sideOrientation?: number;
  89387. frontUVs?: Vector4;
  89388. backUVs?: Vector4;
  89389. }): VertexData;
  89390. /**
  89391. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  89392. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  89393. * @param polygon a mesh built from polygonTriangulation.build()
  89394. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89395. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89396. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89397. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89398. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89399. * @returns the VertexData of the Polygon
  89400. */
  89401. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  89402. /**
  89403. * Creates the VertexData of the IcoSphere
  89404. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  89405. * * radius the radius of the IcoSphere, optional default 1
  89406. * * radiusX allows stretching in the x direction, optional, default radius
  89407. * * radiusY allows stretching in the y direction, optional, default radius
  89408. * * radiusZ allows stretching in the z direction, optional, default radius
  89409. * * flat when true creates a flat shaded mesh, optional, default true
  89410. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89411. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89412. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89413. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89414. * @returns the VertexData of the IcoSphere
  89415. */
  89416. static CreateIcoSphere(options: {
  89417. radius?: number;
  89418. radiusX?: number;
  89419. radiusY?: number;
  89420. radiusZ?: number;
  89421. flat?: boolean;
  89422. subdivisions?: number;
  89423. sideOrientation?: number;
  89424. frontUVs?: Vector4;
  89425. backUVs?: Vector4;
  89426. }): VertexData;
  89427. /**
  89428. * Creates the VertexData for a Polyhedron
  89429. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  89430. * * type provided types are:
  89431. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  89432. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  89433. * * size the size of the IcoSphere, optional default 1
  89434. * * sizeX allows stretching in the x direction, optional, default size
  89435. * * sizeY allows stretching in the y direction, optional, default size
  89436. * * sizeZ allows stretching in the z direction, optional, default size
  89437. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  89438. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89439. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89440. * * flat when true creates a flat shaded mesh, optional, default true
  89441. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89442. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89443. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89444. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89445. * @returns the VertexData of the Polyhedron
  89446. */
  89447. static CreatePolyhedron(options: {
  89448. type?: number;
  89449. size?: number;
  89450. sizeX?: number;
  89451. sizeY?: number;
  89452. sizeZ?: number;
  89453. custom?: any;
  89454. faceUV?: Vector4[];
  89455. faceColors?: Color4[];
  89456. flat?: boolean;
  89457. sideOrientation?: number;
  89458. frontUVs?: Vector4;
  89459. backUVs?: Vector4;
  89460. }): VertexData;
  89461. /**
  89462. * Creates the VertexData for a TorusKnot
  89463. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  89464. * * radius the radius of the torus knot, optional, default 2
  89465. * * tube the thickness of the tube, optional, default 0.5
  89466. * * radialSegments the number of sides on each tube segments, optional, default 32
  89467. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  89468. * * p the number of windings around the z axis, optional, default 2
  89469. * * q the number of windings around the x axis, optional, default 3
  89470. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89471. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  89472. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  89473. * @returns the VertexData of the Torus Knot
  89474. */
  89475. static CreateTorusKnot(options: {
  89476. radius?: number;
  89477. tube?: number;
  89478. radialSegments?: number;
  89479. tubularSegments?: number;
  89480. p?: number;
  89481. q?: number;
  89482. sideOrientation?: number;
  89483. frontUVs?: Vector4;
  89484. backUVs?: Vector4;
  89485. }): VertexData;
  89486. /**
  89487. * Compute normals for given positions and indices
  89488. * @param positions an array of vertex positions, [...., x, y, z, ......]
  89489. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  89490. * @param normals an array of vertex normals, [...., x, y, z, ......]
  89491. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  89492. * * facetNormals : optional array of facet normals (vector3)
  89493. * * facetPositions : optional array of facet positions (vector3)
  89494. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  89495. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  89496. * * bInfo : optional bounding info, required for facetPartitioning computation
  89497. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  89498. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  89499. * * useRightHandedSystem: optional boolean to for right handed system computation
  89500. * * depthSort : optional boolean to enable the facet depth sort computation
  89501. * * distanceTo : optional Vector3 to compute the facet depth from this location
  89502. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  89503. */
  89504. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  89505. facetNormals?: any;
  89506. facetPositions?: any;
  89507. facetPartitioning?: any;
  89508. ratio?: number;
  89509. bInfo?: any;
  89510. bbSize?: Vector3;
  89511. subDiv?: any;
  89512. useRightHandedSystem?: boolean;
  89513. depthSort?: boolean;
  89514. distanceTo?: Vector3;
  89515. depthSortedFacets?: any;
  89516. }): void;
  89517. /** @hidden */
  89518. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  89519. /**
  89520. * Applies VertexData created from the imported parameters to the geometry
  89521. * @param parsedVertexData the parsed data from an imported file
  89522. * @param geometry the geometry to apply the VertexData to
  89523. */
  89524. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  89525. }
  89526. }
  89527. declare module BABYLON {
  89528. /**
  89529. * Defines a target to use with MorphTargetManager
  89530. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89531. */
  89532. export class MorphTarget implements IAnimatable {
  89533. /** defines the name of the target */
  89534. name: string;
  89535. /**
  89536. * Gets or sets the list of animations
  89537. */
  89538. animations: Animation[];
  89539. private _scene;
  89540. private _positions;
  89541. private _normals;
  89542. private _tangents;
  89543. private _uvs;
  89544. private _influence;
  89545. /**
  89546. * Observable raised when the influence changes
  89547. */
  89548. onInfluenceChanged: Observable<boolean>;
  89549. /** @hidden */
  89550. _onDataLayoutChanged: Observable<void>;
  89551. /**
  89552. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  89553. */
  89554. influence: number;
  89555. /**
  89556. * Gets or sets the id of the morph Target
  89557. */
  89558. id: string;
  89559. private _animationPropertiesOverride;
  89560. /**
  89561. * Gets or sets the animation properties override
  89562. */
  89563. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  89564. /**
  89565. * Creates a new MorphTarget
  89566. * @param name defines the name of the target
  89567. * @param influence defines the influence to use
  89568. * @param scene defines the scene the morphtarget belongs to
  89569. */
  89570. constructor(
  89571. /** defines the name of the target */
  89572. name: string, influence?: number, scene?: Nullable<Scene>);
  89573. /**
  89574. * Gets a boolean defining if the target contains position data
  89575. */
  89576. readonly hasPositions: boolean;
  89577. /**
  89578. * Gets a boolean defining if the target contains normal data
  89579. */
  89580. readonly hasNormals: boolean;
  89581. /**
  89582. * Gets a boolean defining if the target contains tangent data
  89583. */
  89584. readonly hasTangents: boolean;
  89585. /**
  89586. * Gets a boolean defining if the target contains texture coordinates data
  89587. */
  89588. readonly hasUVs: boolean;
  89589. /**
  89590. * Affects position data to this target
  89591. * @param data defines the position data to use
  89592. */
  89593. setPositions(data: Nullable<FloatArray>): void;
  89594. /**
  89595. * Gets the position data stored in this target
  89596. * @returns a FloatArray containing the position data (or null if not present)
  89597. */
  89598. getPositions(): Nullable<FloatArray>;
  89599. /**
  89600. * Affects normal data to this target
  89601. * @param data defines the normal data to use
  89602. */
  89603. setNormals(data: Nullable<FloatArray>): void;
  89604. /**
  89605. * Gets the normal data stored in this target
  89606. * @returns a FloatArray containing the normal data (or null if not present)
  89607. */
  89608. getNormals(): Nullable<FloatArray>;
  89609. /**
  89610. * Affects tangent data to this target
  89611. * @param data defines the tangent data to use
  89612. */
  89613. setTangents(data: Nullable<FloatArray>): void;
  89614. /**
  89615. * Gets the tangent data stored in this target
  89616. * @returns a FloatArray containing the tangent data (or null if not present)
  89617. */
  89618. getTangents(): Nullable<FloatArray>;
  89619. /**
  89620. * Affects texture coordinates data to this target
  89621. * @param data defines the texture coordinates data to use
  89622. */
  89623. setUVs(data: Nullable<FloatArray>): void;
  89624. /**
  89625. * Gets the texture coordinates data stored in this target
  89626. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  89627. */
  89628. getUVs(): Nullable<FloatArray>;
  89629. /**
  89630. * Serializes the current target into a Serialization object
  89631. * @returns the serialized object
  89632. */
  89633. serialize(): any;
  89634. /**
  89635. * Returns the string "MorphTarget"
  89636. * @returns "MorphTarget"
  89637. */
  89638. getClassName(): string;
  89639. /**
  89640. * Creates a new target from serialized data
  89641. * @param serializationObject defines the serialized data to use
  89642. * @returns a new MorphTarget
  89643. */
  89644. static Parse(serializationObject: any): MorphTarget;
  89645. /**
  89646. * Creates a MorphTarget from mesh data
  89647. * @param mesh defines the source mesh
  89648. * @param name defines the name to use for the new target
  89649. * @param influence defines the influence to attach to the target
  89650. * @returns a new MorphTarget
  89651. */
  89652. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  89653. }
  89654. }
  89655. declare module BABYLON {
  89656. /**
  89657. * This class is used to deform meshes using morphing between different targets
  89658. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89659. */
  89660. export class MorphTargetManager {
  89661. private _targets;
  89662. private _targetInfluenceChangedObservers;
  89663. private _targetDataLayoutChangedObservers;
  89664. private _activeTargets;
  89665. private _scene;
  89666. private _influences;
  89667. private _supportsNormals;
  89668. private _supportsTangents;
  89669. private _supportsUVs;
  89670. private _vertexCount;
  89671. private _uniqueId;
  89672. private _tempInfluences;
  89673. /**
  89674. * Gets or sets a boolean indicating if normals must be morphed
  89675. */
  89676. enableNormalMorphing: boolean;
  89677. /**
  89678. * Gets or sets a boolean indicating if tangents must be morphed
  89679. */
  89680. enableTangentMorphing: boolean;
  89681. /**
  89682. * Gets or sets a boolean indicating if UV must be morphed
  89683. */
  89684. enableUVMorphing: boolean;
  89685. /**
  89686. * Creates a new MorphTargetManager
  89687. * @param scene defines the current scene
  89688. */
  89689. constructor(scene?: Nullable<Scene>);
  89690. /**
  89691. * Gets the unique ID of this manager
  89692. */
  89693. readonly uniqueId: number;
  89694. /**
  89695. * Gets the number of vertices handled by this manager
  89696. */
  89697. readonly vertexCount: number;
  89698. /**
  89699. * Gets a boolean indicating if this manager supports morphing of normals
  89700. */
  89701. readonly supportsNormals: boolean;
  89702. /**
  89703. * Gets a boolean indicating if this manager supports morphing of tangents
  89704. */
  89705. readonly supportsTangents: boolean;
  89706. /**
  89707. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  89708. */
  89709. readonly supportsUVs: boolean;
  89710. /**
  89711. * Gets the number of targets stored in this manager
  89712. */
  89713. readonly numTargets: number;
  89714. /**
  89715. * Gets the number of influencers (ie. the number of targets with influences > 0)
  89716. */
  89717. readonly numInfluencers: number;
  89718. /**
  89719. * Gets the list of influences (one per target)
  89720. */
  89721. readonly influences: Float32Array;
  89722. /**
  89723. * Gets the active target at specified index. An active target is a target with an influence > 0
  89724. * @param index defines the index to check
  89725. * @returns the requested target
  89726. */
  89727. getActiveTarget(index: number): MorphTarget;
  89728. /**
  89729. * Gets the target at specified index
  89730. * @param index defines the index to check
  89731. * @returns the requested target
  89732. */
  89733. getTarget(index: number): MorphTarget;
  89734. /**
  89735. * Add a new target to this manager
  89736. * @param target defines the target to add
  89737. */
  89738. addTarget(target: MorphTarget): void;
  89739. /**
  89740. * Removes a target from the manager
  89741. * @param target defines the target to remove
  89742. */
  89743. removeTarget(target: MorphTarget): void;
  89744. /**
  89745. * Serializes the current manager into a Serialization object
  89746. * @returns the serialized object
  89747. */
  89748. serialize(): any;
  89749. private _syncActiveTargets;
  89750. /**
  89751. * Syncrhonize the targets with all the meshes using this morph target manager
  89752. */
  89753. synchronize(): void;
  89754. /**
  89755. * Creates a new MorphTargetManager from serialized data
  89756. * @param serializationObject defines the serialized data
  89757. * @param scene defines the hosting scene
  89758. * @returns the new MorphTargetManager
  89759. */
  89760. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  89761. }
  89762. }
  89763. declare module BABYLON {
  89764. /**
  89765. * Class used to represent a specific level of detail of a mesh
  89766. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  89767. */
  89768. export class MeshLODLevel {
  89769. /** Defines the distance where this level should start being displayed */
  89770. distance: number;
  89771. /** Defines the mesh to use to render this level */
  89772. mesh: Nullable<Mesh>;
  89773. /**
  89774. * Creates a new LOD level
  89775. * @param distance defines the distance where this level should star being displayed
  89776. * @param mesh defines the mesh to use to render this level
  89777. */
  89778. constructor(
  89779. /** Defines the distance where this level should start being displayed */
  89780. distance: number,
  89781. /** Defines the mesh to use to render this level */
  89782. mesh: Nullable<Mesh>);
  89783. }
  89784. }
  89785. declare module BABYLON {
  89786. /**
  89787. * Mesh representing the gorund
  89788. */
  89789. export class GroundMesh extends Mesh {
  89790. /** If octree should be generated */
  89791. generateOctree: boolean;
  89792. private _heightQuads;
  89793. /** @hidden */
  89794. _subdivisionsX: number;
  89795. /** @hidden */
  89796. _subdivisionsY: number;
  89797. /** @hidden */
  89798. _width: number;
  89799. /** @hidden */
  89800. _height: number;
  89801. /** @hidden */
  89802. _minX: number;
  89803. /** @hidden */
  89804. _maxX: number;
  89805. /** @hidden */
  89806. _minZ: number;
  89807. /** @hidden */
  89808. _maxZ: number;
  89809. constructor(name: string, scene: Scene);
  89810. /**
  89811. * "GroundMesh"
  89812. * @returns "GroundMesh"
  89813. */
  89814. getClassName(): string;
  89815. /**
  89816. * The minimum of x and y subdivisions
  89817. */
  89818. readonly subdivisions: number;
  89819. /**
  89820. * X subdivisions
  89821. */
  89822. readonly subdivisionsX: number;
  89823. /**
  89824. * Y subdivisions
  89825. */
  89826. readonly subdivisionsY: number;
  89827. /**
  89828. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  89829. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  89830. * @param chunksCount the number of subdivisions for x and y
  89831. * @param octreeBlocksSize (Default: 32)
  89832. */
  89833. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  89834. /**
  89835. * Returns a height (y) value in the Worl system :
  89836. * the ground altitude at the coordinates (x, z) expressed in the World system.
  89837. * @param x x coordinate
  89838. * @param z z coordinate
  89839. * @returns the ground y position if (x, z) are outside the ground surface.
  89840. */
  89841. getHeightAtCoordinates(x: number, z: number): number;
  89842. /**
  89843. * Returns a normalized vector (Vector3) orthogonal to the ground
  89844. * at the ground coordinates (x, z) expressed in the World system.
  89845. * @param x x coordinate
  89846. * @param z z coordinate
  89847. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  89848. */
  89849. getNormalAtCoordinates(x: number, z: number): Vector3;
  89850. /**
  89851. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  89852. * at the ground coordinates (x, z) expressed in the World system.
  89853. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  89854. * @param x x coordinate
  89855. * @param z z coordinate
  89856. * @param ref vector to store the result
  89857. * @returns the GroundMesh.
  89858. */
  89859. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  89860. /**
  89861. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  89862. * if the ground has been updated.
  89863. * This can be used in the render loop.
  89864. * @returns the GroundMesh.
  89865. */
  89866. updateCoordinateHeights(): GroundMesh;
  89867. private _getFacetAt;
  89868. private _initHeightQuads;
  89869. private _computeHeightQuads;
  89870. /**
  89871. * Serializes this ground mesh
  89872. * @param serializationObject object to write serialization to
  89873. */
  89874. serialize(serializationObject: any): void;
  89875. /**
  89876. * Parses a serialized ground mesh
  89877. * @param parsedMesh the serialized mesh
  89878. * @param scene the scene to create the ground mesh in
  89879. * @returns the created ground mesh
  89880. */
  89881. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  89882. }
  89883. }
  89884. declare module BABYLON {
  89885. /**
  89886. * Interface for Physics-Joint data
  89887. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  89888. */
  89889. export interface PhysicsJointData {
  89890. /**
  89891. * The main pivot of the joint
  89892. */
  89893. mainPivot?: Vector3;
  89894. /**
  89895. * The connected pivot of the joint
  89896. */
  89897. connectedPivot?: Vector3;
  89898. /**
  89899. * The main axis of the joint
  89900. */
  89901. mainAxis?: Vector3;
  89902. /**
  89903. * The connected axis of the joint
  89904. */
  89905. connectedAxis?: Vector3;
  89906. /**
  89907. * The collision of the joint
  89908. */
  89909. collision?: boolean;
  89910. /**
  89911. * Native Oimo/Cannon/Energy data
  89912. */
  89913. nativeParams?: any;
  89914. }
  89915. /**
  89916. * This is a holder class for the physics joint created by the physics plugin
  89917. * It holds a set of functions to control the underlying joint
  89918. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  89919. */
  89920. export class PhysicsJoint {
  89921. /**
  89922. * The type of the physics joint
  89923. */
  89924. type: number;
  89925. /**
  89926. * The data for the physics joint
  89927. */
  89928. jointData: PhysicsJointData;
  89929. private _physicsJoint;
  89930. protected _physicsPlugin: IPhysicsEnginePlugin;
  89931. /**
  89932. * Initializes the physics joint
  89933. * @param type The type of the physics joint
  89934. * @param jointData The data for the physics joint
  89935. */
  89936. constructor(
  89937. /**
  89938. * The type of the physics joint
  89939. */
  89940. type: number,
  89941. /**
  89942. * The data for the physics joint
  89943. */
  89944. jointData: PhysicsJointData);
  89945. /**
  89946. * Gets the physics joint
  89947. */
  89948. /**
  89949. * Sets the physics joint
  89950. */
  89951. physicsJoint: any;
  89952. /**
  89953. * Sets the physics plugin
  89954. */
  89955. physicsPlugin: IPhysicsEnginePlugin;
  89956. /**
  89957. * Execute a function that is physics-plugin specific.
  89958. * @param {Function} func the function that will be executed.
  89959. * It accepts two parameters: the physics world and the physics joint
  89960. */
  89961. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  89962. /**
  89963. * Distance-Joint type
  89964. */
  89965. static DistanceJoint: number;
  89966. /**
  89967. * Hinge-Joint type
  89968. */
  89969. static HingeJoint: number;
  89970. /**
  89971. * Ball-and-Socket joint type
  89972. */
  89973. static BallAndSocketJoint: number;
  89974. /**
  89975. * Wheel-Joint type
  89976. */
  89977. static WheelJoint: number;
  89978. /**
  89979. * Slider-Joint type
  89980. */
  89981. static SliderJoint: number;
  89982. /**
  89983. * Prismatic-Joint type
  89984. */
  89985. static PrismaticJoint: number;
  89986. /**
  89987. * Universal-Joint type
  89988. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  89989. */
  89990. static UniversalJoint: number;
  89991. /**
  89992. * Hinge-Joint 2 type
  89993. */
  89994. static Hinge2Joint: number;
  89995. /**
  89996. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  89997. */
  89998. static PointToPointJoint: number;
  89999. /**
  90000. * Spring-Joint type
  90001. */
  90002. static SpringJoint: number;
  90003. /**
  90004. * Lock-Joint type
  90005. */
  90006. static LockJoint: number;
  90007. }
  90008. /**
  90009. * A class representing a physics distance joint
  90010. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90011. */
  90012. export class DistanceJoint extends PhysicsJoint {
  90013. /**
  90014. *
  90015. * @param jointData The data for the Distance-Joint
  90016. */
  90017. constructor(jointData: DistanceJointData);
  90018. /**
  90019. * Update the predefined distance.
  90020. * @param maxDistance The maximum preferred distance
  90021. * @param minDistance The minimum preferred distance
  90022. */
  90023. updateDistance(maxDistance: number, minDistance?: number): void;
  90024. }
  90025. /**
  90026. * Represents a Motor-Enabled Joint
  90027. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90028. */
  90029. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  90030. /**
  90031. * Initializes the Motor-Enabled Joint
  90032. * @param type The type of the joint
  90033. * @param jointData The physica joint data for the joint
  90034. */
  90035. constructor(type: number, jointData: PhysicsJointData);
  90036. /**
  90037. * Set the motor values.
  90038. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90039. * @param force the force to apply
  90040. * @param maxForce max force for this motor.
  90041. */
  90042. setMotor(force?: number, maxForce?: number): void;
  90043. /**
  90044. * Set the motor's limits.
  90045. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90046. * @param upperLimit The upper limit of the motor
  90047. * @param lowerLimit The lower limit of the motor
  90048. */
  90049. setLimit(upperLimit: number, lowerLimit?: number): void;
  90050. }
  90051. /**
  90052. * This class represents a single physics Hinge-Joint
  90053. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90054. */
  90055. export class HingeJoint extends MotorEnabledJoint {
  90056. /**
  90057. * Initializes the Hinge-Joint
  90058. * @param jointData The joint data for the Hinge-Joint
  90059. */
  90060. constructor(jointData: PhysicsJointData);
  90061. /**
  90062. * Set the motor values.
  90063. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90064. * @param {number} force the force to apply
  90065. * @param {number} maxForce max force for this motor.
  90066. */
  90067. setMotor(force?: number, maxForce?: number): void;
  90068. /**
  90069. * Set the motor's limits.
  90070. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90071. * @param upperLimit The upper limit of the motor
  90072. * @param lowerLimit The lower limit of the motor
  90073. */
  90074. setLimit(upperLimit: number, lowerLimit?: number): void;
  90075. }
  90076. /**
  90077. * This class represents a dual hinge physics joint (same as wheel joint)
  90078. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90079. */
  90080. export class Hinge2Joint extends MotorEnabledJoint {
  90081. /**
  90082. * Initializes the Hinge2-Joint
  90083. * @param jointData The joint data for the Hinge2-Joint
  90084. */
  90085. constructor(jointData: PhysicsJointData);
  90086. /**
  90087. * Set the motor values.
  90088. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90089. * @param {number} targetSpeed the speed the motor is to reach
  90090. * @param {number} maxForce max force for this motor.
  90091. * @param {motorIndex} the motor's index, 0 or 1.
  90092. */
  90093. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90094. /**
  90095. * Set the motor limits.
  90096. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90097. * @param {number} upperLimit the upper limit
  90098. * @param {number} lowerLimit lower limit
  90099. * @param {motorIndex} the motor's index, 0 or 1.
  90100. */
  90101. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90102. }
  90103. /**
  90104. * Interface for a motor enabled joint
  90105. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90106. */
  90107. export interface IMotorEnabledJoint {
  90108. /**
  90109. * Physics joint
  90110. */
  90111. physicsJoint: any;
  90112. /**
  90113. * Sets the motor of the motor-enabled joint
  90114. * @param force The force of the motor
  90115. * @param maxForce The maximum force of the motor
  90116. * @param motorIndex The index of the motor
  90117. */
  90118. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90119. /**
  90120. * Sets the limit of the motor
  90121. * @param upperLimit The upper limit of the motor
  90122. * @param lowerLimit The lower limit of the motor
  90123. * @param motorIndex The index of the motor
  90124. */
  90125. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90126. }
  90127. /**
  90128. * Joint data for a Distance-Joint
  90129. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90130. */
  90131. export interface DistanceJointData extends PhysicsJointData {
  90132. /**
  90133. * Max distance the 2 joint objects can be apart
  90134. */
  90135. maxDistance: number;
  90136. }
  90137. /**
  90138. * Joint data from a spring joint
  90139. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90140. */
  90141. export interface SpringJointData extends PhysicsJointData {
  90142. /**
  90143. * Length of the spring
  90144. */
  90145. length: number;
  90146. /**
  90147. * Stiffness of the spring
  90148. */
  90149. stiffness: number;
  90150. /**
  90151. * Damping of the spring
  90152. */
  90153. damping: number;
  90154. /** this callback will be called when applying the force to the impostors. */
  90155. forceApplicationCallback: () => void;
  90156. }
  90157. }
  90158. declare module BABYLON {
  90159. /**
  90160. * Holds the data for the raycast result
  90161. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90162. */
  90163. export class PhysicsRaycastResult {
  90164. private _hasHit;
  90165. private _hitDistance;
  90166. private _hitNormalWorld;
  90167. private _hitPointWorld;
  90168. private _rayFromWorld;
  90169. private _rayToWorld;
  90170. /**
  90171. * Gets if there was a hit
  90172. */
  90173. readonly hasHit: boolean;
  90174. /**
  90175. * Gets the distance from the hit
  90176. */
  90177. readonly hitDistance: number;
  90178. /**
  90179. * Gets the hit normal/direction in the world
  90180. */
  90181. readonly hitNormalWorld: Vector3;
  90182. /**
  90183. * Gets the hit point in the world
  90184. */
  90185. readonly hitPointWorld: Vector3;
  90186. /**
  90187. * Gets the ray "start point" of the ray in the world
  90188. */
  90189. readonly rayFromWorld: Vector3;
  90190. /**
  90191. * Gets the ray "end point" of the ray in the world
  90192. */
  90193. readonly rayToWorld: Vector3;
  90194. /**
  90195. * Sets the hit data (normal & point in world space)
  90196. * @param hitNormalWorld defines the normal in world space
  90197. * @param hitPointWorld defines the point in world space
  90198. */
  90199. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90200. /**
  90201. * Sets the distance from the start point to the hit point
  90202. * @param distance
  90203. */
  90204. setHitDistance(distance: number): void;
  90205. /**
  90206. * Calculates the distance manually
  90207. */
  90208. calculateHitDistance(): void;
  90209. /**
  90210. * Resets all the values to default
  90211. * @param from The from point on world space
  90212. * @param to The to point on world space
  90213. */
  90214. reset(from?: Vector3, to?: Vector3): void;
  90215. }
  90216. /**
  90217. * Interface for the size containing width and height
  90218. */
  90219. interface IXYZ {
  90220. /**
  90221. * X
  90222. */
  90223. x: number;
  90224. /**
  90225. * Y
  90226. */
  90227. y: number;
  90228. /**
  90229. * Z
  90230. */
  90231. z: number;
  90232. }
  90233. }
  90234. declare module BABYLON {
  90235. /**
  90236. * Interface used to describe a physics joint
  90237. */
  90238. export interface PhysicsImpostorJoint {
  90239. /** Defines the main impostor to which the joint is linked */
  90240. mainImpostor: PhysicsImpostor;
  90241. /** Defines the impostor that is connected to the main impostor using this joint */
  90242. connectedImpostor: PhysicsImpostor;
  90243. /** Defines the joint itself */
  90244. joint: PhysicsJoint;
  90245. }
  90246. /** @hidden */
  90247. export interface IPhysicsEnginePlugin {
  90248. world: any;
  90249. name: string;
  90250. setGravity(gravity: Vector3): void;
  90251. setTimeStep(timeStep: number): void;
  90252. getTimeStep(): number;
  90253. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90254. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90255. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90256. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90257. removePhysicsBody(impostor: PhysicsImpostor): void;
  90258. generateJoint(joint: PhysicsImpostorJoint): void;
  90259. removeJoint(joint: PhysicsImpostorJoint): void;
  90260. isSupported(): boolean;
  90261. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90262. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90263. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90264. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90265. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90266. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90267. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90268. getBodyMass(impostor: PhysicsImpostor): number;
  90269. getBodyFriction(impostor: PhysicsImpostor): number;
  90270. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90271. getBodyRestitution(impostor: PhysicsImpostor): number;
  90272. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90273. getBodyPressure?(impostor: PhysicsImpostor): number;
  90274. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90275. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90276. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90277. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90278. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90279. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90280. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90281. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90282. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90283. sleepBody(impostor: PhysicsImpostor): void;
  90284. wakeUpBody(impostor: PhysicsImpostor): void;
  90285. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90286. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90287. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90288. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90289. getRadius(impostor: PhysicsImpostor): number;
  90290. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90291. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90292. dispose(): void;
  90293. }
  90294. /**
  90295. * Interface used to define a physics engine
  90296. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90297. */
  90298. export interface IPhysicsEngine {
  90299. /**
  90300. * Gets the gravity vector used by the simulation
  90301. */
  90302. gravity: Vector3;
  90303. /**
  90304. * Sets the gravity vector used by the simulation
  90305. * @param gravity defines the gravity vector to use
  90306. */
  90307. setGravity(gravity: Vector3): void;
  90308. /**
  90309. * Set the time step of the physics engine.
  90310. * Default is 1/60.
  90311. * To slow it down, enter 1/600 for example.
  90312. * To speed it up, 1/30
  90313. * @param newTimeStep the new timestep to apply to this world.
  90314. */
  90315. setTimeStep(newTimeStep: number): void;
  90316. /**
  90317. * Get the time step of the physics engine.
  90318. * @returns the current time step
  90319. */
  90320. getTimeStep(): number;
  90321. /**
  90322. * Release all resources
  90323. */
  90324. dispose(): void;
  90325. /**
  90326. * Gets the name of the current physics plugin
  90327. * @returns the name of the plugin
  90328. */
  90329. getPhysicsPluginName(): string;
  90330. /**
  90331. * Adding a new impostor for the impostor tracking.
  90332. * This will be done by the impostor itself.
  90333. * @param impostor the impostor to add
  90334. */
  90335. addImpostor(impostor: PhysicsImpostor): void;
  90336. /**
  90337. * Remove an impostor from the engine.
  90338. * This impostor and its mesh will not longer be updated by the physics engine.
  90339. * @param impostor the impostor to remove
  90340. */
  90341. removeImpostor(impostor: PhysicsImpostor): void;
  90342. /**
  90343. * Add a joint to the physics engine
  90344. * @param mainImpostor defines the main impostor to which the joint is added.
  90345. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  90346. * @param joint defines the joint that will connect both impostors.
  90347. */
  90348. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90349. /**
  90350. * Removes a joint from the simulation
  90351. * @param mainImpostor defines the impostor used with the joint
  90352. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  90353. * @param joint defines the joint to remove
  90354. */
  90355. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90356. /**
  90357. * Gets the current plugin used to run the simulation
  90358. * @returns current plugin
  90359. */
  90360. getPhysicsPlugin(): IPhysicsEnginePlugin;
  90361. /**
  90362. * Gets the list of physic impostors
  90363. * @returns an array of PhysicsImpostor
  90364. */
  90365. getImpostors(): Array<PhysicsImpostor>;
  90366. /**
  90367. * Gets the impostor for a physics enabled object
  90368. * @param object defines the object impersonated by the impostor
  90369. * @returns the PhysicsImpostor or null if not found
  90370. */
  90371. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90372. /**
  90373. * Gets the impostor for a physics body object
  90374. * @param body defines physics body used by the impostor
  90375. * @returns the PhysicsImpostor or null if not found
  90376. */
  90377. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  90378. /**
  90379. * Does a raycast in the physics world
  90380. * @param from when should the ray start?
  90381. * @param to when should the ray end?
  90382. * @returns PhysicsRaycastResult
  90383. */
  90384. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90385. /**
  90386. * Called by the scene. No need to call it.
  90387. * @param delta defines the timespam between frames
  90388. */
  90389. _step(delta: number): void;
  90390. }
  90391. }
  90392. declare module BABYLON {
  90393. /**
  90394. * The interface for the physics imposter parameters
  90395. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90396. */
  90397. export interface PhysicsImpostorParameters {
  90398. /**
  90399. * The mass of the physics imposter
  90400. */
  90401. mass: number;
  90402. /**
  90403. * The friction of the physics imposter
  90404. */
  90405. friction?: number;
  90406. /**
  90407. * The coefficient of restitution of the physics imposter
  90408. */
  90409. restitution?: number;
  90410. /**
  90411. * The native options of the physics imposter
  90412. */
  90413. nativeOptions?: any;
  90414. /**
  90415. * Specifies if the parent should be ignored
  90416. */
  90417. ignoreParent?: boolean;
  90418. /**
  90419. * Specifies if bi-directional transformations should be disabled
  90420. */
  90421. disableBidirectionalTransformation?: boolean;
  90422. /**
  90423. * The pressure inside the physics imposter, soft object only
  90424. */
  90425. pressure?: number;
  90426. /**
  90427. * The stiffness the physics imposter, soft object only
  90428. */
  90429. stiffness?: number;
  90430. /**
  90431. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  90432. */
  90433. velocityIterations?: number;
  90434. /**
  90435. * The number of iterations used in maintaining consistent vertex positions, soft object only
  90436. */
  90437. positionIterations?: number;
  90438. /**
  90439. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  90440. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  90441. * Add to fix multiple points
  90442. */
  90443. fixedPoints?: number;
  90444. /**
  90445. * The collision margin around a soft object
  90446. */
  90447. margin?: number;
  90448. /**
  90449. * The collision margin around a soft object
  90450. */
  90451. damping?: number;
  90452. /**
  90453. * The path for a rope based on an extrusion
  90454. */
  90455. path?: any;
  90456. /**
  90457. * The shape of an extrusion used for a rope based on an extrusion
  90458. */
  90459. shape?: any;
  90460. }
  90461. /**
  90462. * Interface for a physics-enabled object
  90463. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90464. */
  90465. export interface IPhysicsEnabledObject {
  90466. /**
  90467. * The position of the physics-enabled object
  90468. */
  90469. position: Vector3;
  90470. /**
  90471. * The rotation of the physics-enabled object
  90472. */
  90473. rotationQuaternion: Nullable<Quaternion>;
  90474. /**
  90475. * The scale of the physics-enabled object
  90476. */
  90477. scaling: Vector3;
  90478. /**
  90479. * The rotation of the physics-enabled object
  90480. */
  90481. rotation?: Vector3;
  90482. /**
  90483. * The parent of the physics-enabled object
  90484. */
  90485. parent?: any;
  90486. /**
  90487. * The bounding info of the physics-enabled object
  90488. * @returns The bounding info of the physics-enabled object
  90489. */
  90490. getBoundingInfo(): BoundingInfo;
  90491. /**
  90492. * Computes the world matrix
  90493. * @param force Specifies if the world matrix should be computed by force
  90494. * @returns A world matrix
  90495. */
  90496. computeWorldMatrix(force: boolean): Matrix;
  90497. /**
  90498. * Gets the world matrix
  90499. * @returns A world matrix
  90500. */
  90501. getWorldMatrix?(): Matrix;
  90502. /**
  90503. * Gets the child meshes
  90504. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  90505. * @returns An array of abstract meshes
  90506. */
  90507. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  90508. /**
  90509. * Gets the vertex data
  90510. * @param kind The type of vertex data
  90511. * @returns A nullable array of numbers, or a float32 array
  90512. */
  90513. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  90514. /**
  90515. * Gets the indices from the mesh
  90516. * @returns A nullable array of index arrays
  90517. */
  90518. getIndices?(): Nullable<IndicesArray>;
  90519. /**
  90520. * Gets the scene from the mesh
  90521. * @returns the indices array or null
  90522. */
  90523. getScene?(): Scene;
  90524. /**
  90525. * Gets the absolute position from the mesh
  90526. * @returns the absolute position
  90527. */
  90528. getAbsolutePosition(): Vector3;
  90529. /**
  90530. * Gets the absolute pivot point from the mesh
  90531. * @returns the absolute pivot point
  90532. */
  90533. getAbsolutePivotPoint(): Vector3;
  90534. /**
  90535. * Rotates the mesh
  90536. * @param axis The axis of rotation
  90537. * @param amount The amount of rotation
  90538. * @param space The space of the rotation
  90539. * @returns The rotation transform node
  90540. */
  90541. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  90542. /**
  90543. * Translates the mesh
  90544. * @param axis The axis of translation
  90545. * @param distance The distance of translation
  90546. * @param space The space of the translation
  90547. * @returns The transform node
  90548. */
  90549. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  90550. /**
  90551. * Sets the absolute position of the mesh
  90552. * @param absolutePosition The absolute position of the mesh
  90553. * @returns The transform node
  90554. */
  90555. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  90556. /**
  90557. * Gets the class name of the mesh
  90558. * @returns The class name
  90559. */
  90560. getClassName(): string;
  90561. }
  90562. /**
  90563. * Represents a physics imposter
  90564. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90565. */
  90566. export class PhysicsImpostor {
  90567. /**
  90568. * The physics-enabled object used as the physics imposter
  90569. */
  90570. object: IPhysicsEnabledObject;
  90571. /**
  90572. * The type of the physics imposter
  90573. */
  90574. type: number;
  90575. private _options;
  90576. private _scene?;
  90577. /**
  90578. * The default object size of the imposter
  90579. */
  90580. static DEFAULT_OBJECT_SIZE: Vector3;
  90581. /**
  90582. * The identity quaternion of the imposter
  90583. */
  90584. static IDENTITY_QUATERNION: Quaternion;
  90585. /** @hidden */
  90586. _pluginData: any;
  90587. private _physicsEngine;
  90588. private _physicsBody;
  90589. private _bodyUpdateRequired;
  90590. private _onBeforePhysicsStepCallbacks;
  90591. private _onAfterPhysicsStepCallbacks;
  90592. /** @hidden */
  90593. _onPhysicsCollideCallbacks: Array<{
  90594. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  90595. otherImpostors: Array<PhysicsImpostor>;
  90596. }>;
  90597. private _deltaPosition;
  90598. private _deltaRotation;
  90599. private _deltaRotationConjugated;
  90600. /** @hidden */
  90601. _isFromLine: boolean;
  90602. private _parent;
  90603. private _isDisposed;
  90604. private static _tmpVecs;
  90605. private static _tmpQuat;
  90606. /**
  90607. * Specifies if the physics imposter is disposed
  90608. */
  90609. readonly isDisposed: boolean;
  90610. /**
  90611. * Gets the mass of the physics imposter
  90612. */
  90613. mass: number;
  90614. /**
  90615. * Gets the coefficient of friction
  90616. */
  90617. /**
  90618. * Sets the coefficient of friction
  90619. */
  90620. friction: number;
  90621. /**
  90622. * Gets the coefficient of restitution
  90623. */
  90624. /**
  90625. * Sets the coefficient of restitution
  90626. */
  90627. restitution: number;
  90628. /**
  90629. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  90630. */
  90631. /**
  90632. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  90633. */
  90634. pressure: number;
  90635. /**
  90636. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90637. */
  90638. /**
  90639. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90640. */
  90641. stiffness: number;
  90642. /**
  90643. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90644. */
  90645. /**
  90646. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90647. */
  90648. velocityIterations: number;
  90649. /**
  90650. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90651. */
  90652. /**
  90653. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90654. */
  90655. positionIterations: number;
  90656. /**
  90657. * The unique id of the physics imposter
  90658. * set by the physics engine when adding this impostor to the array
  90659. */
  90660. uniqueId: number;
  90661. /**
  90662. * @hidden
  90663. */
  90664. soft: boolean;
  90665. /**
  90666. * @hidden
  90667. */
  90668. segments: number;
  90669. private _joints;
  90670. /**
  90671. * Initializes the physics imposter
  90672. * @param object The physics-enabled object used as the physics imposter
  90673. * @param type The type of the physics imposter
  90674. * @param _options The options for the physics imposter
  90675. * @param _scene The Babylon scene
  90676. */
  90677. constructor(
  90678. /**
  90679. * The physics-enabled object used as the physics imposter
  90680. */
  90681. object: IPhysicsEnabledObject,
  90682. /**
  90683. * The type of the physics imposter
  90684. */
  90685. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  90686. /**
  90687. * This function will completly initialize this impostor.
  90688. * It will create a new body - but only if this mesh has no parent.
  90689. * If it has, this impostor will not be used other than to define the impostor
  90690. * of the child mesh.
  90691. * @hidden
  90692. */
  90693. _init(): void;
  90694. private _getPhysicsParent;
  90695. /**
  90696. * Should a new body be generated.
  90697. * @returns boolean specifying if body initialization is required
  90698. */
  90699. isBodyInitRequired(): boolean;
  90700. /**
  90701. * Sets the updated scaling
  90702. * @param updated Specifies if the scaling is updated
  90703. */
  90704. setScalingUpdated(): void;
  90705. /**
  90706. * Force a regeneration of this or the parent's impostor's body.
  90707. * Use under cautious - This will remove all joints already implemented.
  90708. */
  90709. forceUpdate(): void;
  90710. /**
  90711. * Gets the body that holds this impostor. Either its own, or its parent.
  90712. */
  90713. /**
  90714. * Set the physics body. Used mainly by the physics engine/plugin
  90715. */
  90716. physicsBody: any;
  90717. /**
  90718. * Get the parent of the physics imposter
  90719. * @returns Physics imposter or null
  90720. */
  90721. /**
  90722. * Sets the parent of the physics imposter
  90723. */
  90724. parent: Nullable<PhysicsImpostor>;
  90725. /**
  90726. * Resets the update flags
  90727. */
  90728. resetUpdateFlags(): void;
  90729. /**
  90730. * Gets the object extend size
  90731. * @returns the object extend size
  90732. */
  90733. getObjectExtendSize(): Vector3;
  90734. /**
  90735. * Gets the object center
  90736. * @returns The object center
  90737. */
  90738. getObjectCenter(): Vector3;
  90739. /**
  90740. * Get a specific parametes from the options parameter
  90741. * @param paramName The object parameter name
  90742. * @returns The object parameter
  90743. */
  90744. getParam(paramName: string): any;
  90745. /**
  90746. * Sets a specific parameter in the options given to the physics plugin
  90747. * @param paramName The parameter name
  90748. * @param value The value of the parameter
  90749. */
  90750. setParam(paramName: string, value: number): void;
  90751. /**
  90752. * Specifically change the body's mass option. Won't recreate the physics body object
  90753. * @param mass The mass of the physics imposter
  90754. */
  90755. setMass(mass: number): void;
  90756. /**
  90757. * Gets the linear velocity
  90758. * @returns linear velocity or null
  90759. */
  90760. getLinearVelocity(): Nullable<Vector3>;
  90761. /**
  90762. * Sets the linear velocity
  90763. * @param velocity linear velocity or null
  90764. */
  90765. setLinearVelocity(velocity: Nullable<Vector3>): void;
  90766. /**
  90767. * Gets the angular velocity
  90768. * @returns angular velocity or null
  90769. */
  90770. getAngularVelocity(): Nullable<Vector3>;
  90771. /**
  90772. * Sets the angular velocity
  90773. * @param velocity The velocity or null
  90774. */
  90775. setAngularVelocity(velocity: Nullable<Vector3>): void;
  90776. /**
  90777. * Execute a function with the physics plugin native code
  90778. * Provide a function the will have two variables - the world object and the physics body object
  90779. * @param func The function to execute with the physics plugin native code
  90780. */
  90781. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  90782. /**
  90783. * Register a function that will be executed before the physics world is stepping forward
  90784. * @param func The function to execute before the physics world is stepped forward
  90785. */
  90786. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90787. /**
  90788. * Unregister a function that will be executed before the physics world is stepping forward
  90789. * @param func The function to execute before the physics world is stepped forward
  90790. */
  90791. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90792. /**
  90793. * Register a function that will be executed after the physics step
  90794. * @param func The function to execute after physics step
  90795. */
  90796. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90797. /**
  90798. * Unregisters a function that will be executed after the physics step
  90799. * @param func The function to execute after physics step
  90800. */
  90801. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90802. /**
  90803. * register a function that will be executed when this impostor collides against a different body
  90804. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  90805. * @param func Callback that is executed on collision
  90806. */
  90807. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  90808. /**
  90809. * Unregisters the physics imposter on contact
  90810. * @param collideAgainst The physics object to collide against
  90811. * @param func Callback to execute on collision
  90812. */
  90813. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  90814. private _tmpQuat;
  90815. private _tmpQuat2;
  90816. /**
  90817. * Get the parent rotation
  90818. * @returns The parent rotation
  90819. */
  90820. getParentsRotation(): Quaternion;
  90821. /**
  90822. * this function is executed by the physics engine.
  90823. */
  90824. beforeStep: () => void;
  90825. /**
  90826. * this function is executed by the physics engine
  90827. */
  90828. afterStep: () => void;
  90829. /**
  90830. * Legacy collision detection event support
  90831. */
  90832. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  90833. /**
  90834. * event and body object due to cannon's event-based architecture.
  90835. */
  90836. onCollide: (e: {
  90837. body: any;
  90838. }) => void;
  90839. /**
  90840. * Apply a force
  90841. * @param force The force to apply
  90842. * @param contactPoint The contact point for the force
  90843. * @returns The physics imposter
  90844. */
  90845. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  90846. /**
  90847. * Apply an impulse
  90848. * @param force The impulse force
  90849. * @param contactPoint The contact point for the impulse force
  90850. * @returns The physics imposter
  90851. */
  90852. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  90853. /**
  90854. * A help function to create a joint
  90855. * @param otherImpostor A physics imposter used to create a joint
  90856. * @param jointType The type of joint
  90857. * @param jointData The data for the joint
  90858. * @returns The physics imposter
  90859. */
  90860. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  90861. /**
  90862. * Add a joint to this impostor with a different impostor
  90863. * @param otherImpostor A physics imposter used to add a joint
  90864. * @param joint The joint to add
  90865. * @returns The physics imposter
  90866. */
  90867. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  90868. /**
  90869. * Add an anchor to a cloth impostor
  90870. * @param otherImpostor rigid impostor to anchor to
  90871. * @param width ratio across width from 0 to 1
  90872. * @param height ratio up height from 0 to 1
  90873. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  90874. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  90875. * @returns impostor the soft imposter
  90876. */
  90877. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  90878. /**
  90879. * Add a hook to a rope impostor
  90880. * @param otherImpostor rigid impostor to anchor to
  90881. * @param length ratio across rope from 0 to 1
  90882. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  90883. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  90884. * @returns impostor the rope imposter
  90885. */
  90886. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  90887. /**
  90888. * Will keep this body still, in a sleep mode.
  90889. * @returns the physics imposter
  90890. */
  90891. sleep(): PhysicsImpostor;
  90892. /**
  90893. * Wake the body up.
  90894. * @returns The physics imposter
  90895. */
  90896. wakeUp(): PhysicsImpostor;
  90897. /**
  90898. * Clones the physics imposter
  90899. * @param newObject The physics imposter clones to this physics-enabled object
  90900. * @returns A nullable physics imposter
  90901. */
  90902. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90903. /**
  90904. * Disposes the physics imposter
  90905. */
  90906. dispose(): void;
  90907. /**
  90908. * Sets the delta position
  90909. * @param position The delta position amount
  90910. */
  90911. setDeltaPosition(position: Vector3): void;
  90912. /**
  90913. * Sets the delta rotation
  90914. * @param rotation The delta rotation amount
  90915. */
  90916. setDeltaRotation(rotation: Quaternion): void;
  90917. /**
  90918. * Gets the box size of the physics imposter and stores the result in the input parameter
  90919. * @param result Stores the box size
  90920. * @returns The physics imposter
  90921. */
  90922. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  90923. /**
  90924. * Gets the radius of the physics imposter
  90925. * @returns Radius of the physics imposter
  90926. */
  90927. getRadius(): number;
  90928. /**
  90929. * Sync a bone with this impostor
  90930. * @param bone The bone to sync to the impostor.
  90931. * @param boneMesh The mesh that the bone is influencing.
  90932. * @param jointPivot The pivot of the joint / bone in local space.
  90933. * @param distToJoint Optional distance from the impostor to the joint.
  90934. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  90935. */
  90936. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  90937. /**
  90938. * Sync impostor to a bone
  90939. * @param bone The bone that the impostor will be synced to.
  90940. * @param boneMesh The mesh that the bone is influencing.
  90941. * @param jointPivot The pivot of the joint / bone in local space.
  90942. * @param distToJoint Optional distance from the impostor to the joint.
  90943. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  90944. * @param boneAxis Optional vector3 axis the bone is aligned with
  90945. */
  90946. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  90947. /**
  90948. * No-Imposter type
  90949. */
  90950. static NoImpostor: number;
  90951. /**
  90952. * Sphere-Imposter type
  90953. */
  90954. static SphereImpostor: number;
  90955. /**
  90956. * Box-Imposter type
  90957. */
  90958. static BoxImpostor: number;
  90959. /**
  90960. * Plane-Imposter type
  90961. */
  90962. static PlaneImpostor: number;
  90963. /**
  90964. * Mesh-imposter type
  90965. */
  90966. static MeshImpostor: number;
  90967. /**
  90968. * Capsule-Impostor type (Ammo.js plugin only)
  90969. */
  90970. static CapsuleImpostor: number;
  90971. /**
  90972. * Cylinder-Imposter type
  90973. */
  90974. static CylinderImpostor: number;
  90975. /**
  90976. * Particle-Imposter type
  90977. */
  90978. static ParticleImpostor: number;
  90979. /**
  90980. * Heightmap-Imposter type
  90981. */
  90982. static HeightmapImpostor: number;
  90983. /**
  90984. * ConvexHull-Impostor type (Ammo.js plugin only)
  90985. */
  90986. static ConvexHullImpostor: number;
  90987. /**
  90988. * Rope-Imposter type
  90989. */
  90990. static RopeImpostor: number;
  90991. /**
  90992. * Cloth-Imposter type
  90993. */
  90994. static ClothImpostor: number;
  90995. /**
  90996. * Softbody-Imposter type
  90997. */
  90998. static SoftbodyImpostor: number;
  90999. }
  91000. }
  91001. declare module BABYLON {
  91002. /**
  91003. * @hidden
  91004. **/
  91005. export class _CreationDataStorage {
  91006. closePath?: boolean;
  91007. closeArray?: boolean;
  91008. idx: number[];
  91009. dashSize: number;
  91010. gapSize: number;
  91011. path3D: Path3D;
  91012. pathArray: Vector3[][];
  91013. arc: number;
  91014. radius: number;
  91015. cap: number;
  91016. tessellation: number;
  91017. }
  91018. /**
  91019. * @hidden
  91020. **/
  91021. class _InstanceDataStorage {
  91022. visibleInstances: any;
  91023. batchCache: _InstancesBatch;
  91024. instancesBufferSize: number;
  91025. instancesBuffer: Nullable<Buffer>;
  91026. instancesData: Float32Array;
  91027. overridenInstanceCount: number;
  91028. isFrozen: boolean;
  91029. previousBatch: Nullable<_InstancesBatch>;
  91030. hardwareInstancedRendering: boolean;
  91031. sideOrientation: number;
  91032. }
  91033. /**
  91034. * @hidden
  91035. **/
  91036. export class _InstancesBatch {
  91037. mustReturn: boolean;
  91038. visibleInstances: Nullable<InstancedMesh[]>[];
  91039. renderSelf: boolean[];
  91040. hardwareInstancedRendering: boolean[];
  91041. }
  91042. /**
  91043. * Class used to represent renderable models
  91044. */
  91045. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91046. /**
  91047. * Mesh side orientation : usually the external or front surface
  91048. */
  91049. static readonly FRONTSIDE: number;
  91050. /**
  91051. * Mesh side orientation : usually the internal or back surface
  91052. */
  91053. static readonly BACKSIDE: number;
  91054. /**
  91055. * Mesh side orientation : both internal and external or front and back surfaces
  91056. */
  91057. static readonly DOUBLESIDE: number;
  91058. /**
  91059. * Mesh side orientation : by default, `FRONTSIDE`
  91060. */
  91061. static readonly DEFAULTSIDE: number;
  91062. /**
  91063. * Mesh cap setting : no cap
  91064. */
  91065. static readonly NO_CAP: number;
  91066. /**
  91067. * Mesh cap setting : one cap at the beginning of the mesh
  91068. */
  91069. static readonly CAP_START: number;
  91070. /**
  91071. * Mesh cap setting : one cap at the end of the mesh
  91072. */
  91073. static readonly CAP_END: number;
  91074. /**
  91075. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91076. */
  91077. static readonly CAP_ALL: number;
  91078. /**
  91079. * Mesh pattern setting : no flip or rotate
  91080. */
  91081. static readonly NO_FLIP: number;
  91082. /**
  91083. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91084. */
  91085. static readonly FLIP_TILE: number;
  91086. /**
  91087. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91088. */
  91089. static readonly ROTATE_TILE: number;
  91090. /**
  91091. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91092. */
  91093. static readonly FLIP_ROW: number;
  91094. /**
  91095. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91096. */
  91097. static readonly ROTATE_ROW: number;
  91098. /**
  91099. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91100. */
  91101. static readonly FLIP_N_ROTATE_TILE: number;
  91102. /**
  91103. * Mesh pattern setting : rotate pattern and rotate
  91104. */
  91105. static readonly FLIP_N_ROTATE_ROW: number;
  91106. /**
  91107. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91108. */
  91109. static readonly CENTER: number;
  91110. /**
  91111. * Mesh tile positioning : part tiles on left
  91112. */
  91113. static readonly LEFT: number;
  91114. /**
  91115. * Mesh tile positioning : part tiles on right
  91116. */
  91117. static readonly RIGHT: number;
  91118. /**
  91119. * Mesh tile positioning : part tiles on top
  91120. */
  91121. static readonly TOP: number;
  91122. /**
  91123. * Mesh tile positioning : part tiles on bottom
  91124. */
  91125. static readonly BOTTOM: number;
  91126. /**
  91127. * Gets the default side orientation.
  91128. * @param orientation the orientation to value to attempt to get
  91129. * @returns the default orientation
  91130. * @hidden
  91131. */
  91132. static _GetDefaultSideOrientation(orientation?: number): number;
  91133. private _internalMeshDataInfo;
  91134. /**
  91135. * An event triggered before rendering the mesh
  91136. */
  91137. readonly onBeforeRenderObservable: Observable<Mesh>;
  91138. /**
  91139. * An event triggered before binding the mesh
  91140. */
  91141. readonly onBeforeBindObservable: Observable<Mesh>;
  91142. /**
  91143. * An event triggered after rendering the mesh
  91144. */
  91145. readonly onAfterRenderObservable: Observable<Mesh>;
  91146. /**
  91147. * An event triggered before drawing the mesh
  91148. */
  91149. readonly onBeforeDrawObservable: Observable<Mesh>;
  91150. private _onBeforeDrawObserver;
  91151. /**
  91152. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91153. */
  91154. onBeforeDraw: () => void;
  91155. readonly hasInstances: boolean;
  91156. /**
  91157. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91158. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91159. */
  91160. delayLoadState: number;
  91161. /**
  91162. * Gets the list of instances created from this mesh
  91163. * it is not supposed to be modified manually.
  91164. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91165. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91166. */
  91167. instances: InstancedMesh[];
  91168. /**
  91169. * Gets the file containing delay loading data for this mesh
  91170. */
  91171. delayLoadingFile: string;
  91172. /** @hidden */
  91173. _binaryInfo: any;
  91174. /**
  91175. * User defined function used to change how LOD level selection is done
  91176. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91177. */
  91178. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91179. /**
  91180. * Gets or sets the morph target manager
  91181. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91182. */
  91183. morphTargetManager: Nullable<MorphTargetManager>;
  91184. /** @hidden */
  91185. _creationDataStorage: Nullable<_CreationDataStorage>;
  91186. /** @hidden */
  91187. _geometry: Nullable<Geometry>;
  91188. /** @hidden */
  91189. _delayInfo: Array<string>;
  91190. /** @hidden */
  91191. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91192. /** @hidden */
  91193. _instanceDataStorage: _InstanceDataStorage;
  91194. private _effectiveMaterial;
  91195. /** @hidden */
  91196. _shouldGenerateFlatShading: boolean;
  91197. /** @hidden */
  91198. _originalBuilderSideOrientation: number;
  91199. /**
  91200. * Use this property to change the original side orientation defined at construction time
  91201. */
  91202. overrideMaterialSideOrientation: Nullable<number>;
  91203. /**
  91204. * Gets the source mesh (the one used to clone this one from)
  91205. */
  91206. readonly source: Nullable<Mesh>;
  91207. /**
  91208. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91209. */
  91210. isUnIndexed: boolean;
  91211. /**
  91212. * @constructor
  91213. * @param name The value used by scene.getMeshByName() to do a lookup.
  91214. * @param scene The scene to add this mesh to.
  91215. * @param parent The parent of this mesh, if it has one
  91216. * @param source An optional Mesh from which geometry is shared, cloned.
  91217. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91218. * When false, achieved by calling a clone(), also passing False.
  91219. * This will make creation of children, recursive.
  91220. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91221. */
  91222. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91223. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  91224. /**
  91225. * Gets the class name
  91226. * @returns the string "Mesh".
  91227. */
  91228. getClassName(): string;
  91229. /** @hidden */
  91230. readonly _isMesh: boolean;
  91231. /**
  91232. * Returns a description of this mesh
  91233. * @param fullDetails define if full details about this mesh must be used
  91234. * @returns a descriptive string representing this mesh
  91235. */
  91236. toString(fullDetails?: boolean): string;
  91237. /** @hidden */
  91238. _unBindEffect(): void;
  91239. /**
  91240. * Gets a boolean indicating if this mesh has LOD
  91241. */
  91242. readonly hasLODLevels: boolean;
  91243. /**
  91244. * Gets the list of MeshLODLevel associated with the current mesh
  91245. * @returns an array of MeshLODLevel
  91246. */
  91247. getLODLevels(): MeshLODLevel[];
  91248. private _sortLODLevels;
  91249. /**
  91250. * Add a mesh as LOD level triggered at the given distance.
  91251. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91252. * @param distance The distance from the center of the object to show this level
  91253. * @param mesh The mesh to be added as LOD level (can be null)
  91254. * @return This mesh (for chaining)
  91255. */
  91256. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91257. /**
  91258. * Returns the LOD level mesh at the passed distance or null if not found.
  91259. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91260. * @param distance The distance from the center of the object to show this level
  91261. * @returns a Mesh or `null`
  91262. */
  91263. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91264. /**
  91265. * Remove a mesh from the LOD array
  91266. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91267. * @param mesh defines the mesh to be removed
  91268. * @return This mesh (for chaining)
  91269. */
  91270. removeLODLevel(mesh: Mesh): Mesh;
  91271. /**
  91272. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91273. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91274. * @param camera defines the camera to use to compute distance
  91275. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91276. * @return This mesh (for chaining)
  91277. */
  91278. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91279. /**
  91280. * Gets the mesh internal Geometry object
  91281. */
  91282. readonly geometry: Nullable<Geometry>;
  91283. /**
  91284. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91285. * @returns the total number of vertices
  91286. */
  91287. getTotalVertices(): number;
  91288. /**
  91289. * Returns the content of an associated vertex buffer
  91290. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91291. * - VertexBuffer.PositionKind
  91292. * - VertexBuffer.UVKind
  91293. * - VertexBuffer.UV2Kind
  91294. * - VertexBuffer.UV3Kind
  91295. * - VertexBuffer.UV4Kind
  91296. * - VertexBuffer.UV5Kind
  91297. * - VertexBuffer.UV6Kind
  91298. * - VertexBuffer.ColorKind
  91299. * - VertexBuffer.MatricesIndicesKind
  91300. * - VertexBuffer.MatricesIndicesExtraKind
  91301. * - VertexBuffer.MatricesWeightsKind
  91302. * - VertexBuffer.MatricesWeightsExtraKind
  91303. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  91304. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91305. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91306. */
  91307. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91308. /**
  91309. * Returns the mesh VertexBuffer object from the requested `kind`
  91310. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91311. * - VertexBuffer.PositionKind
  91312. * - VertexBuffer.NormalKind
  91313. * - VertexBuffer.UVKind
  91314. * - VertexBuffer.UV2Kind
  91315. * - VertexBuffer.UV3Kind
  91316. * - VertexBuffer.UV4Kind
  91317. * - VertexBuffer.UV5Kind
  91318. * - VertexBuffer.UV6Kind
  91319. * - VertexBuffer.ColorKind
  91320. * - VertexBuffer.MatricesIndicesKind
  91321. * - VertexBuffer.MatricesIndicesExtraKind
  91322. * - VertexBuffer.MatricesWeightsKind
  91323. * - VertexBuffer.MatricesWeightsExtraKind
  91324. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91325. */
  91326. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91327. /**
  91328. * Tests if a specific vertex buffer is associated with this mesh
  91329. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91330. * - VertexBuffer.PositionKind
  91331. * - VertexBuffer.NormalKind
  91332. * - VertexBuffer.UVKind
  91333. * - VertexBuffer.UV2Kind
  91334. * - VertexBuffer.UV3Kind
  91335. * - VertexBuffer.UV4Kind
  91336. * - VertexBuffer.UV5Kind
  91337. * - VertexBuffer.UV6Kind
  91338. * - VertexBuffer.ColorKind
  91339. * - VertexBuffer.MatricesIndicesKind
  91340. * - VertexBuffer.MatricesIndicesExtraKind
  91341. * - VertexBuffer.MatricesWeightsKind
  91342. * - VertexBuffer.MatricesWeightsExtraKind
  91343. * @returns a boolean
  91344. */
  91345. isVerticesDataPresent(kind: string): boolean;
  91346. /**
  91347. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  91348. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91349. * - VertexBuffer.PositionKind
  91350. * - VertexBuffer.UVKind
  91351. * - VertexBuffer.UV2Kind
  91352. * - VertexBuffer.UV3Kind
  91353. * - VertexBuffer.UV4Kind
  91354. * - VertexBuffer.UV5Kind
  91355. * - VertexBuffer.UV6Kind
  91356. * - VertexBuffer.ColorKind
  91357. * - VertexBuffer.MatricesIndicesKind
  91358. * - VertexBuffer.MatricesIndicesExtraKind
  91359. * - VertexBuffer.MatricesWeightsKind
  91360. * - VertexBuffer.MatricesWeightsExtraKind
  91361. * @returns a boolean
  91362. */
  91363. isVertexBufferUpdatable(kind: string): boolean;
  91364. /**
  91365. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  91366. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91367. * - VertexBuffer.PositionKind
  91368. * - VertexBuffer.NormalKind
  91369. * - VertexBuffer.UVKind
  91370. * - VertexBuffer.UV2Kind
  91371. * - VertexBuffer.UV3Kind
  91372. * - VertexBuffer.UV4Kind
  91373. * - VertexBuffer.UV5Kind
  91374. * - VertexBuffer.UV6Kind
  91375. * - VertexBuffer.ColorKind
  91376. * - VertexBuffer.MatricesIndicesKind
  91377. * - VertexBuffer.MatricesIndicesExtraKind
  91378. * - VertexBuffer.MatricesWeightsKind
  91379. * - VertexBuffer.MatricesWeightsExtraKind
  91380. * @returns an array of strings
  91381. */
  91382. getVerticesDataKinds(): string[];
  91383. /**
  91384. * Returns a positive integer : the total number of indices in this mesh geometry.
  91385. * @returns the numner of indices or zero if the mesh has no geometry.
  91386. */
  91387. getTotalIndices(): number;
  91388. /**
  91389. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91390. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  91391. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  91392. * @returns the indices array or an empty array if the mesh has no geometry
  91393. */
  91394. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  91395. readonly isBlocked: boolean;
  91396. /**
  91397. * Determine if the current mesh is ready to be rendered
  91398. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91399. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  91400. * @returns true if all associated assets are ready (material, textures, shaders)
  91401. */
  91402. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  91403. /**
  91404. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  91405. */
  91406. readonly areNormalsFrozen: boolean;
  91407. /**
  91408. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  91409. * @returns the current mesh
  91410. */
  91411. freezeNormals(): Mesh;
  91412. /**
  91413. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  91414. * @returns the current mesh
  91415. */
  91416. unfreezeNormals(): Mesh;
  91417. /**
  91418. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  91419. */
  91420. overridenInstanceCount: number;
  91421. /** @hidden */
  91422. _preActivate(): Mesh;
  91423. /** @hidden */
  91424. _preActivateForIntermediateRendering(renderId: number): Mesh;
  91425. /** @hidden */
  91426. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  91427. /**
  91428. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91429. * This means the mesh underlying bounding box and sphere are recomputed.
  91430. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91431. * @returns the current mesh
  91432. */
  91433. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  91434. /** @hidden */
  91435. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  91436. /**
  91437. * This function will subdivide the mesh into multiple submeshes
  91438. * @param count defines the expected number of submeshes
  91439. */
  91440. subdivide(count: number): void;
  91441. /**
  91442. * Copy a FloatArray into a specific associated vertex buffer
  91443. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91444. * - VertexBuffer.PositionKind
  91445. * - VertexBuffer.UVKind
  91446. * - VertexBuffer.UV2Kind
  91447. * - VertexBuffer.UV3Kind
  91448. * - VertexBuffer.UV4Kind
  91449. * - VertexBuffer.UV5Kind
  91450. * - VertexBuffer.UV6Kind
  91451. * - VertexBuffer.ColorKind
  91452. * - VertexBuffer.MatricesIndicesKind
  91453. * - VertexBuffer.MatricesIndicesExtraKind
  91454. * - VertexBuffer.MatricesWeightsKind
  91455. * - VertexBuffer.MatricesWeightsExtraKind
  91456. * @param data defines the data source
  91457. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91458. * @param stride defines the data stride size (can be null)
  91459. * @returns the current mesh
  91460. */
  91461. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91462. /**
  91463. * Delete a vertex buffer associated with this mesh
  91464. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  91465. * - VertexBuffer.PositionKind
  91466. * - VertexBuffer.UVKind
  91467. * - VertexBuffer.UV2Kind
  91468. * - VertexBuffer.UV3Kind
  91469. * - VertexBuffer.UV4Kind
  91470. * - VertexBuffer.UV5Kind
  91471. * - VertexBuffer.UV6Kind
  91472. * - VertexBuffer.ColorKind
  91473. * - VertexBuffer.MatricesIndicesKind
  91474. * - VertexBuffer.MatricesIndicesExtraKind
  91475. * - VertexBuffer.MatricesWeightsKind
  91476. * - VertexBuffer.MatricesWeightsExtraKind
  91477. */
  91478. removeVerticesData(kind: string): void;
  91479. /**
  91480. * Flags an associated vertex buffer as updatable
  91481. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  91482. * - VertexBuffer.PositionKind
  91483. * - VertexBuffer.UVKind
  91484. * - VertexBuffer.UV2Kind
  91485. * - VertexBuffer.UV3Kind
  91486. * - VertexBuffer.UV4Kind
  91487. * - VertexBuffer.UV5Kind
  91488. * - VertexBuffer.UV6Kind
  91489. * - VertexBuffer.ColorKind
  91490. * - VertexBuffer.MatricesIndicesKind
  91491. * - VertexBuffer.MatricesIndicesExtraKind
  91492. * - VertexBuffer.MatricesWeightsKind
  91493. * - VertexBuffer.MatricesWeightsExtraKind
  91494. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91495. */
  91496. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  91497. /**
  91498. * Sets the mesh global Vertex Buffer
  91499. * @param buffer defines the buffer to use
  91500. * @returns the current mesh
  91501. */
  91502. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  91503. /**
  91504. * Update a specific associated vertex buffer
  91505. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91506. * - VertexBuffer.PositionKind
  91507. * - VertexBuffer.UVKind
  91508. * - VertexBuffer.UV2Kind
  91509. * - VertexBuffer.UV3Kind
  91510. * - VertexBuffer.UV4Kind
  91511. * - VertexBuffer.UV5Kind
  91512. * - VertexBuffer.UV6Kind
  91513. * - VertexBuffer.ColorKind
  91514. * - VertexBuffer.MatricesIndicesKind
  91515. * - VertexBuffer.MatricesIndicesExtraKind
  91516. * - VertexBuffer.MatricesWeightsKind
  91517. * - VertexBuffer.MatricesWeightsExtraKind
  91518. * @param data defines the data source
  91519. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  91520. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  91521. * @returns the current mesh
  91522. */
  91523. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91524. /**
  91525. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  91526. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  91527. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  91528. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  91529. * @returns the current mesh
  91530. */
  91531. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  91532. /**
  91533. * Creates a un-shared specific occurence of the geometry for the mesh.
  91534. * @returns the current mesh
  91535. */
  91536. makeGeometryUnique(): Mesh;
  91537. /**
  91538. * Set the index buffer of this mesh
  91539. * @param indices defines the source data
  91540. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  91541. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  91542. * @returns the current mesh
  91543. */
  91544. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  91545. /**
  91546. * Update the current index buffer
  91547. * @param indices defines the source data
  91548. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91549. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  91550. * @returns the current mesh
  91551. */
  91552. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91553. /**
  91554. * Invert the geometry to move from a right handed system to a left handed one.
  91555. * @returns the current mesh
  91556. */
  91557. toLeftHanded(): Mesh;
  91558. /** @hidden */
  91559. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  91560. /** @hidden */
  91561. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  91562. /**
  91563. * Registers for this mesh a javascript function called just before the rendering process
  91564. * @param func defines the function to call before rendering this mesh
  91565. * @returns the current mesh
  91566. */
  91567. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91568. /**
  91569. * Disposes a previously registered javascript function called before the rendering
  91570. * @param func defines the function to remove
  91571. * @returns the current mesh
  91572. */
  91573. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91574. /**
  91575. * Registers for this mesh a javascript function called just after the rendering is complete
  91576. * @param func defines the function to call after rendering this mesh
  91577. * @returns the current mesh
  91578. */
  91579. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91580. /**
  91581. * Disposes a previously registered javascript function called after the rendering.
  91582. * @param func defines the function to remove
  91583. * @returns the current mesh
  91584. */
  91585. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91586. /** @hidden */
  91587. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  91588. /** @hidden */
  91589. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  91590. /** @hidden */
  91591. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  91592. /** @hidden */
  91593. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  91594. /** @hidden */
  91595. _rebuild(): void;
  91596. /** @hidden */
  91597. _freeze(): void;
  91598. /** @hidden */
  91599. _unFreeze(): void;
  91600. /**
  91601. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  91602. * @param subMesh defines the subMesh to render
  91603. * @param enableAlphaMode defines if alpha mode can be changed
  91604. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  91605. * @returns the current mesh
  91606. */
  91607. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  91608. private _onBeforeDraw;
  91609. /**
  91610. * Renormalize the mesh and patch it up if there are no weights
  91611. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  91612. * However in the case of zero weights then we set just a single influence to 1.
  91613. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  91614. */
  91615. cleanMatrixWeights(): void;
  91616. private normalizeSkinFourWeights;
  91617. private normalizeSkinWeightsAndExtra;
  91618. /**
  91619. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  91620. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  91621. * the user know there was an issue with importing the mesh
  91622. * @returns a validation object with skinned, valid and report string
  91623. */
  91624. validateSkinning(): {
  91625. skinned: boolean;
  91626. valid: boolean;
  91627. report: string;
  91628. };
  91629. /** @hidden */
  91630. _checkDelayState(): Mesh;
  91631. private _queueLoad;
  91632. /**
  91633. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91634. * A mesh is in the frustum if its bounding box intersects the frustum
  91635. * @param frustumPlanes defines the frustum to test
  91636. * @returns true if the mesh is in the frustum planes
  91637. */
  91638. isInFrustum(frustumPlanes: Plane[]): boolean;
  91639. /**
  91640. * Sets the mesh material by the material or multiMaterial `id` property
  91641. * @param id is a string identifying the material or the multiMaterial
  91642. * @returns the current mesh
  91643. */
  91644. setMaterialByID(id: string): Mesh;
  91645. /**
  91646. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  91647. * @returns an array of IAnimatable
  91648. */
  91649. getAnimatables(): IAnimatable[];
  91650. /**
  91651. * Modifies the mesh geometry according to the passed transformation matrix.
  91652. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  91653. * The mesh normals are modified using the same transformation.
  91654. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91655. * @param transform defines the transform matrix to use
  91656. * @see http://doc.babylonjs.com/resources/baking_transformations
  91657. * @returns the current mesh
  91658. */
  91659. bakeTransformIntoVertices(transform: Matrix): Mesh;
  91660. /**
  91661. * Modifies the mesh geometry according to its own current World Matrix.
  91662. * The mesh World Matrix is then reset.
  91663. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  91664. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91665. * @see http://doc.babylonjs.com/resources/baking_transformations
  91666. * @returns the current mesh
  91667. */
  91668. bakeCurrentTransformIntoVertices(): Mesh;
  91669. /** @hidden */
  91670. readonly _positions: Nullable<Vector3[]>;
  91671. /** @hidden */
  91672. _resetPointsArrayCache(): Mesh;
  91673. /** @hidden */
  91674. _generatePointsArray(): boolean;
  91675. /**
  91676. * Returns a new Mesh object generated from the current mesh properties.
  91677. * This method must not get confused with createInstance()
  91678. * @param name is a string, the name given to the new mesh
  91679. * @param newParent can be any Node object (default `null`)
  91680. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  91681. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  91682. * @returns a new mesh
  91683. */
  91684. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  91685. /**
  91686. * Releases resources associated with this mesh.
  91687. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91688. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91689. */
  91690. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91691. /** @hidden */
  91692. _disposeInstanceSpecificData(): void;
  91693. /**
  91694. * Modifies the mesh geometry according to a displacement map.
  91695. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  91696. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91697. * @param url is a string, the URL from the image file is to be downloaded.
  91698. * @param minHeight is the lower limit of the displacement.
  91699. * @param maxHeight is the upper limit of the displacement.
  91700. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  91701. * @param uvOffset is an optional vector2 used to offset UV.
  91702. * @param uvScale is an optional vector2 used to scale UV.
  91703. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  91704. * @returns the Mesh.
  91705. */
  91706. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  91707. /**
  91708. * Modifies the mesh geometry according to a displacementMap buffer.
  91709. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  91710. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91711. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  91712. * @param heightMapWidth is the width of the buffer image.
  91713. * @param heightMapHeight is the height of the buffer image.
  91714. * @param minHeight is the lower limit of the displacement.
  91715. * @param maxHeight is the upper limit of the displacement.
  91716. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  91717. * @param uvOffset is an optional vector2 used to offset UV.
  91718. * @param uvScale is an optional vector2 used to scale UV.
  91719. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  91720. * @returns the Mesh.
  91721. */
  91722. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  91723. /**
  91724. * Modify the mesh to get a flat shading rendering.
  91725. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  91726. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  91727. * @returns current mesh
  91728. */
  91729. convertToFlatShadedMesh(): Mesh;
  91730. /**
  91731. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  91732. * In other words, more vertices, no more indices and a single bigger VBO.
  91733. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  91734. * @returns current mesh
  91735. */
  91736. convertToUnIndexedMesh(): Mesh;
  91737. /**
  91738. * Inverses facet orientations.
  91739. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  91740. * @param flipNormals will also inverts the normals
  91741. * @returns current mesh
  91742. */
  91743. flipFaces(flipNormals?: boolean): Mesh;
  91744. /**
  91745. * Increase the number of facets and hence vertices in a mesh
  91746. * Vertex normals are interpolated from existing vertex normals
  91747. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  91748. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  91749. */
  91750. increaseVertices(numberPerEdge: number): void;
  91751. /**
  91752. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  91753. * This will undo any application of covertToFlatShadedMesh
  91754. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  91755. */
  91756. forceSharedVertices(): void;
  91757. /** @hidden */
  91758. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  91759. /** @hidden */
  91760. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  91761. /**
  91762. * Creates a new InstancedMesh object from the mesh model.
  91763. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91764. * @param name defines the name of the new instance
  91765. * @returns a new InstancedMesh
  91766. */
  91767. createInstance(name: string): InstancedMesh;
  91768. /**
  91769. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  91770. * After this call, all the mesh instances have the same submeshes than the current mesh.
  91771. * @returns the current mesh
  91772. */
  91773. synchronizeInstances(): Mesh;
  91774. /**
  91775. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  91776. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  91777. * This should be used together with the simplification to avoid disappearing triangles.
  91778. * @param successCallback an optional success callback to be called after the optimization finished.
  91779. * @returns the current mesh
  91780. */
  91781. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  91782. /**
  91783. * Serialize current mesh
  91784. * @param serializationObject defines the object which will receive the serialization data
  91785. */
  91786. serialize(serializationObject: any): void;
  91787. /** @hidden */
  91788. _syncGeometryWithMorphTargetManager(): void;
  91789. /** @hidden */
  91790. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  91791. /**
  91792. * Returns a new Mesh object parsed from the source provided.
  91793. * @param parsedMesh is the source
  91794. * @param scene defines the hosting scene
  91795. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  91796. * @returns a new Mesh
  91797. */
  91798. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  91799. /**
  91800. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  91801. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  91802. * @param name defines the name of the mesh to create
  91803. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  91804. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  91805. * @param closePath creates a seam between the first and the last points of each path of the path array
  91806. * @param offset is taken in account only if the `pathArray` is containing a single path
  91807. * @param scene defines the hosting scene
  91808. * @param updatable defines if the mesh must be flagged as updatable
  91809. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91810. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  91811. * @returns a new Mesh
  91812. */
  91813. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  91814. /**
  91815. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  91816. * @param name defines the name of the mesh to create
  91817. * @param radius sets the radius size (float) of the polygon (default 0.5)
  91818. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  91819. * @param scene defines the hosting scene
  91820. * @param updatable defines if the mesh must be flagged as updatable
  91821. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91822. * @returns a new Mesh
  91823. */
  91824. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  91825. /**
  91826. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  91827. * @param name defines the name of the mesh to create
  91828. * @param size sets the size (float) of each box side (default 1)
  91829. * @param scene defines the hosting scene
  91830. * @param updatable defines if the mesh must be flagged as updatable
  91831. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91832. * @returns a new Mesh
  91833. */
  91834. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  91835. /**
  91836. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  91837. * @param name defines the name of the mesh to create
  91838. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  91839. * @param diameter sets the diameter size (float) of the sphere (default 1)
  91840. * @param scene defines the hosting scene
  91841. * @param updatable defines if the mesh must be flagged as updatable
  91842. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91843. * @returns a new Mesh
  91844. */
  91845. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91846. /**
  91847. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  91848. * @param name defines the name of the mesh to create
  91849. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  91850. * @param diameter sets the diameter size (float) of the sphere (default 1)
  91851. * @param scene defines the hosting scene
  91852. * @returns a new Mesh
  91853. */
  91854. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  91855. /**
  91856. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  91857. * @param name defines the name of the mesh to create
  91858. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  91859. * @param diameterTop set the top cap diameter (floats, default 1)
  91860. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  91861. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  91862. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  91863. * @param scene defines the hosting scene
  91864. * @param updatable defines if the mesh must be flagged as updatable
  91865. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91866. * @returns a new Mesh
  91867. */
  91868. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  91869. /**
  91870. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  91871. * @param name defines the name of the mesh to create
  91872. * @param diameter sets the diameter size (float) of the torus (default 1)
  91873. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  91874. * @param tessellation sets the number of torus sides (postive integer, default 16)
  91875. * @param scene defines the hosting scene
  91876. * @param updatable defines if the mesh must be flagged as updatable
  91877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91878. * @returns a new Mesh
  91879. */
  91880. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91881. /**
  91882. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  91883. * @param name defines the name of the mesh to create
  91884. * @param radius sets the global radius size (float) of the torus knot (default 2)
  91885. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  91886. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  91887. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  91888. * @param p the number of windings on X axis (positive integers, default 2)
  91889. * @param q the number of windings on Y axis (positive integers, default 3)
  91890. * @param scene defines the hosting scene
  91891. * @param updatable defines if the mesh must be flagged as updatable
  91892. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91893. * @returns a new Mesh
  91894. */
  91895. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91896. /**
  91897. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  91898. * @param name defines the name of the mesh to create
  91899. * @param points is an array successive Vector3
  91900. * @param scene defines the hosting scene
  91901. * @param updatable defines if the mesh must be flagged as updatable
  91902. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  91903. * @returns a new Mesh
  91904. */
  91905. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  91906. /**
  91907. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  91908. * @param name defines the name of the mesh to create
  91909. * @param points is an array successive Vector3
  91910. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  91911. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  91912. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  91913. * @param scene defines the hosting scene
  91914. * @param updatable defines if the mesh must be flagged as updatable
  91915. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  91916. * @returns a new Mesh
  91917. */
  91918. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  91919. /**
  91920. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  91921. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  91922. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  91923. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  91924. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  91925. * Remember you can only change the shape positions, not their number when updating a polygon.
  91926. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  91927. * @param name defines the name of the mesh to create
  91928. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  91929. * @param scene defines the hosting scene
  91930. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  91931. * @param updatable defines if the mesh must be flagged as updatable
  91932. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91933. * @param earcutInjection can be used to inject your own earcut reference
  91934. * @returns a new Mesh
  91935. */
  91936. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  91937. /**
  91938. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  91939. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  91940. * @param name defines the name of the mesh to create
  91941. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  91942. * @param depth defines the height of extrusion
  91943. * @param scene defines the hosting scene
  91944. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  91945. * @param updatable defines if the mesh must be flagged as updatable
  91946. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91947. * @param earcutInjection can be used to inject your own earcut reference
  91948. * @returns a new Mesh
  91949. */
  91950. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  91951. /**
  91952. * Creates an extruded shape mesh.
  91953. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  91954. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  91955. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  91956. * @param name defines the name of the mesh to create
  91957. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  91958. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  91959. * @param scale is the value to scale the shape
  91960. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  91961. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  91962. * @param scene defines the hosting scene
  91963. * @param updatable defines if the mesh must be flagged as updatable
  91964. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91965. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  91966. * @returns a new Mesh
  91967. */
  91968. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  91969. /**
  91970. * Creates an custom extruded shape mesh.
  91971. * The custom extrusion is a parametric shape.
  91972. * It has no predefined shape. Its final shape will depend on the input parameters.
  91973. * Please consider using the same method from the MeshBuilder class instead
  91974. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  91975. * @param name defines the name of the mesh to create
  91976. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  91977. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  91978. * @param scaleFunction is a custom Javascript function called on each path point
  91979. * @param rotationFunction is a custom Javascript function called on each path point
  91980. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  91981. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  91982. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  91983. * @param scene defines the hosting scene
  91984. * @param updatable defines if the mesh must be flagged as updatable
  91985. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91986. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  91987. * @returns a new Mesh
  91988. */
  91989. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  91990. /**
  91991. * Creates lathe mesh.
  91992. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  91993. * Please consider using the same method from the MeshBuilder class instead
  91994. * @param name defines the name of the mesh to create
  91995. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  91996. * @param radius is the radius value of the lathe
  91997. * @param tessellation is the side number of the lathe.
  91998. * @param scene defines the hosting scene
  91999. * @param updatable defines if the mesh must be flagged as updatable
  92000. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92001. * @returns a new Mesh
  92002. */
  92003. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92004. /**
  92005. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  92006. * @param name defines the name of the mesh to create
  92007. * @param size sets the size (float) of both sides of the plane at once (default 1)
  92008. * @param scene defines the hosting scene
  92009. * @param updatable defines if the mesh must be flagged as updatable
  92010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92011. * @returns a new Mesh
  92012. */
  92013. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92014. /**
  92015. * Creates a ground mesh.
  92016. * Please consider using the same method from the MeshBuilder class instead
  92017. * @param name defines the name of the mesh to create
  92018. * @param width set the width of the ground
  92019. * @param height set the height of the ground
  92020. * @param subdivisions sets the number of subdivisions per side
  92021. * @param scene defines the hosting scene
  92022. * @param updatable defines if the mesh must be flagged as updatable
  92023. * @returns a new Mesh
  92024. */
  92025. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  92026. /**
  92027. * Creates a tiled ground mesh.
  92028. * Please consider using the same method from the MeshBuilder class instead
  92029. * @param name defines the name of the mesh to create
  92030. * @param xmin set the ground minimum X coordinate
  92031. * @param zmin set the ground minimum Y coordinate
  92032. * @param xmax set the ground maximum X coordinate
  92033. * @param zmax set the ground maximum Z coordinate
  92034. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  92035. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  92036. * @param scene defines the hosting scene
  92037. * @param updatable defines if the mesh must be flagged as updatable
  92038. * @returns a new Mesh
  92039. */
  92040. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92041. w: number;
  92042. h: number;
  92043. }, precision: {
  92044. w: number;
  92045. h: number;
  92046. }, scene: Scene, updatable?: boolean): Mesh;
  92047. /**
  92048. * Creates a ground mesh from a height map.
  92049. * Please consider using the same method from the MeshBuilder class instead
  92050. * @see http://doc.babylonjs.com/babylon101/height_map
  92051. * @param name defines the name of the mesh to create
  92052. * @param url sets the URL of the height map image resource
  92053. * @param width set the ground width size
  92054. * @param height set the ground height size
  92055. * @param subdivisions sets the number of subdivision per side
  92056. * @param minHeight is the minimum altitude on the ground
  92057. * @param maxHeight is the maximum altitude on the ground
  92058. * @param scene defines the hosting scene
  92059. * @param updatable defines if the mesh must be flagged as updatable
  92060. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92061. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92062. * @returns a new Mesh
  92063. */
  92064. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  92065. /**
  92066. * Creates a tube mesh.
  92067. * The tube is a parametric shape.
  92068. * It has no predefined shape. Its final shape will depend on the input parameters.
  92069. * Please consider using the same method from the MeshBuilder class instead
  92070. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92071. * @param name defines the name of the mesh to create
  92072. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92073. * @param radius sets the tube radius size
  92074. * @param tessellation is the number of sides on the tubular surface
  92075. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  92076. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  92077. * @param scene defines the hosting scene
  92078. * @param updatable defines if the mesh must be flagged as updatable
  92079. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92080. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  92081. * @returns a new Mesh
  92082. */
  92083. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92084. (i: number, distance: number): number;
  92085. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92086. /**
  92087. * Creates a polyhedron mesh.
  92088. * Please consider using the same method from the MeshBuilder class instead.
  92089. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  92090. * * The parameter `size` (positive float, default 1) sets the polygon size
  92091. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92092. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  92093. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  92094. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  92095. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  92096. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  92097. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92098. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  92099. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92100. * @param name defines the name of the mesh to create
  92101. * @param options defines the options used to create the mesh
  92102. * @param scene defines the hosting scene
  92103. * @returns a new Mesh
  92104. */
  92105. static CreatePolyhedron(name: string, options: {
  92106. type?: number;
  92107. size?: number;
  92108. sizeX?: number;
  92109. sizeY?: number;
  92110. sizeZ?: number;
  92111. custom?: any;
  92112. faceUV?: Vector4[];
  92113. faceColors?: Color4[];
  92114. updatable?: boolean;
  92115. sideOrientation?: number;
  92116. }, scene: Scene): Mesh;
  92117. /**
  92118. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92119. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92120. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  92121. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92122. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  92123. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92124. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  92125. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92126. * @param name defines the name of the mesh
  92127. * @param options defines the options used to create the mesh
  92128. * @param scene defines the hosting scene
  92129. * @returns a new Mesh
  92130. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92131. */
  92132. static CreateIcoSphere(name: string, options: {
  92133. radius?: number;
  92134. flat?: boolean;
  92135. subdivisions?: number;
  92136. sideOrientation?: number;
  92137. updatable?: boolean;
  92138. }, scene: Scene): Mesh;
  92139. /**
  92140. * Creates a decal mesh.
  92141. * Please consider using the same method from the MeshBuilder class instead.
  92142. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92143. * @param name defines the name of the mesh
  92144. * @param sourceMesh defines the mesh receiving the decal
  92145. * @param position sets the position of the decal in world coordinates
  92146. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92147. * @param size sets the decal scaling
  92148. * @param angle sets the angle to rotate the decal
  92149. * @returns a new Mesh
  92150. */
  92151. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92152. /**
  92153. * Prepare internal position array for software CPU skinning
  92154. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92155. */
  92156. setPositionsForCPUSkinning(): Float32Array;
  92157. /**
  92158. * Prepare internal normal array for software CPU skinning
  92159. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92160. */
  92161. setNormalsForCPUSkinning(): Float32Array;
  92162. /**
  92163. * Updates the vertex buffer by applying transformation from the bones
  92164. * @param skeleton defines the skeleton to apply to current mesh
  92165. * @returns the current mesh
  92166. */
  92167. applySkeleton(skeleton: Skeleton): Mesh;
  92168. /**
  92169. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  92170. * @param meshes defines the list of meshes to scan
  92171. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92172. */
  92173. static MinMax(meshes: AbstractMesh[]): {
  92174. min: Vector3;
  92175. max: Vector3;
  92176. };
  92177. /**
  92178. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92179. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92180. * @returns a vector3
  92181. */
  92182. static Center(meshesOrMinMaxVector: {
  92183. min: Vector3;
  92184. max: Vector3;
  92185. } | AbstractMesh[]): Vector3;
  92186. /**
  92187. * Merge the array of meshes into a single mesh for performance reasons.
  92188. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92189. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92190. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92191. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92192. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92193. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92194. * @returns a new mesh
  92195. */
  92196. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92197. /** @hidden */
  92198. addInstance(instance: InstancedMesh): void;
  92199. /** @hidden */
  92200. removeInstance(instance: InstancedMesh): void;
  92201. }
  92202. }
  92203. declare module BABYLON {
  92204. /**
  92205. * This is the base class of all the camera used in the application.
  92206. * @see http://doc.babylonjs.com/features/cameras
  92207. */
  92208. export class Camera extends Node {
  92209. /** @hidden */
  92210. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92211. /**
  92212. * This is the default projection mode used by the cameras.
  92213. * It helps recreating a feeling of perspective and better appreciate depth.
  92214. * This is the best way to simulate real life cameras.
  92215. */
  92216. static readonly PERSPECTIVE_CAMERA: number;
  92217. /**
  92218. * This helps creating camera with an orthographic mode.
  92219. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  92220. */
  92221. static readonly ORTHOGRAPHIC_CAMERA: number;
  92222. /**
  92223. * This is the default FOV mode for perspective cameras.
  92224. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92225. */
  92226. static readonly FOVMODE_VERTICAL_FIXED: number;
  92227. /**
  92228. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92229. */
  92230. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92231. /**
  92232. * This specifies ther is no need for a camera rig.
  92233. * Basically only one eye is rendered corresponding to the camera.
  92234. */
  92235. static readonly RIG_MODE_NONE: number;
  92236. /**
  92237. * Simulates a camera Rig with one blue eye and one red eye.
  92238. * This can be use with 3d blue and red glasses.
  92239. */
  92240. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92241. /**
  92242. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92243. */
  92244. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92245. /**
  92246. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92247. */
  92248. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92249. /**
  92250. * Defines that both eyes of the camera will be rendered over under each other.
  92251. */
  92252. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92253. /**
  92254. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92255. */
  92256. static readonly RIG_MODE_VR: number;
  92257. /**
  92258. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92259. */
  92260. static readonly RIG_MODE_WEBVR: number;
  92261. /**
  92262. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92263. */
  92264. static readonly RIG_MODE_CUSTOM: number;
  92265. /**
  92266. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92267. */
  92268. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92269. /**
  92270. * Define the input manager associated with the camera.
  92271. */
  92272. inputs: CameraInputsManager<Camera>;
  92273. /** @hidden */
  92274. _position: Vector3;
  92275. /**
  92276. * Define the current local position of the camera in the scene
  92277. */
  92278. position: Vector3;
  92279. /**
  92280. * The vector the camera should consider as up.
  92281. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92282. */
  92283. upVector: Vector3;
  92284. /**
  92285. * Define the current limit on the left side for an orthographic camera
  92286. * In scene unit
  92287. */
  92288. orthoLeft: Nullable<number>;
  92289. /**
  92290. * Define the current limit on the right side for an orthographic camera
  92291. * In scene unit
  92292. */
  92293. orthoRight: Nullable<number>;
  92294. /**
  92295. * Define the current limit on the bottom side for an orthographic camera
  92296. * In scene unit
  92297. */
  92298. orthoBottom: Nullable<number>;
  92299. /**
  92300. * Define the current limit on the top side for an orthographic camera
  92301. * In scene unit
  92302. */
  92303. orthoTop: Nullable<number>;
  92304. /**
  92305. * Field Of View is set in Radians. (default is 0.8)
  92306. */
  92307. fov: number;
  92308. /**
  92309. * Define the minimum distance the camera can see from.
  92310. * This is important to note that the depth buffer are not infinite and the closer it starts
  92311. * the more your scene might encounter depth fighting issue.
  92312. */
  92313. minZ: number;
  92314. /**
  92315. * Define the maximum distance the camera can see to.
  92316. * This is important to note that the depth buffer are not infinite and the further it end
  92317. * the more your scene might encounter depth fighting issue.
  92318. */
  92319. maxZ: number;
  92320. /**
  92321. * Define the default inertia of the camera.
  92322. * This helps giving a smooth feeling to the camera movement.
  92323. */
  92324. inertia: number;
  92325. /**
  92326. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92327. */
  92328. mode: number;
  92329. /**
  92330. * Define wether the camera is intermediate.
  92331. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  92332. */
  92333. isIntermediate: boolean;
  92334. /**
  92335. * Define the viewport of the camera.
  92336. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  92337. */
  92338. viewport: Viewport;
  92339. /**
  92340. * Restricts the camera to viewing objects with the same layerMask.
  92341. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  92342. */
  92343. layerMask: number;
  92344. /**
  92345. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  92346. */
  92347. fovMode: number;
  92348. /**
  92349. * Rig mode of the camera.
  92350. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  92351. * This is normally controlled byt the camera themselves as internal use.
  92352. */
  92353. cameraRigMode: number;
  92354. /**
  92355. * Defines the distance between both "eyes" in case of a RIG
  92356. */
  92357. interaxialDistance: number;
  92358. /**
  92359. * Defines if stereoscopic rendering is done side by side or over under.
  92360. */
  92361. isStereoscopicSideBySide: boolean;
  92362. /**
  92363. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  92364. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  92365. * else in the scene. (Eg. security camera)
  92366. *
  92367. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  92368. */
  92369. customRenderTargets: RenderTargetTexture[];
  92370. /**
  92371. * When set, the camera will render to this render target instead of the default canvas
  92372. *
  92373. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  92374. */
  92375. outputRenderTarget: Nullable<RenderTargetTexture>;
  92376. /**
  92377. * Observable triggered when the camera view matrix has changed.
  92378. */
  92379. onViewMatrixChangedObservable: Observable<Camera>;
  92380. /**
  92381. * Observable triggered when the camera Projection matrix has changed.
  92382. */
  92383. onProjectionMatrixChangedObservable: Observable<Camera>;
  92384. /**
  92385. * Observable triggered when the inputs have been processed.
  92386. */
  92387. onAfterCheckInputsObservable: Observable<Camera>;
  92388. /**
  92389. * Observable triggered when reset has been called and applied to the camera.
  92390. */
  92391. onRestoreStateObservable: Observable<Camera>;
  92392. /** @hidden */
  92393. _cameraRigParams: any;
  92394. /** @hidden */
  92395. _rigCameras: Camera[];
  92396. /** @hidden */
  92397. _rigPostProcess: Nullable<PostProcess>;
  92398. protected _webvrViewMatrix: Matrix;
  92399. /** @hidden */
  92400. _skipRendering: boolean;
  92401. /** @hidden */
  92402. _projectionMatrix: Matrix;
  92403. /** @hidden */
  92404. _postProcesses: Nullable<PostProcess>[];
  92405. /** @hidden */
  92406. _activeMeshes: SmartArray<AbstractMesh>;
  92407. protected _globalPosition: Vector3;
  92408. /** @hidden */
  92409. _computedViewMatrix: Matrix;
  92410. private _doNotComputeProjectionMatrix;
  92411. private _transformMatrix;
  92412. private _frustumPlanes;
  92413. private _refreshFrustumPlanes;
  92414. private _storedFov;
  92415. private _stateStored;
  92416. /**
  92417. * Instantiates a new camera object.
  92418. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  92419. * @see http://doc.babylonjs.com/features/cameras
  92420. * @param name Defines the name of the camera in the scene
  92421. * @param position Defines the position of the camera
  92422. * @param scene Defines the scene the camera belongs too
  92423. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  92424. */
  92425. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  92426. /**
  92427. * Store current camera state (fov, position, etc..)
  92428. * @returns the camera
  92429. */
  92430. storeState(): Camera;
  92431. /**
  92432. * Restores the camera state values if it has been stored. You must call storeState() first
  92433. */
  92434. protected _restoreStateValues(): boolean;
  92435. /**
  92436. * Restored camera state. You must call storeState() first.
  92437. * @returns true if restored and false otherwise
  92438. */
  92439. restoreState(): boolean;
  92440. /**
  92441. * Gets the class name of the camera.
  92442. * @returns the class name
  92443. */
  92444. getClassName(): string;
  92445. /** @hidden */
  92446. readonly _isCamera: boolean;
  92447. /**
  92448. * Gets a string representation of the camera useful for debug purpose.
  92449. * @param fullDetails Defines that a more verboe level of logging is required
  92450. * @returns the string representation
  92451. */
  92452. toString(fullDetails?: boolean): string;
  92453. /**
  92454. * Gets the current world space position of the camera.
  92455. */
  92456. readonly globalPosition: Vector3;
  92457. /**
  92458. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  92459. * @returns the active meshe list
  92460. */
  92461. getActiveMeshes(): SmartArray<AbstractMesh>;
  92462. /**
  92463. * Check wether a mesh is part of the current active mesh list of the camera
  92464. * @param mesh Defines the mesh to check
  92465. * @returns true if active, false otherwise
  92466. */
  92467. isActiveMesh(mesh: Mesh): boolean;
  92468. /**
  92469. * Is this camera ready to be used/rendered
  92470. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  92471. * @return true if the camera is ready
  92472. */
  92473. isReady(completeCheck?: boolean): boolean;
  92474. /** @hidden */
  92475. _initCache(): void;
  92476. /** @hidden */
  92477. _updateCache(ignoreParentClass?: boolean): void;
  92478. /** @hidden */
  92479. _isSynchronized(): boolean;
  92480. /** @hidden */
  92481. _isSynchronizedViewMatrix(): boolean;
  92482. /** @hidden */
  92483. _isSynchronizedProjectionMatrix(): boolean;
  92484. /**
  92485. * Attach the input controls to a specific dom element to get the input from.
  92486. * @param element Defines the element the controls should be listened from
  92487. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  92488. */
  92489. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  92490. /**
  92491. * Detach the current controls from the specified dom element.
  92492. * @param element Defines the element to stop listening the inputs from
  92493. */
  92494. detachControl(element: HTMLElement): void;
  92495. /**
  92496. * Update the camera state according to the different inputs gathered during the frame.
  92497. */
  92498. update(): void;
  92499. /** @hidden */
  92500. _checkInputs(): void;
  92501. /** @hidden */
  92502. readonly rigCameras: Camera[];
  92503. /**
  92504. * Gets the post process used by the rig cameras
  92505. */
  92506. readonly rigPostProcess: Nullable<PostProcess>;
  92507. /**
  92508. * Internal, gets the first post proces.
  92509. * @returns the first post process to be run on this camera.
  92510. */
  92511. _getFirstPostProcess(): Nullable<PostProcess>;
  92512. private _cascadePostProcessesToRigCams;
  92513. /**
  92514. * Attach a post process to the camera.
  92515. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92516. * @param postProcess The post process to attach to the camera
  92517. * @param insertAt The position of the post process in case several of them are in use in the scene
  92518. * @returns the position the post process has been inserted at
  92519. */
  92520. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  92521. /**
  92522. * Detach a post process to the camera.
  92523. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92524. * @param postProcess The post process to detach from the camera
  92525. */
  92526. detachPostProcess(postProcess: PostProcess): void;
  92527. /**
  92528. * Gets the current world matrix of the camera
  92529. */
  92530. getWorldMatrix(): Matrix;
  92531. /** @hidden */
  92532. _getViewMatrix(): Matrix;
  92533. /**
  92534. * Gets the current view matrix of the camera.
  92535. * @param force forces the camera to recompute the matrix without looking at the cached state
  92536. * @returns the view matrix
  92537. */
  92538. getViewMatrix(force?: boolean): Matrix;
  92539. /**
  92540. * Freeze the projection matrix.
  92541. * It will prevent the cache check of the camera projection compute and can speed up perf
  92542. * if no parameter of the camera are meant to change
  92543. * @param projection Defines manually a projection if necessary
  92544. */
  92545. freezeProjectionMatrix(projection?: Matrix): void;
  92546. /**
  92547. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  92548. */
  92549. unfreezeProjectionMatrix(): void;
  92550. /**
  92551. * Gets the current projection matrix of the camera.
  92552. * @param force forces the camera to recompute the matrix without looking at the cached state
  92553. * @returns the projection matrix
  92554. */
  92555. getProjectionMatrix(force?: boolean): Matrix;
  92556. /**
  92557. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  92558. * @returns a Matrix
  92559. */
  92560. getTransformationMatrix(): Matrix;
  92561. private _updateFrustumPlanes;
  92562. /**
  92563. * Checks if a cullable object (mesh...) is in the camera frustum
  92564. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  92565. * @param target The object to check
  92566. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  92567. * @returns true if the object is in frustum otherwise false
  92568. */
  92569. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  92570. /**
  92571. * Checks if a cullable object (mesh...) is in the camera frustum
  92572. * Unlike isInFrustum this cheks the full bounding box
  92573. * @param target The object to check
  92574. * @returns true if the object is in frustum otherwise false
  92575. */
  92576. isCompletelyInFrustum(target: ICullable): boolean;
  92577. /**
  92578. * Gets a ray in the forward direction from the camera.
  92579. * @param length Defines the length of the ray to create
  92580. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  92581. * @param origin Defines the start point of the ray which defaults to the camera position
  92582. * @returns the forward ray
  92583. */
  92584. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  92585. /**
  92586. * Releases resources associated with this node.
  92587. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92588. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92589. */
  92590. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92591. /** @hidden */
  92592. _isLeftCamera: boolean;
  92593. /**
  92594. * Gets the left camera of a rig setup in case of Rigged Camera
  92595. */
  92596. readonly isLeftCamera: boolean;
  92597. /** @hidden */
  92598. _isRightCamera: boolean;
  92599. /**
  92600. * Gets the right camera of a rig setup in case of Rigged Camera
  92601. */
  92602. readonly isRightCamera: boolean;
  92603. /**
  92604. * Gets the left camera of a rig setup in case of Rigged Camera
  92605. */
  92606. readonly leftCamera: Nullable<FreeCamera>;
  92607. /**
  92608. * Gets the right camera of a rig setup in case of Rigged Camera
  92609. */
  92610. readonly rightCamera: Nullable<FreeCamera>;
  92611. /**
  92612. * Gets the left camera target of a rig setup in case of Rigged Camera
  92613. * @returns the target position
  92614. */
  92615. getLeftTarget(): Nullable<Vector3>;
  92616. /**
  92617. * Gets the right camera target of a rig setup in case of Rigged Camera
  92618. * @returns the target position
  92619. */
  92620. getRightTarget(): Nullable<Vector3>;
  92621. /**
  92622. * @hidden
  92623. */
  92624. setCameraRigMode(mode: number, rigParams: any): void;
  92625. /** @hidden */
  92626. static _setStereoscopicRigMode(camera: Camera): void;
  92627. /** @hidden */
  92628. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  92629. /** @hidden */
  92630. static _setVRRigMode(camera: Camera, rigParams: any): void;
  92631. /** @hidden */
  92632. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  92633. /** @hidden */
  92634. _getVRProjectionMatrix(): Matrix;
  92635. protected _updateCameraRotationMatrix(): void;
  92636. protected _updateWebVRCameraRotationMatrix(): void;
  92637. /**
  92638. * This function MUST be overwritten by the different WebVR cameras available.
  92639. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92640. * @hidden
  92641. */
  92642. _getWebVRProjectionMatrix(): Matrix;
  92643. /**
  92644. * This function MUST be overwritten by the different WebVR cameras available.
  92645. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92646. * @hidden
  92647. */
  92648. _getWebVRViewMatrix(): Matrix;
  92649. /** @hidden */
  92650. setCameraRigParameter(name: string, value: any): void;
  92651. /**
  92652. * needs to be overridden by children so sub has required properties to be copied
  92653. * @hidden
  92654. */
  92655. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  92656. /**
  92657. * May need to be overridden by children
  92658. * @hidden
  92659. */
  92660. _updateRigCameras(): void;
  92661. /** @hidden */
  92662. _setupInputs(): void;
  92663. /**
  92664. * Serialiaze the camera setup to a json represention
  92665. * @returns the JSON representation
  92666. */
  92667. serialize(): any;
  92668. /**
  92669. * Clones the current camera.
  92670. * @param name The cloned camera name
  92671. * @returns the cloned camera
  92672. */
  92673. clone(name: string): Camera;
  92674. /**
  92675. * Gets the direction of the camera relative to a given local axis.
  92676. * @param localAxis Defines the reference axis to provide a relative direction.
  92677. * @return the direction
  92678. */
  92679. getDirection(localAxis: Vector3): Vector3;
  92680. /**
  92681. * Returns the current camera absolute rotation
  92682. */
  92683. readonly absoluteRotation: Quaternion;
  92684. /**
  92685. * Gets the direction of the camera relative to a given local axis into a passed vector.
  92686. * @param localAxis Defines the reference axis to provide a relative direction.
  92687. * @param result Defines the vector to store the result in
  92688. */
  92689. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  92690. /**
  92691. * Gets a camera constructor for a given camera type
  92692. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  92693. * @param name The name of the camera the result will be able to instantiate
  92694. * @param scene The scene the result will construct the camera in
  92695. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  92696. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  92697. * @returns a factory method to construc the camera
  92698. */
  92699. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  92700. /**
  92701. * Compute the world matrix of the camera.
  92702. * @returns the camera world matrix
  92703. */
  92704. computeWorldMatrix(): Matrix;
  92705. /**
  92706. * Parse a JSON and creates the camera from the parsed information
  92707. * @param parsedCamera The JSON to parse
  92708. * @param scene The scene to instantiate the camera in
  92709. * @returns the newly constructed camera
  92710. */
  92711. static Parse(parsedCamera: any, scene: Scene): Camera;
  92712. }
  92713. }
  92714. declare module BABYLON {
  92715. /**
  92716. * Class containing static functions to help procedurally build meshes
  92717. */
  92718. export class DiscBuilder {
  92719. /**
  92720. * Creates a plane polygonal mesh. By default, this is a disc
  92721. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  92722. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  92723. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  92724. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  92725. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  92726. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92727. * @param name defines the name of the mesh
  92728. * @param options defines the options used to create the mesh
  92729. * @param scene defines the hosting scene
  92730. * @returns the plane polygonal mesh
  92731. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  92732. */
  92733. static CreateDisc(name: string, options: {
  92734. radius?: number;
  92735. tessellation?: number;
  92736. arc?: number;
  92737. updatable?: boolean;
  92738. sideOrientation?: number;
  92739. frontUVs?: Vector4;
  92740. backUVs?: Vector4;
  92741. }, scene?: Nullable<Scene>): Mesh;
  92742. }
  92743. }
  92744. declare module BABYLON {
  92745. /**
  92746. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  92747. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  92748. * The SPS is also a particle system. It provides some methods to manage the particles.
  92749. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  92750. *
  92751. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  92752. */
  92753. export class SolidParticleSystem implements IDisposable {
  92754. /**
  92755. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  92756. * Example : var p = SPS.particles[i];
  92757. */
  92758. particles: SolidParticle[];
  92759. /**
  92760. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  92761. */
  92762. nbParticles: number;
  92763. /**
  92764. * If the particles must ever face the camera (default false). Useful for planar particles.
  92765. */
  92766. billboard: boolean;
  92767. /**
  92768. * Recompute normals when adding a shape
  92769. */
  92770. recomputeNormals: boolean;
  92771. /**
  92772. * This a counter ofr your own usage. It's not set by any SPS functions.
  92773. */
  92774. counter: number;
  92775. /**
  92776. * The SPS name. This name is also given to the underlying mesh.
  92777. */
  92778. name: string;
  92779. /**
  92780. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  92781. */
  92782. mesh: Mesh;
  92783. /**
  92784. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  92785. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  92786. */
  92787. vars: any;
  92788. /**
  92789. * This array is populated when the SPS is set as 'pickable'.
  92790. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  92791. * Each element of this array is an object `{idx: int, faceId: int}`.
  92792. * `idx` is the picked particle index in the `SPS.particles` array
  92793. * `faceId` is the picked face index counted within this particle.
  92794. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  92795. */
  92796. pickedParticles: {
  92797. idx: number;
  92798. faceId: number;
  92799. }[];
  92800. /**
  92801. * This array is populated when `enableDepthSort` is set to true.
  92802. * Each element of this array is an instance of the class DepthSortedParticle.
  92803. */
  92804. depthSortedParticles: DepthSortedParticle[];
  92805. /**
  92806. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  92807. * @hidden
  92808. */
  92809. _bSphereOnly: boolean;
  92810. /**
  92811. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  92812. * @hidden
  92813. */
  92814. _bSphereRadiusFactor: number;
  92815. private _scene;
  92816. private _positions;
  92817. private _indices;
  92818. private _normals;
  92819. private _colors;
  92820. private _uvs;
  92821. private _indices32;
  92822. private _positions32;
  92823. private _normals32;
  92824. private _fixedNormal32;
  92825. private _colors32;
  92826. private _uvs32;
  92827. private _index;
  92828. private _updatable;
  92829. private _pickable;
  92830. private _isVisibilityBoxLocked;
  92831. private _alwaysVisible;
  92832. private _depthSort;
  92833. private _expandable;
  92834. private _shapeCounter;
  92835. private _copy;
  92836. private _color;
  92837. private _computeParticleColor;
  92838. private _computeParticleTexture;
  92839. private _computeParticleRotation;
  92840. private _computeParticleVertex;
  92841. private _computeBoundingBox;
  92842. private _depthSortParticles;
  92843. private _camera;
  92844. private _mustUnrotateFixedNormals;
  92845. private _particlesIntersect;
  92846. private _needs32Bits;
  92847. private _isNotBuilt;
  92848. /**
  92849. * Creates a SPS (Solid Particle System) object.
  92850. * @param name (String) is the SPS name, this will be the underlying mesh name.
  92851. * @param scene (Scene) is the scene in which the SPS is added.
  92852. * @param options defines the options of the sps e.g.
  92853. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  92854. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  92855. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  92856. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  92857. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  92858. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  92859. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  92860. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  92861. */
  92862. constructor(name: string, scene: Scene, options?: {
  92863. updatable?: boolean;
  92864. isPickable?: boolean;
  92865. enableDepthSort?: boolean;
  92866. particleIntersection?: boolean;
  92867. boundingSphereOnly?: boolean;
  92868. bSphereRadiusFactor?: number;
  92869. expandable?: boolean;
  92870. });
  92871. /**
  92872. * Builds the SPS underlying mesh. Returns a standard Mesh.
  92873. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  92874. * @returns the created mesh
  92875. */
  92876. buildMesh(): Mesh;
  92877. /**
  92878. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  92879. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  92880. * Thus the particles generated from `digest()` have their property `position` set yet.
  92881. * @param mesh ( Mesh ) is the mesh to be digested
  92882. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  92883. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  92884. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  92885. * @returns the current SPS
  92886. */
  92887. digest(mesh: Mesh, options?: {
  92888. facetNb?: number;
  92889. number?: number;
  92890. delta?: number;
  92891. }): SolidParticleSystem;
  92892. private _unrotateFixedNormals;
  92893. private _resetCopy;
  92894. private _meshBuilder;
  92895. private _posToShape;
  92896. private _uvsToShapeUV;
  92897. private _addParticle;
  92898. /**
  92899. * Adds some particles to the SPS from the model shape. Returns the shape id.
  92900. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  92901. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  92902. * @param nb (positive integer) the number of particles to be created from this model
  92903. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  92904. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  92905. * @returns the number of shapes in the system
  92906. */
  92907. addShape(mesh: Mesh, nb: number, options?: {
  92908. positionFunction?: any;
  92909. vertexFunction?: any;
  92910. }): number;
  92911. private _rebuildParticle;
  92912. /**
  92913. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  92914. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  92915. * @returns the SPS.
  92916. */
  92917. rebuildMesh(reset?: boolean): SolidParticleSystem;
  92918. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  92919. * Returns an array with the removed particles.
  92920. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  92921. * The SPS can't be empty so at least one particle needs to remain in place.
  92922. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  92923. * @param start index of the first particle to remove
  92924. * @param end index of the last particle to remove (included)
  92925. * @returns an array populated with the removed particles
  92926. */
  92927. removeParticles(start: number, end: number): SolidParticle[];
  92928. /**
  92929. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  92930. * This method calls `updateParticle()` for each particle of the SPS.
  92931. * For an animated SPS, it is usually called within the render loop.
  92932. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  92933. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  92934. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  92935. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  92936. * @returns the SPS.
  92937. */
  92938. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  92939. /**
  92940. * Disposes the SPS.
  92941. */
  92942. dispose(): void;
  92943. /**
  92944. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  92945. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92946. * @returns the SPS.
  92947. */
  92948. refreshVisibleSize(): SolidParticleSystem;
  92949. /**
  92950. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  92951. * @param size the size (float) of the visibility box
  92952. * note : this doesn't lock the SPS mesh bounding box.
  92953. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92954. */
  92955. setVisibilityBox(size: number): void;
  92956. /**
  92957. * Gets whether the SPS as always visible or not
  92958. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92959. */
  92960. /**
  92961. * Sets the SPS as always visible or not
  92962. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92963. */
  92964. isAlwaysVisible: boolean;
  92965. /**
  92966. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  92967. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92968. */
  92969. /**
  92970. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  92971. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92972. */
  92973. isVisibilityBoxLocked: boolean;
  92974. /**
  92975. * Tells to `setParticles()` to compute the particle rotations or not.
  92976. * Default value : true. The SPS is faster when it's set to false.
  92977. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  92978. */
  92979. /**
  92980. * Gets if `setParticles()` computes the particle rotations or not.
  92981. * Default value : true. The SPS is faster when it's set to false.
  92982. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  92983. */
  92984. computeParticleRotation: boolean;
  92985. /**
  92986. * Tells to `setParticles()` to compute the particle colors or not.
  92987. * Default value : true. The SPS is faster when it's set to false.
  92988. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  92989. */
  92990. /**
  92991. * Gets if `setParticles()` computes the particle colors or not.
  92992. * Default value : true. The SPS is faster when it's set to false.
  92993. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  92994. */
  92995. computeParticleColor: boolean;
  92996. /**
  92997. * Gets if `setParticles()` computes the particle textures or not.
  92998. * Default value : true. The SPS is faster when it's set to false.
  92999. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  93000. */
  93001. computeParticleTexture: boolean;
  93002. /**
  93003. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  93004. * Default value : false. The SPS is faster when it's set to false.
  93005. * Note : the particle custom vertex positions aren't stored values.
  93006. */
  93007. /**
  93008. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  93009. * Default value : false. The SPS is faster when it's set to false.
  93010. * Note : the particle custom vertex positions aren't stored values.
  93011. */
  93012. computeParticleVertex: boolean;
  93013. /**
  93014. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  93015. */
  93016. /**
  93017. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  93018. */
  93019. computeBoundingBox: boolean;
  93020. /**
  93021. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  93022. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93023. * Default : `true`
  93024. */
  93025. /**
  93026. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  93027. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93028. * Default : `true`
  93029. */
  93030. depthSortParticles: boolean;
  93031. /**
  93032. * Gets if the SPS is created as expandable at construction time.
  93033. * Default : `false`
  93034. */
  93035. readonly expandable: boolean;
  93036. /**
  93037. * This function does nothing. It may be overwritten to set all the particle first values.
  93038. * The SPS doesn't call this function, you may have to call it by your own.
  93039. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93040. */
  93041. initParticles(): void;
  93042. /**
  93043. * This function does nothing. It may be overwritten to recycle a particle.
  93044. * The SPS doesn't call this function, you may have to call it by your own.
  93045. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93046. * @param particle The particle to recycle
  93047. * @returns the recycled particle
  93048. */
  93049. recycleParticle(particle: SolidParticle): SolidParticle;
  93050. /**
  93051. * Updates a particle : this function should be overwritten by the user.
  93052. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93053. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93054. * @example : just set a particle position or velocity and recycle conditions
  93055. * @param particle The particle to update
  93056. * @returns the updated particle
  93057. */
  93058. updateParticle(particle: SolidParticle): SolidParticle;
  93059. /**
  93060. * Updates a vertex of a particle : it can be overwritten by the user.
  93061. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93062. * @param particle the current particle
  93063. * @param vertex the current index of the current particle
  93064. * @param pt the index of the current vertex in the particle shape
  93065. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93066. * @example : just set a vertex particle position
  93067. * @returns the updated vertex
  93068. */
  93069. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93070. /**
  93071. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93072. * This does nothing and may be overwritten by the user.
  93073. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93074. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93075. * @param update the boolean update value actually passed to setParticles()
  93076. */
  93077. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93078. /**
  93079. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93080. * This will be passed three parameters.
  93081. * This does nothing and may be overwritten by the user.
  93082. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93083. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93084. * @param update the boolean update value actually passed to setParticles()
  93085. */
  93086. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93087. }
  93088. }
  93089. declare module BABYLON {
  93090. /**
  93091. * Represents one particle of a solid particle system.
  93092. */
  93093. export class SolidParticle {
  93094. /**
  93095. * particle global index
  93096. */
  93097. idx: number;
  93098. /**
  93099. * The color of the particle
  93100. */
  93101. color: Nullable<Color4>;
  93102. /**
  93103. * The world space position of the particle.
  93104. */
  93105. position: Vector3;
  93106. /**
  93107. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93108. */
  93109. rotation: Vector3;
  93110. /**
  93111. * The world space rotation quaternion of the particle.
  93112. */
  93113. rotationQuaternion: Nullable<Quaternion>;
  93114. /**
  93115. * The scaling of the particle.
  93116. */
  93117. scaling: Vector3;
  93118. /**
  93119. * The uvs of the particle.
  93120. */
  93121. uvs: Vector4;
  93122. /**
  93123. * The current speed of the particle.
  93124. */
  93125. velocity: Vector3;
  93126. /**
  93127. * The pivot point in the particle local space.
  93128. */
  93129. pivot: Vector3;
  93130. /**
  93131. * Must the particle be translated from its pivot point in its local space ?
  93132. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93133. * Default : false
  93134. */
  93135. translateFromPivot: boolean;
  93136. /**
  93137. * Is the particle active or not ?
  93138. */
  93139. alive: boolean;
  93140. /**
  93141. * Is the particle visible or not ?
  93142. */
  93143. isVisible: boolean;
  93144. /**
  93145. * Index of this particle in the global "positions" array (Internal use)
  93146. * @hidden
  93147. */
  93148. _pos: number;
  93149. /**
  93150. * @hidden Index of this particle in the global "indices" array (Internal use)
  93151. */
  93152. _ind: number;
  93153. /**
  93154. * @hidden ModelShape of this particle (Internal use)
  93155. */
  93156. _model: ModelShape;
  93157. /**
  93158. * ModelShape id of this particle
  93159. */
  93160. shapeId: number;
  93161. /**
  93162. * Index of the particle in its shape id
  93163. */
  93164. idxInShape: number;
  93165. /**
  93166. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93167. */
  93168. _modelBoundingInfo: BoundingInfo;
  93169. /**
  93170. * @hidden Particle BoundingInfo object (Internal use)
  93171. */
  93172. _boundingInfo: BoundingInfo;
  93173. /**
  93174. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93175. */
  93176. _sps: SolidParticleSystem;
  93177. /**
  93178. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93179. */
  93180. _stillInvisible: boolean;
  93181. /**
  93182. * @hidden Last computed particle rotation matrix
  93183. */
  93184. _rotationMatrix: number[];
  93185. /**
  93186. * Parent particle Id, if any.
  93187. * Default null.
  93188. */
  93189. parentId: Nullable<number>;
  93190. /**
  93191. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93192. * The possible values are :
  93193. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93194. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93195. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93196. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93197. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93198. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93199. * */
  93200. cullingStrategy: number;
  93201. /**
  93202. * @hidden Internal global position in the SPS.
  93203. */
  93204. _globalPosition: Vector3;
  93205. /**
  93206. * Creates a Solid Particle object.
  93207. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93208. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  93209. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93210. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93211. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93212. * @param shapeId (integer) is the model shape identifier in the SPS.
  93213. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93214. * @param sps defines the sps it is associated to
  93215. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93216. */
  93217. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93218. /**
  93219. * Legacy support, changed scale to scaling
  93220. */
  93221. /**
  93222. * Legacy support, changed scale to scaling
  93223. */
  93224. scale: Vector3;
  93225. /**
  93226. * Legacy support, changed quaternion to rotationQuaternion
  93227. */
  93228. /**
  93229. * Legacy support, changed quaternion to rotationQuaternion
  93230. */
  93231. quaternion: Nullable<Quaternion>;
  93232. /**
  93233. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  93234. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  93235. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  93236. * @returns true if it intersects
  93237. */
  93238. intersectsMesh(target: Mesh | SolidParticle): boolean;
  93239. /**
  93240. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  93241. * A particle is in the frustum if its bounding box intersects the frustum
  93242. * @param frustumPlanes defines the frustum to test
  93243. * @returns true if the particle is in the frustum planes
  93244. */
  93245. isInFrustum(frustumPlanes: Plane[]): boolean;
  93246. /**
  93247. * get the rotation matrix of the particle
  93248. * @hidden
  93249. */
  93250. getRotationMatrix(m: Matrix): void;
  93251. }
  93252. /**
  93253. * Represents the shape of the model used by one particle of a solid particle system.
  93254. * SPS internal tool, don't use it manually.
  93255. */
  93256. export class ModelShape {
  93257. /**
  93258. * The shape id
  93259. * @hidden
  93260. */
  93261. shapeID: number;
  93262. /**
  93263. * flat array of model positions (internal use)
  93264. * @hidden
  93265. */
  93266. _shape: Vector3[];
  93267. /**
  93268. * flat array of model UVs (internal use)
  93269. * @hidden
  93270. */
  93271. _shapeUV: number[];
  93272. /**
  93273. * color array of the model
  93274. * @hidden
  93275. */
  93276. _shapeColors: number[];
  93277. /**
  93278. * indices array of the model
  93279. * @hidden
  93280. */
  93281. _indices: number[];
  93282. /**
  93283. * normals array of the model
  93284. * @hidden
  93285. */
  93286. _normals: number[];
  93287. /**
  93288. * length of the shape in the model indices array (internal use)
  93289. * @hidden
  93290. */
  93291. _indicesLength: number;
  93292. /**
  93293. * Custom position function (internal use)
  93294. * @hidden
  93295. */
  93296. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  93297. /**
  93298. * Custom vertex function (internal use)
  93299. * @hidden
  93300. */
  93301. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  93302. /**
  93303. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  93304. * SPS internal tool, don't use it manually.
  93305. * @hidden
  93306. */
  93307. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  93308. }
  93309. /**
  93310. * Represents a Depth Sorted Particle in the solid particle system.
  93311. */
  93312. export class DepthSortedParticle {
  93313. /**
  93314. * Index of the particle in the "indices" array
  93315. */
  93316. ind: number;
  93317. /**
  93318. * Length of the particle shape in the "indices" array
  93319. */
  93320. indicesLength: number;
  93321. /**
  93322. * Squared distance from the particle to the camera
  93323. */
  93324. sqDistance: number;
  93325. }
  93326. }
  93327. declare module BABYLON {
  93328. /**
  93329. * @hidden
  93330. */
  93331. export class _MeshCollisionData {
  93332. _checkCollisions: boolean;
  93333. _collisionMask: number;
  93334. _collisionGroup: number;
  93335. _collider: Nullable<Collider>;
  93336. _oldPositionForCollisions: Vector3;
  93337. _diffPositionForCollisions: Vector3;
  93338. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  93339. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  93340. }
  93341. }
  93342. declare module BABYLON {
  93343. /** @hidden */
  93344. class _FacetDataStorage {
  93345. facetPositions: Vector3[];
  93346. facetNormals: Vector3[];
  93347. facetPartitioning: number[][];
  93348. facetNb: number;
  93349. partitioningSubdivisions: number;
  93350. partitioningBBoxRatio: number;
  93351. facetDataEnabled: boolean;
  93352. facetParameters: any;
  93353. bbSize: Vector3;
  93354. subDiv: {
  93355. max: number;
  93356. X: number;
  93357. Y: number;
  93358. Z: number;
  93359. };
  93360. facetDepthSort: boolean;
  93361. facetDepthSortEnabled: boolean;
  93362. depthSortedIndices: IndicesArray;
  93363. depthSortedFacets: {
  93364. ind: number;
  93365. sqDistance: number;
  93366. }[];
  93367. facetDepthSortFunction: (f1: {
  93368. ind: number;
  93369. sqDistance: number;
  93370. }, f2: {
  93371. ind: number;
  93372. sqDistance: number;
  93373. }) => number;
  93374. facetDepthSortFrom: Vector3;
  93375. facetDepthSortOrigin: Vector3;
  93376. invertedMatrix: Matrix;
  93377. }
  93378. /**
  93379. * @hidden
  93380. **/
  93381. class _InternalAbstractMeshDataInfo {
  93382. _hasVertexAlpha: boolean;
  93383. _useVertexColors: boolean;
  93384. _numBoneInfluencers: number;
  93385. _applyFog: boolean;
  93386. _receiveShadows: boolean;
  93387. _facetData: _FacetDataStorage;
  93388. _visibility: number;
  93389. _skeleton: Nullable<Skeleton>;
  93390. _layerMask: number;
  93391. _computeBonesUsingShaders: boolean;
  93392. _isActive: boolean;
  93393. _onlyForInstances: boolean;
  93394. _isActiveIntermediate: boolean;
  93395. _onlyForInstancesIntermediate: boolean;
  93396. _actAsRegularMesh: boolean;
  93397. }
  93398. /**
  93399. * Class used to store all common mesh properties
  93400. */
  93401. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  93402. /** No occlusion */
  93403. static OCCLUSION_TYPE_NONE: number;
  93404. /** Occlusion set to optimisitic */
  93405. static OCCLUSION_TYPE_OPTIMISTIC: number;
  93406. /** Occlusion set to strict */
  93407. static OCCLUSION_TYPE_STRICT: number;
  93408. /** Use an accurante occlusion algorithm */
  93409. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  93410. /** Use a conservative occlusion algorithm */
  93411. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  93412. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  93413. * Test order :
  93414. * Is the bounding sphere outside the frustum ?
  93415. * If not, are the bounding box vertices outside the frustum ?
  93416. * It not, then the cullable object is in the frustum.
  93417. */
  93418. static readonly CULLINGSTRATEGY_STANDARD: number;
  93419. /** Culling strategy : Bounding Sphere Only.
  93420. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  93421. * It's also less accurate than the standard because some not visible objects can still be selected.
  93422. * Test : is the bounding sphere outside the frustum ?
  93423. * If not, then the cullable object is in the frustum.
  93424. */
  93425. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  93426. /** Culling strategy : Optimistic Inclusion.
  93427. * This in an inclusion test first, then the standard exclusion test.
  93428. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  93429. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  93430. * Anyway, it's as accurate as the standard strategy.
  93431. * Test :
  93432. * Is the cullable object bounding sphere center in the frustum ?
  93433. * If not, apply the default culling strategy.
  93434. */
  93435. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  93436. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  93437. * This in an inclusion test first, then the bounding sphere only exclusion test.
  93438. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  93439. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  93440. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  93441. * Test :
  93442. * Is the cullable object bounding sphere center in the frustum ?
  93443. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  93444. */
  93445. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  93446. /**
  93447. * No billboard
  93448. */
  93449. static readonly BILLBOARDMODE_NONE: number;
  93450. /** Billboard on X axis */
  93451. static readonly BILLBOARDMODE_X: number;
  93452. /** Billboard on Y axis */
  93453. static readonly BILLBOARDMODE_Y: number;
  93454. /** Billboard on Z axis */
  93455. static readonly BILLBOARDMODE_Z: number;
  93456. /** Billboard on all axes */
  93457. static readonly BILLBOARDMODE_ALL: number;
  93458. /** Billboard on using position instead of orientation */
  93459. static readonly BILLBOARDMODE_USE_POSITION: number;
  93460. /** @hidden */
  93461. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  93462. /**
  93463. * The culling strategy to use to check whether the mesh must be rendered or not.
  93464. * This value can be changed at any time and will be used on the next render mesh selection.
  93465. * The possible values are :
  93466. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93467. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93468. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93469. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93470. * Please read each static variable documentation to get details about the culling process.
  93471. * */
  93472. cullingStrategy: number;
  93473. /**
  93474. * Gets the number of facets in the mesh
  93475. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93476. */
  93477. readonly facetNb: number;
  93478. /**
  93479. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  93480. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93481. */
  93482. partitioningSubdivisions: number;
  93483. /**
  93484. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  93485. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  93486. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93487. */
  93488. partitioningBBoxRatio: number;
  93489. /**
  93490. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  93491. * Works only for updatable meshes.
  93492. * Doesn't work with multi-materials
  93493. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93494. */
  93495. mustDepthSortFacets: boolean;
  93496. /**
  93497. * The location (Vector3) where the facet depth sort must be computed from.
  93498. * By default, the active camera position.
  93499. * Used only when facet depth sort is enabled
  93500. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93501. */
  93502. facetDepthSortFrom: Vector3;
  93503. /**
  93504. * gets a boolean indicating if facetData is enabled
  93505. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93506. */
  93507. readonly isFacetDataEnabled: boolean;
  93508. /** @hidden */
  93509. _updateNonUniformScalingState(value: boolean): boolean;
  93510. /**
  93511. * An event triggered when this mesh collides with another one
  93512. */
  93513. onCollideObservable: Observable<AbstractMesh>;
  93514. /** Set a function to call when this mesh collides with another one */
  93515. onCollide: () => void;
  93516. /**
  93517. * An event triggered when the collision's position changes
  93518. */
  93519. onCollisionPositionChangeObservable: Observable<Vector3>;
  93520. /** Set a function to call when the collision's position changes */
  93521. onCollisionPositionChange: () => void;
  93522. /**
  93523. * An event triggered when material is changed
  93524. */
  93525. onMaterialChangedObservable: Observable<AbstractMesh>;
  93526. /**
  93527. * Gets or sets the orientation for POV movement & rotation
  93528. */
  93529. definedFacingForward: boolean;
  93530. /** @hidden */
  93531. _occlusionQuery: Nullable<WebGLQuery>;
  93532. /** @hidden */
  93533. _renderingGroup: Nullable<RenderingGroup>;
  93534. /**
  93535. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93536. */
  93537. /**
  93538. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93539. */
  93540. visibility: number;
  93541. /** Gets or sets the alpha index used to sort transparent meshes
  93542. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  93543. */
  93544. alphaIndex: number;
  93545. /**
  93546. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  93547. */
  93548. isVisible: boolean;
  93549. /**
  93550. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  93551. */
  93552. isPickable: boolean;
  93553. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  93554. showSubMeshesBoundingBox: boolean;
  93555. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  93556. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  93557. */
  93558. isBlocker: boolean;
  93559. /**
  93560. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  93561. */
  93562. enablePointerMoveEvents: boolean;
  93563. /**
  93564. * Specifies the rendering group id for this mesh (0 by default)
  93565. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  93566. */
  93567. renderingGroupId: number;
  93568. private _material;
  93569. /** Gets or sets current material */
  93570. material: Nullable<Material>;
  93571. /**
  93572. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  93573. * @see http://doc.babylonjs.com/babylon101/shadows
  93574. */
  93575. receiveShadows: boolean;
  93576. /** Defines color to use when rendering outline */
  93577. outlineColor: Color3;
  93578. /** Define width to use when rendering outline */
  93579. outlineWidth: number;
  93580. /** Defines color to use when rendering overlay */
  93581. overlayColor: Color3;
  93582. /** Defines alpha to use when rendering overlay */
  93583. overlayAlpha: number;
  93584. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  93585. hasVertexAlpha: boolean;
  93586. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  93587. useVertexColors: boolean;
  93588. /**
  93589. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  93590. */
  93591. computeBonesUsingShaders: boolean;
  93592. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  93593. numBoneInfluencers: number;
  93594. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  93595. applyFog: boolean;
  93596. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  93597. useOctreeForRenderingSelection: boolean;
  93598. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  93599. useOctreeForPicking: boolean;
  93600. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  93601. useOctreeForCollisions: boolean;
  93602. /**
  93603. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  93604. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  93605. */
  93606. layerMask: number;
  93607. /**
  93608. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  93609. */
  93610. alwaysSelectAsActiveMesh: boolean;
  93611. /**
  93612. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  93613. */
  93614. doNotSyncBoundingInfo: boolean;
  93615. /**
  93616. * Gets or sets the current action manager
  93617. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  93618. */
  93619. actionManager: Nullable<AbstractActionManager>;
  93620. private _meshCollisionData;
  93621. /**
  93622. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  93623. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93624. */
  93625. ellipsoid: Vector3;
  93626. /**
  93627. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  93628. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93629. */
  93630. ellipsoidOffset: Vector3;
  93631. /**
  93632. * Gets or sets a collision mask used to mask collisions (default is -1).
  93633. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93634. */
  93635. collisionMask: number;
  93636. /**
  93637. * Gets or sets the current collision group mask (-1 by default).
  93638. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93639. */
  93640. collisionGroup: number;
  93641. /**
  93642. * Defines edge width used when edgesRenderer is enabled
  93643. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93644. */
  93645. edgesWidth: number;
  93646. /**
  93647. * Defines edge color used when edgesRenderer is enabled
  93648. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93649. */
  93650. edgesColor: Color4;
  93651. /** @hidden */
  93652. _edgesRenderer: Nullable<IEdgesRenderer>;
  93653. /** @hidden */
  93654. _masterMesh: Nullable<AbstractMesh>;
  93655. /** @hidden */
  93656. _boundingInfo: Nullable<BoundingInfo>;
  93657. /** @hidden */
  93658. _renderId: number;
  93659. /**
  93660. * Gets or sets the list of subMeshes
  93661. * @see http://doc.babylonjs.com/how_to/multi_materials
  93662. */
  93663. subMeshes: SubMesh[];
  93664. /** @hidden */
  93665. _intersectionsInProgress: AbstractMesh[];
  93666. /** @hidden */
  93667. _unIndexed: boolean;
  93668. /** @hidden */
  93669. _lightSources: Light[];
  93670. /** Gets the list of lights affecting that mesh */
  93671. readonly lightSources: Light[];
  93672. /** @hidden */
  93673. readonly _positions: Nullable<Vector3[]>;
  93674. /** @hidden */
  93675. _waitingData: {
  93676. lods: Nullable<any>;
  93677. actions: Nullable<any>;
  93678. freezeWorldMatrix: Nullable<boolean>;
  93679. };
  93680. /** @hidden */
  93681. _bonesTransformMatrices: Nullable<Float32Array>;
  93682. /** @hidden */
  93683. _transformMatrixTexture: Nullable<RawTexture>;
  93684. /**
  93685. * Gets or sets a skeleton to apply skining transformations
  93686. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93687. */
  93688. skeleton: Nullable<Skeleton>;
  93689. /**
  93690. * An event triggered when the mesh is rebuilt.
  93691. */
  93692. onRebuildObservable: Observable<AbstractMesh>;
  93693. /**
  93694. * Creates a new AbstractMesh
  93695. * @param name defines the name of the mesh
  93696. * @param scene defines the hosting scene
  93697. */
  93698. constructor(name: string, scene?: Nullable<Scene>);
  93699. /**
  93700. * Returns the string "AbstractMesh"
  93701. * @returns "AbstractMesh"
  93702. */
  93703. getClassName(): string;
  93704. /**
  93705. * Gets a string representation of the current mesh
  93706. * @param fullDetails defines a boolean indicating if full details must be included
  93707. * @returns a string representation of the current mesh
  93708. */
  93709. toString(fullDetails?: boolean): string;
  93710. /**
  93711. * @hidden
  93712. */
  93713. protected _getEffectiveParent(): Nullable<Node>;
  93714. /** @hidden */
  93715. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  93716. /** @hidden */
  93717. _rebuild(): void;
  93718. /** @hidden */
  93719. _resyncLightSources(): void;
  93720. /** @hidden */
  93721. _resyncLighSource(light: Light): void;
  93722. /** @hidden */
  93723. _unBindEffect(): void;
  93724. /** @hidden */
  93725. _removeLightSource(light: Light, dispose: boolean): void;
  93726. private _markSubMeshesAsDirty;
  93727. /** @hidden */
  93728. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  93729. /** @hidden */
  93730. _markSubMeshesAsAttributesDirty(): void;
  93731. /** @hidden */
  93732. _markSubMeshesAsMiscDirty(): void;
  93733. /**
  93734. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  93735. */
  93736. scaling: Vector3;
  93737. /**
  93738. * Returns true if the mesh is blocked. Implemented by child classes
  93739. */
  93740. readonly isBlocked: boolean;
  93741. /**
  93742. * Returns the mesh itself by default. Implemented by child classes
  93743. * @param camera defines the camera to use to pick the right LOD level
  93744. * @returns the currentAbstractMesh
  93745. */
  93746. getLOD(camera: Camera): Nullable<AbstractMesh>;
  93747. /**
  93748. * Returns 0 by default. Implemented by child classes
  93749. * @returns an integer
  93750. */
  93751. getTotalVertices(): number;
  93752. /**
  93753. * Returns a positive integer : the total number of indices in this mesh geometry.
  93754. * @returns the numner of indices or zero if the mesh has no geometry.
  93755. */
  93756. getTotalIndices(): number;
  93757. /**
  93758. * Returns null by default. Implemented by child classes
  93759. * @returns null
  93760. */
  93761. getIndices(): Nullable<IndicesArray>;
  93762. /**
  93763. * Returns the array of the requested vertex data kind. Implemented by child classes
  93764. * @param kind defines the vertex data kind to use
  93765. * @returns null
  93766. */
  93767. getVerticesData(kind: string): Nullable<FloatArray>;
  93768. /**
  93769. * Sets the vertex data of the mesh geometry for the requested `kind`.
  93770. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  93771. * Note that a new underlying VertexBuffer object is created each call.
  93772. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  93773. * @param kind defines vertex data kind:
  93774. * * VertexBuffer.PositionKind
  93775. * * VertexBuffer.UVKind
  93776. * * VertexBuffer.UV2Kind
  93777. * * VertexBuffer.UV3Kind
  93778. * * VertexBuffer.UV4Kind
  93779. * * VertexBuffer.UV5Kind
  93780. * * VertexBuffer.UV6Kind
  93781. * * VertexBuffer.ColorKind
  93782. * * VertexBuffer.MatricesIndicesKind
  93783. * * VertexBuffer.MatricesIndicesExtraKind
  93784. * * VertexBuffer.MatricesWeightsKind
  93785. * * VertexBuffer.MatricesWeightsExtraKind
  93786. * @param data defines the data source
  93787. * @param updatable defines if the data must be flagged as updatable (or static)
  93788. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  93789. * @returns the current mesh
  93790. */
  93791. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  93792. /**
  93793. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  93794. * If the mesh has no geometry, it is simply returned as it is.
  93795. * @param kind defines vertex data kind:
  93796. * * VertexBuffer.PositionKind
  93797. * * VertexBuffer.UVKind
  93798. * * VertexBuffer.UV2Kind
  93799. * * VertexBuffer.UV3Kind
  93800. * * VertexBuffer.UV4Kind
  93801. * * VertexBuffer.UV5Kind
  93802. * * VertexBuffer.UV6Kind
  93803. * * VertexBuffer.ColorKind
  93804. * * VertexBuffer.MatricesIndicesKind
  93805. * * VertexBuffer.MatricesIndicesExtraKind
  93806. * * VertexBuffer.MatricesWeightsKind
  93807. * * VertexBuffer.MatricesWeightsExtraKind
  93808. * @param data defines the data source
  93809. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  93810. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  93811. * @returns the current mesh
  93812. */
  93813. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  93814. /**
  93815. * Sets the mesh indices,
  93816. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  93817. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  93818. * @param totalVertices Defines the total number of vertices
  93819. * @returns the current mesh
  93820. */
  93821. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  93822. /**
  93823. * Gets a boolean indicating if specific vertex data is present
  93824. * @param kind defines the vertex data kind to use
  93825. * @returns true is data kind is present
  93826. */
  93827. isVerticesDataPresent(kind: string): boolean;
  93828. /**
  93829. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  93830. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  93831. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  93832. * @returns a BoundingInfo
  93833. */
  93834. getBoundingInfo(): BoundingInfo;
  93835. /**
  93836. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  93837. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  93838. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  93839. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  93840. * @returns the current mesh
  93841. */
  93842. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  93843. /**
  93844. * Overwrite the current bounding info
  93845. * @param boundingInfo defines the new bounding info
  93846. * @returns the current mesh
  93847. */
  93848. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  93849. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  93850. readonly useBones: boolean;
  93851. /** @hidden */
  93852. _preActivate(): void;
  93853. /** @hidden */
  93854. _preActivateForIntermediateRendering(renderId: number): void;
  93855. /** @hidden */
  93856. _activate(renderId: number, intermediateRendering: boolean): boolean;
  93857. /** @hidden */
  93858. _postActivate(): void;
  93859. /** @hidden */
  93860. _freeze(): void;
  93861. /** @hidden */
  93862. _unFreeze(): void;
  93863. /**
  93864. * Gets the current world matrix
  93865. * @returns a Matrix
  93866. */
  93867. getWorldMatrix(): Matrix;
  93868. /** @hidden */
  93869. _getWorldMatrixDeterminant(): number;
  93870. /**
  93871. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  93872. */
  93873. readonly isAnInstance: boolean;
  93874. /**
  93875. * Gets a boolean indicating if this mesh has instances
  93876. */
  93877. readonly hasInstances: boolean;
  93878. /**
  93879. * Perform relative position change from the point of view of behind the front of the mesh.
  93880. * This is performed taking into account the meshes current rotation, so you do not have to care.
  93881. * Supports definition of mesh facing forward or backward
  93882. * @param amountRight defines the distance on the right axis
  93883. * @param amountUp defines the distance on the up axis
  93884. * @param amountForward defines the distance on the forward axis
  93885. * @returns the current mesh
  93886. */
  93887. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  93888. /**
  93889. * Calculate relative position change from the point of view of behind the front of the mesh.
  93890. * This is performed taking into account the meshes current rotation, so you do not have to care.
  93891. * Supports definition of mesh facing forward or backward
  93892. * @param amountRight defines the distance on the right axis
  93893. * @param amountUp defines the distance on the up axis
  93894. * @param amountForward defines the distance on the forward axis
  93895. * @returns the new displacement vector
  93896. */
  93897. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  93898. /**
  93899. * Perform relative rotation change from the point of view of behind the front of the mesh.
  93900. * Supports definition of mesh facing forward or backward
  93901. * @param flipBack defines the flip
  93902. * @param twirlClockwise defines the twirl
  93903. * @param tiltRight defines the tilt
  93904. * @returns the current mesh
  93905. */
  93906. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  93907. /**
  93908. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  93909. * Supports definition of mesh facing forward or backward.
  93910. * @param flipBack defines the flip
  93911. * @param twirlClockwise defines the twirl
  93912. * @param tiltRight defines the tilt
  93913. * @returns the new rotation vector
  93914. */
  93915. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  93916. /**
  93917. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  93918. * This means the mesh underlying bounding box and sphere are recomputed.
  93919. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  93920. * @returns the current mesh
  93921. */
  93922. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  93923. /** @hidden */
  93924. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  93925. /** @hidden */
  93926. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  93927. /** @hidden */
  93928. _updateBoundingInfo(): AbstractMesh;
  93929. /** @hidden */
  93930. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  93931. /** @hidden */
  93932. protected _afterComputeWorldMatrix(): void;
  93933. /** @hidden */
  93934. readonly _effectiveMesh: AbstractMesh;
  93935. /**
  93936. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  93937. * A mesh is in the frustum if its bounding box intersects the frustum
  93938. * @param frustumPlanes defines the frustum to test
  93939. * @returns true if the mesh is in the frustum planes
  93940. */
  93941. isInFrustum(frustumPlanes: Plane[]): boolean;
  93942. /**
  93943. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  93944. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  93945. * @param frustumPlanes defines the frustum to test
  93946. * @returns true if the mesh is completely in the frustum planes
  93947. */
  93948. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  93949. /**
  93950. * True if the mesh intersects another mesh or a SolidParticle object
  93951. * @param mesh defines a target mesh or SolidParticle to test
  93952. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  93953. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  93954. * @returns true if there is an intersection
  93955. */
  93956. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  93957. /**
  93958. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  93959. * @param point defines the point to test
  93960. * @returns true if there is an intersection
  93961. */
  93962. intersectsPoint(point: Vector3): boolean;
  93963. /**
  93964. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  93965. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93966. */
  93967. checkCollisions: boolean;
  93968. /**
  93969. * Gets Collider object used to compute collisions (not physics)
  93970. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93971. */
  93972. readonly collider: Nullable<Collider>;
  93973. /**
  93974. * Move the mesh using collision engine
  93975. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93976. * @param displacement defines the requested displacement vector
  93977. * @returns the current mesh
  93978. */
  93979. moveWithCollisions(displacement: Vector3): AbstractMesh;
  93980. private _onCollisionPositionChange;
  93981. /** @hidden */
  93982. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  93983. /** @hidden */
  93984. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  93985. /** @hidden */
  93986. _checkCollision(collider: Collider): AbstractMesh;
  93987. /** @hidden */
  93988. _generatePointsArray(): boolean;
  93989. /**
  93990. * Checks if the passed Ray intersects with the mesh
  93991. * @param ray defines the ray to use
  93992. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  93993. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  93994. * @returns the picking info
  93995. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  93996. */
  93997. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  93998. /**
  93999. * Clones the current mesh
  94000. * @param name defines the mesh name
  94001. * @param newParent defines the new mesh parent
  94002. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  94003. * @returns the new mesh
  94004. */
  94005. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  94006. /**
  94007. * Disposes all the submeshes of the current meshnp
  94008. * @returns the current mesh
  94009. */
  94010. releaseSubMeshes(): AbstractMesh;
  94011. /**
  94012. * Releases resources associated with this abstract mesh.
  94013. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94014. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94015. */
  94016. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94017. /**
  94018. * Adds the passed mesh as a child to the current mesh
  94019. * @param mesh defines the child mesh
  94020. * @returns the current mesh
  94021. */
  94022. addChild(mesh: AbstractMesh): AbstractMesh;
  94023. /**
  94024. * Removes the passed mesh from the current mesh children list
  94025. * @param mesh defines the child mesh
  94026. * @returns the current mesh
  94027. */
  94028. removeChild(mesh: AbstractMesh): AbstractMesh;
  94029. /** @hidden */
  94030. private _initFacetData;
  94031. /**
  94032. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94033. * This method can be called within the render loop.
  94034. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  94035. * @returns the current mesh
  94036. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94037. */
  94038. updateFacetData(): AbstractMesh;
  94039. /**
  94040. * Returns the facetLocalNormals array.
  94041. * The normals are expressed in the mesh local spac
  94042. * @returns an array of Vector3
  94043. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94044. */
  94045. getFacetLocalNormals(): Vector3[];
  94046. /**
  94047. * Returns the facetLocalPositions array.
  94048. * The facet positions are expressed in the mesh local space
  94049. * @returns an array of Vector3
  94050. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94051. */
  94052. getFacetLocalPositions(): Vector3[];
  94053. /**
  94054. * Returns the facetLocalPartioning array
  94055. * @returns an array of array of numbers
  94056. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94057. */
  94058. getFacetLocalPartitioning(): number[][];
  94059. /**
  94060. * Returns the i-th facet position in the world system.
  94061. * This method allocates a new Vector3 per call
  94062. * @param i defines the facet index
  94063. * @returns a new Vector3
  94064. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94065. */
  94066. getFacetPosition(i: number): Vector3;
  94067. /**
  94068. * Sets the reference Vector3 with the i-th facet position in the world system
  94069. * @param i defines the facet index
  94070. * @param ref defines the target vector
  94071. * @returns the current mesh
  94072. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94073. */
  94074. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94075. /**
  94076. * Returns the i-th facet normal in the world system.
  94077. * This method allocates a new Vector3 per call
  94078. * @param i defines the facet index
  94079. * @returns a new Vector3
  94080. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94081. */
  94082. getFacetNormal(i: number): Vector3;
  94083. /**
  94084. * Sets the reference Vector3 with the i-th facet normal in the world system
  94085. * @param i defines the facet index
  94086. * @param ref defines the target vector
  94087. * @returns the current mesh
  94088. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94089. */
  94090. getFacetNormalToRef(i: number, ref: Vector3): this;
  94091. /**
  94092. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  94093. * @param x defines x coordinate
  94094. * @param y defines y coordinate
  94095. * @param z defines z coordinate
  94096. * @returns the array of facet indexes
  94097. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94098. */
  94099. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94100. /**
  94101. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94102. * @param projected sets as the (x,y,z) world projection on the facet
  94103. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  94104. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  94105. * @param x defines x coordinate
  94106. * @param y defines y coordinate
  94107. * @param z defines z coordinate
  94108. * @returns the face index if found (or null instead)
  94109. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94110. */
  94111. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94112. /**
  94113. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94114. * @param projected sets as the (x,y,z) local projection on the facet
  94115. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  94116. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  94117. * @param x defines x coordinate
  94118. * @param y defines y coordinate
  94119. * @param z defines z coordinate
  94120. * @returns the face index if found (or null instead)
  94121. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94122. */
  94123. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94124. /**
  94125. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94126. * @returns the parameters
  94127. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94128. */
  94129. getFacetDataParameters(): any;
  94130. /**
  94131. * Disables the feature FacetData and frees the related memory
  94132. * @returns the current mesh
  94133. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94134. */
  94135. disableFacetData(): AbstractMesh;
  94136. /**
  94137. * Updates the AbstractMesh indices array
  94138. * @param indices defines the data source
  94139. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94140. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  94141. * @returns the current mesh
  94142. */
  94143. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94144. /**
  94145. * Creates new normals data for the mesh
  94146. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94147. * @returns the current mesh
  94148. */
  94149. createNormals(updatable: boolean): AbstractMesh;
  94150. /**
  94151. * Align the mesh with a normal
  94152. * @param normal defines the normal to use
  94153. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94154. * @returns the current mesh
  94155. */
  94156. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94157. /** @hidden */
  94158. _checkOcclusionQuery(): boolean;
  94159. /**
  94160. * Disables the mesh edge rendering mode
  94161. * @returns the currentAbstractMesh
  94162. */
  94163. disableEdgesRendering(): AbstractMesh;
  94164. /**
  94165. * Enables the edge rendering mode on the mesh.
  94166. * This mode makes the mesh edges visible
  94167. * @param epsilon defines the maximal distance between two angles to detect a face
  94168. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94169. * @returns the currentAbstractMesh
  94170. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94171. */
  94172. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94173. }
  94174. }
  94175. declare module BABYLON {
  94176. /**
  94177. * Interface used to define ActionEvent
  94178. */
  94179. export interface IActionEvent {
  94180. /** The mesh or sprite that triggered the action */
  94181. source: any;
  94182. /** The X mouse cursor position at the time of the event */
  94183. pointerX: number;
  94184. /** The Y mouse cursor position at the time of the event */
  94185. pointerY: number;
  94186. /** The mesh that is currently pointed at (can be null) */
  94187. meshUnderPointer: Nullable<AbstractMesh>;
  94188. /** the original (browser) event that triggered the ActionEvent */
  94189. sourceEvent?: any;
  94190. /** additional data for the event */
  94191. additionalData?: any;
  94192. }
  94193. /**
  94194. * ActionEvent is the event being sent when an action is triggered.
  94195. */
  94196. export class ActionEvent implements IActionEvent {
  94197. /** The mesh or sprite that triggered the action */
  94198. source: any;
  94199. /** The X mouse cursor position at the time of the event */
  94200. pointerX: number;
  94201. /** The Y mouse cursor position at the time of the event */
  94202. pointerY: number;
  94203. /** The mesh that is currently pointed at (can be null) */
  94204. meshUnderPointer: Nullable<AbstractMesh>;
  94205. /** the original (browser) event that triggered the ActionEvent */
  94206. sourceEvent?: any;
  94207. /** additional data for the event */
  94208. additionalData?: any;
  94209. /**
  94210. * Creates a new ActionEvent
  94211. * @param source The mesh or sprite that triggered the action
  94212. * @param pointerX The X mouse cursor position at the time of the event
  94213. * @param pointerY The Y mouse cursor position at the time of the event
  94214. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  94215. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  94216. * @param additionalData additional data for the event
  94217. */
  94218. constructor(
  94219. /** The mesh or sprite that triggered the action */
  94220. source: any,
  94221. /** The X mouse cursor position at the time of the event */
  94222. pointerX: number,
  94223. /** The Y mouse cursor position at the time of the event */
  94224. pointerY: number,
  94225. /** The mesh that is currently pointed at (can be null) */
  94226. meshUnderPointer: Nullable<AbstractMesh>,
  94227. /** the original (browser) event that triggered the ActionEvent */
  94228. sourceEvent?: any,
  94229. /** additional data for the event */
  94230. additionalData?: any);
  94231. /**
  94232. * Helper function to auto-create an ActionEvent from a source mesh.
  94233. * @param source The source mesh that triggered the event
  94234. * @param evt The original (browser) event
  94235. * @param additionalData additional data for the event
  94236. * @returns the new ActionEvent
  94237. */
  94238. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  94239. /**
  94240. * Helper function to auto-create an ActionEvent from a source sprite
  94241. * @param source The source sprite that triggered the event
  94242. * @param scene Scene associated with the sprite
  94243. * @param evt The original (browser) event
  94244. * @param additionalData additional data for the event
  94245. * @returns the new ActionEvent
  94246. */
  94247. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  94248. /**
  94249. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  94250. * @param scene the scene where the event occurred
  94251. * @param evt The original (browser) event
  94252. * @returns the new ActionEvent
  94253. */
  94254. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  94255. /**
  94256. * Helper function to auto-create an ActionEvent from a primitive
  94257. * @param prim defines the target primitive
  94258. * @param pointerPos defines the pointer position
  94259. * @param evt The original (browser) event
  94260. * @param additionalData additional data for the event
  94261. * @returns the new ActionEvent
  94262. */
  94263. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  94264. }
  94265. }
  94266. declare module BABYLON {
  94267. /**
  94268. * Abstract class used to decouple action Manager from scene and meshes.
  94269. * Do not instantiate.
  94270. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94271. */
  94272. export abstract class AbstractActionManager implements IDisposable {
  94273. /** Gets the list of active triggers */
  94274. static Triggers: {
  94275. [key: string]: number;
  94276. };
  94277. /** Gets the cursor to use when hovering items */
  94278. hoverCursor: string;
  94279. /** Gets the list of actions */
  94280. actions: IAction[];
  94281. /**
  94282. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  94283. */
  94284. isRecursive: boolean;
  94285. /**
  94286. * Releases all associated resources
  94287. */
  94288. abstract dispose(): void;
  94289. /**
  94290. * Does this action manager has pointer triggers
  94291. */
  94292. abstract readonly hasPointerTriggers: boolean;
  94293. /**
  94294. * Does this action manager has pick triggers
  94295. */
  94296. abstract readonly hasPickTriggers: boolean;
  94297. /**
  94298. * Process a specific trigger
  94299. * @param trigger defines the trigger to process
  94300. * @param evt defines the event details to be processed
  94301. */
  94302. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  94303. /**
  94304. * Does this action manager handles actions of any of the given triggers
  94305. * @param triggers defines the triggers to be tested
  94306. * @return a boolean indicating whether one (or more) of the triggers is handled
  94307. */
  94308. abstract hasSpecificTriggers(triggers: number[]): boolean;
  94309. /**
  94310. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  94311. * speed.
  94312. * @param triggerA defines the trigger to be tested
  94313. * @param triggerB defines the trigger to be tested
  94314. * @return a boolean indicating whether one (or more) of the triggers is handled
  94315. */
  94316. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  94317. /**
  94318. * Does this action manager handles actions of a given trigger
  94319. * @param trigger defines the trigger to be tested
  94320. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  94321. * @return whether the trigger is handled
  94322. */
  94323. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  94324. /**
  94325. * Serialize this manager to a JSON object
  94326. * @param name defines the property name to store this manager
  94327. * @returns a JSON representation of this manager
  94328. */
  94329. abstract serialize(name: string): any;
  94330. /**
  94331. * Registers an action to this action manager
  94332. * @param action defines the action to be registered
  94333. * @return the action amended (prepared) after registration
  94334. */
  94335. abstract registerAction(action: IAction): Nullable<IAction>;
  94336. /**
  94337. * Unregisters an action to this action manager
  94338. * @param action defines the action to be unregistered
  94339. * @return a boolean indicating whether the action has been unregistered
  94340. */
  94341. abstract unregisterAction(action: IAction): Boolean;
  94342. /**
  94343. * Does exist one action manager with at least one trigger
  94344. **/
  94345. static readonly HasTriggers: boolean;
  94346. /**
  94347. * Does exist one action manager with at least one pick trigger
  94348. **/
  94349. static readonly HasPickTriggers: boolean;
  94350. /**
  94351. * Does exist one action manager that handles actions of a given trigger
  94352. * @param trigger defines the trigger to be tested
  94353. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  94354. **/
  94355. static HasSpecificTrigger(trigger: number): boolean;
  94356. }
  94357. }
  94358. declare module BABYLON {
  94359. /**
  94360. * Defines how a node can be built from a string name.
  94361. */
  94362. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  94363. /**
  94364. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  94365. */
  94366. export class Node implements IBehaviorAware<Node> {
  94367. /** @hidden */
  94368. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  94369. private static _NodeConstructors;
  94370. /**
  94371. * Add a new node constructor
  94372. * @param type defines the type name of the node to construct
  94373. * @param constructorFunc defines the constructor function
  94374. */
  94375. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  94376. /**
  94377. * Returns a node constructor based on type name
  94378. * @param type defines the type name
  94379. * @param name defines the new node name
  94380. * @param scene defines the hosting scene
  94381. * @param options defines optional options to transmit to constructors
  94382. * @returns the new constructor or null
  94383. */
  94384. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  94385. /**
  94386. * Gets or sets the name of the node
  94387. */
  94388. name: string;
  94389. /**
  94390. * Gets or sets the id of the node
  94391. */
  94392. id: string;
  94393. /**
  94394. * Gets or sets the unique id of the node
  94395. */
  94396. uniqueId: number;
  94397. /**
  94398. * Gets or sets a string used to store user defined state for the node
  94399. */
  94400. state: string;
  94401. /**
  94402. * Gets or sets an object used to store user defined information for the node
  94403. */
  94404. metadata: any;
  94405. /**
  94406. * For internal use only. Please do not use.
  94407. */
  94408. reservedDataStore: any;
  94409. /**
  94410. * List of inspectable custom properties (used by the Inspector)
  94411. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  94412. */
  94413. inspectableCustomProperties: IInspectable[];
  94414. private _doNotSerialize;
  94415. /**
  94416. * Gets or sets a boolean used to define if the node must be serialized
  94417. */
  94418. doNotSerialize: boolean;
  94419. /** @hidden */
  94420. _isDisposed: boolean;
  94421. /**
  94422. * Gets a list of Animations associated with the node
  94423. */
  94424. animations: Animation[];
  94425. protected _ranges: {
  94426. [name: string]: Nullable<AnimationRange>;
  94427. };
  94428. /**
  94429. * Callback raised when the node is ready to be used
  94430. */
  94431. onReady: Nullable<(node: Node) => void>;
  94432. private _isEnabled;
  94433. private _isParentEnabled;
  94434. private _isReady;
  94435. /** @hidden */
  94436. _currentRenderId: number;
  94437. private _parentUpdateId;
  94438. /** @hidden */
  94439. _childUpdateId: number;
  94440. /** @hidden */
  94441. _waitingParentId: Nullable<string>;
  94442. /** @hidden */
  94443. _scene: Scene;
  94444. /** @hidden */
  94445. _cache: any;
  94446. private _parentNode;
  94447. private _children;
  94448. /** @hidden */
  94449. _worldMatrix: Matrix;
  94450. /** @hidden */
  94451. _worldMatrixDeterminant: number;
  94452. /** @hidden */
  94453. _worldMatrixDeterminantIsDirty: boolean;
  94454. /** @hidden */
  94455. private _sceneRootNodesIndex;
  94456. /**
  94457. * Gets a boolean indicating if the node has been disposed
  94458. * @returns true if the node was disposed
  94459. */
  94460. isDisposed(): boolean;
  94461. /**
  94462. * Gets or sets the parent of the node (without keeping the current position in the scene)
  94463. * @see https://doc.babylonjs.com/how_to/parenting
  94464. */
  94465. parent: Nullable<Node>;
  94466. private addToSceneRootNodes;
  94467. private removeFromSceneRootNodes;
  94468. private _animationPropertiesOverride;
  94469. /**
  94470. * Gets or sets the animation properties override
  94471. */
  94472. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  94473. /**
  94474. * Gets a string idenfifying the name of the class
  94475. * @returns "Node" string
  94476. */
  94477. getClassName(): string;
  94478. /** @hidden */
  94479. readonly _isNode: boolean;
  94480. /**
  94481. * An event triggered when the mesh is disposed
  94482. */
  94483. onDisposeObservable: Observable<Node>;
  94484. private _onDisposeObserver;
  94485. /**
  94486. * Sets a callback that will be raised when the node will be disposed
  94487. */
  94488. onDispose: () => void;
  94489. /**
  94490. * Creates a new Node
  94491. * @param name the name and id to be given to this node
  94492. * @param scene the scene this node will be added to
  94493. * @param addToRootNodes the node will be added to scene.rootNodes
  94494. */
  94495. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  94496. /**
  94497. * Gets the scene of the node
  94498. * @returns a scene
  94499. */
  94500. getScene(): Scene;
  94501. /**
  94502. * Gets the engine of the node
  94503. * @returns a Engine
  94504. */
  94505. getEngine(): Engine;
  94506. private _behaviors;
  94507. /**
  94508. * Attach a behavior to the node
  94509. * @see http://doc.babylonjs.com/features/behaviour
  94510. * @param behavior defines the behavior to attach
  94511. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  94512. * @returns the current Node
  94513. */
  94514. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  94515. /**
  94516. * Remove an attached behavior
  94517. * @see http://doc.babylonjs.com/features/behaviour
  94518. * @param behavior defines the behavior to attach
  94519. * @returns the current Node
  94520. */
  94521. removeBehavior(behavior: Behavior<Node>): Node;
  94522. /**
  94523. * Gets the list of attached behaviors
  94524. * @see http://doc.babylonjs.com/features/behaviour
  94525. */
  94526. readonly behaviors: Behavior<Node>[];
  94527. /**
  94528. * Gets an attached behavior by name
  94529. * @param name defines the name of the behavior to look for
  94530. * @see http://doc.babylonjs.com/features/behaviour
  94531. * @returns null if behavior was not found else the requested behavior
  94532. */
  94533. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  94534. /**
  94535. * Returns the latest update of the World matrix
  94536. * @returns a Matrix
  94537. */
  94538. getWorldMatrix(): Matrix;
  94539. /** @hidden */
  94540. _getWorldMatrixDeterminant(): number;
  94541. /**
  94542. * Returns directly the latest state of the mesh World matrix.
  94543. * A Matrix is returned.
  94544. */
  94545. readonly worldMatrixFromCache: Matrix;
  94546. /** @hidden */
  94547. _initCache(): void;
  94548. /** @hidden */
  94549. updateCache(force?: boolean): void;
  94550. /** @hidden */
  94551. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94552. /** @hidden */
  94553. _updateCache(ignoreParentClass?: boolean): void;
  94554. /** @hidden */
  94555. _isSynchronized(): boolean;
  94556. /** @hidden */
  94557. _markSyncedWithParent(): void;
  94558. /** @hidden */
  94559. isSynchronizedWithParent(): boolean;
  94560. /** @hidden */
  94561. isSynchronized(): boolean;
  94562. /**
  94563. * Is this node ready to be used/rendered
  94564. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  94565. * @return true if the node is ready
  94566. */
  94567. isReady(completeCheck?: boolean): boolean;
  94568. /**
  94569. * Is this node enabled?
  94570. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  94571. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  94572. * @return whether this node (and its parent) is enabled
  94573. */
  94574. isEnabled(checkAncestors?: boolean): boolean;
  94575. /** @hidden */
  94576. protected _syncParentEnabledState(): void;
  94577. /**
  94578. * Set the enabled state of this node
  94579. * @param value defines the new enabled state
  94580. */
  94581. setEnabled(value: boolean): void;
  94582. /**
  94583. * Is this node a descendant of the given node?
  94584. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  94585. * @param ancestor defines the parent node to inspect
  94586. * @returns a boolean indicating if this node is a descendant of the given node
  94587. */
  94588. isDescendantOf(ancestor: Node): boolean;
  94589. /** @hidden */
  94590. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  94591. /**
  94592. * Will return all nodes that have this node as ascendant
  94593. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  94594. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  94595. * @return all children nodes of all types
  94596. */
  94597. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  94598. /**
  94599. * Get all child-meshes of this node
  94600. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  94601. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  94602. * @returns an array of AbstractMesh
  94603. */
  94604. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  94605. /**
  94606. * Get all direct children of this node
  94607. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  94608. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  94609. * @returns an array of Node
  94610. */
  94611. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  94612. /** @hidden */
  94613. _setReady(state: boolean): void;
  94614. /**
  94615. * Get an animation by name
  94616. * @param name defines the name of the animation to look for
  94617. * @returns null if not found else the requested animation
  94618. */
  94619. getAnimationByName(name: string): Nullable<Animation>;
  94620. /**
  94621. * Creates an animation range for this node
  94622. * @param name defines the name of the range
  94623. * @param from defines the starting key
  94624. * @param to defines the end key
  94625. */
  94626. createAnimationRange(name: string, from: number, to: number): void;
  94627. /**
  94628. * Delete a specific animation range
  94629. * @param name defines the name of the range to delete
  94630. * @param deleteFrames defines if animation frames from the range must be deleted as well
  94631. */
  94632. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  94633. /**
  94634. * Get an animation range by name
  94635. * @param name defines the name of the animation range to look for
  94636. * @returns null if not found else the requested animation range
  94637. */
  94638. getAnimationRange(name: string): Nullable<AnimationRange>;
  94639. /**
  94640. * Gets the list of all animation ranges defined on this node
  94641. * @returns an array
  94642. */
  94643. getAnimationRanges(): Nullable<AnimationRange>[];
  94644. /**
  94645. * Will start the animation sequence
  94646. * @param name defines the range frames for animation sequence
  94647. * @param loop defines if the animation should loop (false by default)
  94648. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  94649. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  94650. * @returns the object created for this animation. If range does not exist, it will return null
  94651. */
  94652. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  94653. /**
  94654. * Serialize animation ranges into a JSON compatible object
  94655. * @returns serialization object
  94656. */
  94657. serializeAnimationRanges(): any;
  94658. /**
  94659. * Computes the world matrix of the node
  94660. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  94661. * @returns the world matrix
  94662. */
  94663. computeWorldMatrix(force?: boolean): Matrix;
  94664. /**
  94665. * Releases resources associated with this node.
  94666. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94667. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94668. */
  94669. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94670. /**
  94671. * Parse animation range data from a serialization object and store them into a given node
  94672. * @param node defines where to store the animation ranges
  94673. * @param parsedNode defines the serialization object to read data from
  94674. * @param scene defines the hosting scene
  94675. */
  94676. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  94677. /**
  94678. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  94679. * @param includeDescendants Include bounding info from descendants as well (true by default)
  94680. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  94681. * @returns the new bounding vectors
  94682. */
  94683. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  94684. min: Vector3;
  94685. max: Vector3;
  94686. };
  94687. }
  94688. }
  94689. declare module BABYLON {
  94690. /**
  94691. * @hidden
  94692. */
  94693. export class _IAnimationState {
  94694. key: number;
  94695. repeatCount: number;
  94696. workValue?: any;
  94697. loopMode?: number;
  94698. offsetValue?: any;
  94699. highLimitValue?: any;
  94700. }
  94701. /**
  94702. * Class used to store any kind of animation
  94703. */
  94704. export class Animation {
  94705. /**Name of the animation */
  94706. name: string;
  94707. /**Property to animate */
  94708. targetProperty: string;
  94709. /**The frames per second of the animation */
  94710. framePerSecond: number;
  94711. /**The data type of the animation */
  94712. dataType: number;
  94713. /**The loop mode of the animation */
  94714. loopMode?: number | undefined;
  94715. /**Specifies if blending should be enabled */
  94716. enableBlending?: boolean | undefined;
  94717. /**
  94718. * Use matrix interpolation instead of using direct key value when animating matrices
  94719. */
  94720. static AllowMatricesInterpolation: boolean;
  94721. /**
  94722. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  94723. */
  94724. static AllowMatrixDecomposeForInterpolation: boolean;
  94725. /**
  94726. * Stores the key frames of the animation
  94727. */
  94728. private _keys;
  94729. /**
  94730. * Stores the easing function of the animation
  94731. */
  94732. private _easingFunction;
  94733. /**
  94734. * @hidden Internal use only
  94735. */
  94736. _runtimeAnimations: RuntimeAnimation[];
  94737. /**
  94738. * The set of event that will be linked to this animation
  94739. */
  94740. private _events;
  94741. /**
  94742. * Stores an array of target property paths
  94743. */
  94744. targetPropertyPath: string[];
  94745. /**
  94746. * Stores the blending speed of the animation
  94747. */
  94748. blendingSpeed: number;
  94749. /**
  94750. * Stores the animation ranges for the animation
  94751. */
  94752. private _ranges;
  94753. /**
  94754. * @hidden Internal use
  94755. */
  94756. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  94757. /**
  94758. * Sets up an animation
  94759. * @param property The property to animate
  94760. * @param animationType The animation type to apply
  94761. * @param framePerSecond The frames per second of the animation
  94762. * @param easingFunction The easing function used in the animation
  94763. * @returns The created animation
  94764. */
  94765. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  94766. /**
  94767. * Create and start an animation on a node
  94768. * @param name defines the name of the global animation that will be run on all nodes
  94769. * @param node defines the root node where the animation will take place
  94770. * @param targetProperty defines property to animate
  94771. * @param framePerSecond defines the number of frame per second yo use
  94772. * @param totalFrame defines the number of frames in total
  94773. * @param from defines the initial value
  94774. * @param to defines the final value
  94775. * @param loopMode defines which loop mode you want to use (off by default)
  94776. * @param easingFunction defines the easing function to use (linear by default)
  94777. * @param onAnimationEnd defines the callback to call when animation end
  94778. * @returns the animatable created for this animation
  94779. */
  94780. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  94781. /**
  94782. * Create and start an animation on a node and its descendants
  94783. * @param name defines the name of the global animation that will be run on all nodes
  94784. * @param node defines the root node where the animation will take place
  94785. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  94786. * @param targetProperty defines property to animate
  94787. * @param framePerSecond defines the number of frame per second to use
  94788. * @param totalFrame defines the number of frames in total
  94789. * @param from defines the initial value
  94790. * @param to defines the final value
  94791. * @param loopMode defines which loop mode you want to use (off by default)
  94792. * @param easingFunction defines the easing function to use (linear by default)
  94793. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  94794. * @returns the list of animatables created for all nodes
  94795. * @example https://www.babylonjs-playground.com/#MH0VLI
  94796. */
  94797. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  94798. /**
  94799. * Creates a new animation, merges it with the existing animations and starts it
  94800. * @param name Name of the animation
  94801. * @param node Node which contains the scene that begins the animations
  94802. * @param targetProperty Specifies which property to animate
  94803. * @param framePerSecond The frames per second of the animation
  94804. * @param totalFrame The total number of frames
  94805. * @param from The frame at the beginning of the animation
  94806. * @param to The frame at the end of the animation
  94807. * @param loopMode Specifies the loop mode of the animation
  94808. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  94809. * @param onAnimationEnd Callback to run once the animation is complete
  94810. * @returns Nullable animation
  94811. */
  94812. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  94813. /**
  94814. * Transition property of an host to the target Value
  94815. * @param property The property to transition
  94816. * @param targetValue The target Value of the property
  94817. * @param host The object where the property to animate belongs
  94818. * @param scene Scene used to run the animation
  94819. * @param frameRate Framerate (in frame/s) to use
  94820. * @param transition The transition type we want to use
  94821. * @param duration The duration of the animation, in milliseconds
  94822. * @param onAnimationEnd Callback trigger at the end of the animation
  94823. * @returns Nullable animation
  94824. */
  94825. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  94826. /**
  94827. * Return the array of runtime animations currently using this animation
  94828. */
  94829. readonly runtimeAnimations: RuntimeAnimation[];
  94830. /**
  94831. * Specifies if any of the runtime animations are currently running
  94832. */
  94833. readonly hasRunningRuntimeAnimations: boolean;
  94834. /**
  94835. * Initializes the animation
  94836. * @param name Name of the animation
  94837. * @param targetProperty Property to animate
  94838. * @param framePerSecond The frames per second of the animation
  94839. * @param dataType The data type of the animation
  94840. * @param loopMode The loop mode of the animation
  94841. * @param enableBlending Specifies if blending should be enabled
  94842. */
  94843. constructor(
  94844. /**Name of the animation */
  94845. name: string,
  94846. /**Property to animate */
  94847. targetProperty: string,
  94848. /**The frames per second of the animation */
  94849. framePerSecond: number,
  94850. /**The data type of the animation */
  94851. dataType: number,
  94852. /**The loop mode of the animation */
  94853. loopMode?: number | undefined,
  94854. /**Specifies if blending should be enabled */
  94855. enableBlending?: boolean | undefined);
  94856. /**
  94857. * Converts the animation to a string
  94858. * @param fullDetails support for multiple levels of logging within scene loading
  94859. * @returns String form of the animation
  94860. */
  94861. toString(fullDetails?: boolean): string;
  94862. /**
  94863. * Add an event to this animation
  94864. * @param event Event to add
  94865. */
  94866. addEvent(event: AnimationEvent): void;
  94867. /**
  94868. * Remove all events found at the given frame
  94869. * @param frame The frame to remove events from
  94870. */
  94871. removeEvents(frame: number): void;
  94872. /**
  94873. * Retrieves all the events from the animation
  94874. * @returns Events from the animation
  94875. */
  94876. getEvents(): AnimationEvent[];
  94877. /**
  94878. * Creates an animation range
  94879. * @param name Name of the animation range
  94880. * @param from Starting frame of the animation range
  94881. * @param to Ending frame of the animation
  94882. */
  94883. createRange(name: string, from: number, to: number): void;
  94884. /**
  94885. * Deletes an animation range by name
  94886. * @param name Name of the animation range to delete
  94887. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  94888. */
  94889. deleteRange(name: string, deleteFrames?: boolean): void;
  94890. /**
  94891. * Gets the animation range by name, or null if not defined
  94892. * @param name Name of the animation range
  94893. * @returns Nullable animation range
  94894. */
  94895. getRange(name: string): Nullable<AnimationRange>;
  94896. /**
  94897. * Gets the key frames from the animation
  94898. * @returns The key frames of the animation
  94899. */
  94900. getKeys(): Array<IAnimationKey>;
  94901. /**
  94902. * Gets the highest frame rate of the animation
  94903. * @returns Highest frame rate of the animation
  94904. */
  94905. getHighestFrame(): number;
  94906. /**
  94907. * Gets the easing function of the animation
  94908. * @returns Easing function of the animation
  94909. */
  94910. getEasingFunction(): IEasingFunction;
  94911. /**
  94912. * Sets the easing function of the animation
  94913. * @param easingFunction A custom mathematical formula for animation
  94914. */
  94915. setEasingFunction(easingFunction: EasingFunction): void;
  94916. /**
  94917. * Interpolates a scalar linearly
  94918. * @param startValue Start value of the animation curve
  94919. * @param endValue End value of the animation curve
  94920. * @param gradient Scalar amount to interpolate
  94921. * @returns Interpolated scalar value
  94922. */
  94923. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  94924. /**
  94925. * Interpolates a scalar cubically
  94926. * @param startValue Start value of the animation curve
  94927. * @param outTangent End tangent of the animation
  94928. * @param endValue End value of the animation curve
  94929. * @param inTangent Start tangent of the animation curve
  94930. * @param gradient Scalar amount to interpolate
  94931. * @returns Interpolated scalar value
  94932. */
  94933. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  94934. /**
  94935. * Interpolates a quaternion using a spherical linear interpolation
  94936. * @param startValue Start value of the animation curve
  94937. * @param endValue End value of the animation curve
  94938. * @param gradient Scalar amount to interpolate
  94939. * @returns Interpolated quaternion value
  94940. */
  94941. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  94942. /**
  94943. * Interpolates a quaternion cubically
  94944. * @param startValue Start value of the animation curve
  94945. * @param outTangent End tangent of the animation curve
  94946. * @param endValue End value of the animation curve
  94947. * @param inTangent Start tangent of the animation curve
  94948. * @param gradient Scalar amount to interpolate
  94949. * @returns Interpolated quaternion value
  94950. */
  94951. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  94952. /**
  94953. * Interpolates a Vector3 linearl
  94954. * @param startValue Start value of the animation curve
  94955. * @param endValue End value of the animation curve
  94956. * @param gradient Scalar amount to interpolate
  94957. * @returns Interpolated scalar value
  94958. */
  94959. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  94960. /**
  94961. * Interpolates a Vector3 cubically
  94962. * @param startValue Start value of the animation curve
  94963. * @param outTangent End tangent of the animation
  94964. * @param endValue End value of the animation curve
  94965. * @param inTangent Start tangent of the animation curve
  94966. * @param gradient Scalar amount to interpolate
  94967. * @returns InterpolatedVector3 value
  94968. */
  94969. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  94970. /**
  94971. * Interpolates a Vector2 linearly
  94972. * @param startValue Start value of the animation curve
  94973. * @param endValue End value of the animation curve
  94974. * @param gradient Scalar amount to interpolate
  94975. * @returns Interpolated Vector2 value
  94976. */
  94977. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  94978. /**
  94979. * Interpolates a Vector2 cubically
  94980. * @param startValue Start value of the animation curve
  94981. * @param outTangent End tangent of the animation
  94982. * @param endValue End value of the animation curve
  94983. * @param inTangent Start tangent of the animation curve
  94984. * @param gradient Scalar amount to interpolate
  94985. * @returns Interpolated Vector2 value
  94986. */
  94987. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  94988. /**
  94989. * Interpolates a size linearly
  94990. * @param startValue Start value of the animation curve
  94991. * @param endValue End value of the animation curve
  94992. * @param gradient Scalar amount to interpolate
  94993. * @returns Interpolated Size value
  94994. */
  94995. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  94996. /**
  94997. * Interpolates a Color3 linearly
  94998. * @param startValue Start value of the animation curve
  94999. * @param endValue End value of the animation curve
  95000. * @param gradient Scalar amount to interpolate
  95001. * @returns Interpolated Color3 value
  95002. */
  95003. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  95004. /**
  95005. * Interpolates a Color4 linearly
  95006. * @param startValue Start value of the animation curve
  95007. * @param endValue End value of the animation curve
  95008. * @param gradient Scalar amount to interpolate
  95009. * @returns Interpolated Color3 value
  95010. */
  95011. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  95012. /**
  95013. * @hidden Internal use only
  95014. */
  95015. _getKeyValue(value: any): any;
  95016. /**
  95017. * @hidden Internal use only
  95018. */
  95019. _interpolate(currentFrame: number, state: _IAnimationState): any;
  95020. /**
  95021. * Defines the function to use to interpolate matrices
  95022. * @param startValue defines the start matrix
  95023. * @param endValue defines the end matrix
  95024. * @param gradient defines the gradient between both matrices
  95025. * @param result defines an optional target matrix where to store the interpolation
  95026. * @returns the interpolated matrix
  95027. */
  95028. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  95029. /**
  95030. * Makes a copy of the animation
  95031. * @returns Cloned animation
  95032. */
  95033. clone(): Animation;
  95034. /**
  95035. * Sets the key frames of the animation
  95036. * @param values The animation key frames to set
  95037. */
  95038. setKeys(values: Array<IAnimationKey>): void;
  95039. /**
  95040. * Serializes the animation to an object
  95041. * @returns Serialized object
  95042. */
  95043. serialize(): any;
  95044. /**
  95045. * Float animation type
  95046. */
  95047. static readonly ANIMATIONTYPE_FLOAT: number;
  95048. /**
  95049. * Vector3 animation type
  95050. */
  95051. static readonly ANIMATIONTYPE_VECTOR3: number;
  95052. /**
  95053. * Quaternion animation type
  95054. */
  95055. static readonly ANIMATIONTYPE_QUATERNION: number;
  95056. /**
  95057. * Matrix animation type
  95058. */
  95059. static readonly ANIMATIONTYPE_MATRIX: number;
  95060. /**
  95061. * Color3 animation type
  95062. */
  95063. static readonly ANIMATIONTYPE_COLOR3: number;
  95064. /**
  95065. * Color3 animation type
  95066. */
  95067. static readonly ANIMATIONTYPE_COLOR4: number;
  95068. /**
  95069. * Vector2 animation type
  95070. */
  95071. static readonly ANIMATIONTYPE_VECTOR2: number;
  95072. /**
  95073. * Size animation type
  95074. */
  95075. static readonly ANIMATIONTYPE_SIZE: number;
  95076. /**
  95077. * Relative Loop Mode
  95078. */
  95079. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95080. /**
  95081. * Cycle Loop Mode
  95082. */
  95083. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95084. /**
  95085. * Constant Loop Mode
  95086. */
  95087. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95088. /** @hidden */
  95089. static _UniversalLerp(left: any, right: any, amount: number): any;
  95090. /**
  95091. * Parses an animation object and creates an animation
  95092. * @param parsedAnimation Parsed animation object
  95093. * @returns Animation object
  95094. */
  95095. static Parse(parsedAnimation: any): Animation;
  95096. /**
  95097. * Appends the serialized animations from the source animations
  95098. * @param source Source containing the animations
  95099. * @param destination Target to store the animations
  95100. */
  95101. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95102. }
  95103. }
  95104. declare module BABYLON {
  95105. /**
  95106. * Interface containing an array of animations
  95107. */
  95108. export interface IAnimatable {
  95109. /**
  95110. * Array of animations
  95111. */
  95112. animations: Nullable<Array<Animation>>;
  95113. }
  95114. }
  95115. declare module BABYLON {
  95116. /**
  95117. * This represents all the required information to add a fresnel effect on a material:
  95118. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95119. */
  95120. export class FresnelParameters {
  95121. private _isEnabled;
  95122. /**
  95123. * Define if the fresnel effect is enable or not.
  95124. */
  95125. isEnabled: boolean;
  95126. /**
  95127. * Define the color used on edges (grazing angle)
  95128. */
  95129. leftColor: Color3;
  95130. /**
  95131. * Define the color used on center
  95132. */
  95133. rightColor: Color3;
  95134. /**
  95135. * Define bias applied to computed fresnel term
  95136. */
  95137. bias: number;
  95138. /**
  95139. * Defined the power exponent applied to fresnel term
  95140. */
  95141. power: number;
  95142. /**
  95143. * Clones the current fresnel and its valuues
  95144. * @returns a clone fresnel configuration
  95145. */
  95146. clone(): FresnelParameters;
  95147. /**
  95148. * Serializes the current fresnel parameters to a JSON representation.
  95149. * @return the JSON serialization
  95150. */
  95151. serialize(): any;
  95152. /**
  95153. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95154. * @param parsedFresnelParameters Define the JSON representation
  95155. * @returns the parsed parameters
  95156. */
  95157. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95158. }
  95159. }
  95160. declare module BABYLON {
  95161. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95162. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95163. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95164. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95165. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95166. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95167. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95168. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95169. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95170. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95171. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95172. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95173. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95174. /**
  95175. * Decorator used to define property that can be serialized as reference to a camera
  95176. * @param sourceName defines the name of the property to decorate
  95177. */
  95178. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95179. /**
  95180. * Class used to help serialization objects
  95181. */
  95182. export class SerializationHelper {
  95183. /** @hidden */
  95184. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95185. /** @hidden */
  95186. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95187. /** @hidden */
  95188. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95189. /** @hidden */
  95190. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95191. /**
  95192. * Appends the serialized animations from the source animations
  95193. * @param source Source containing the animations
  95194. * @param destination Target to store the animations
  95195. */
  95196. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95197. /**
  95198. * Static function used to serialized a specific entity
  95199. * @param entity defines the entity to serialize
  95200. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95201. * @returns a JSON compatible object representing the serialization of the entity
  95202. */
  95203. static Serialize<T>(entity: T, serializationObject?: any): any;
  95204. /**
  95205. * Creates a new entity from a serialization data object
  95206. * @param creationFunction defines a function used to instanciated the new entity
  95207. * @param source defines the source serialization data
  95208. * @param scene defines the hosting scene
  95209. * @param rootUrl defines the root url for resources
  95210. * @returns a new entity
  95211. */
  95212. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95213. /**
  95214. * Clones an object
  95215. * @param creationFunction defines the function used to instanciate the new object
  95216. * @param source defines the source object
  95217. * @returns the cloned object
  95218. */
  95219. static Clone<T>(creationFunction: () => T, source: T): T;
  95220. /**
  95221. * Instanciates a new object based on a source one (some data will be shared between both object)
  95222. * @param creationFunction defines the function used to instanciate the new object
  95223. * @param source defines the source object
  95224. * @returns the new object
  95225. */
  95226. static Instanciate<T>(creationFunction: () => T, source: T): T;
  95227. }
  95228. }
  95229. declare module BABYLON {
  95230. /**
  95231. * Class used to manipulate GUIDs
  95232. */
  95233. export class GUID {
  95234. /**
  95235. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95236. * Be aware Math.random() could cause collisions, but:
  95237. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  95238. * @returns a pseudo random id
  95239. */
  95240. static RandomId(): string;
  95241. }
  95242. }
  95243. declare module BABYLON {
  95244. /**
  95245. * Base class of all the textures in babylon.
  95246. * It groups all the common properties the materials, post process, lights... might need
  95247. * in order to make a correct use of the texture.
  95248. */
  95249. export class BaseTexture implements IAnimatable {
  95250. /**
  95251. * Default anisotropic filtering level for the application.
  95252. * It is set to 4 as a good tradeoff between perf and quality.
  95253. */
  95254. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  95255. /**
  95256. * Gets or sets the unique id of the texture
  95257. */
  95258. uniqueId: number;
  95259. /**
  95260. * Define the name of the texture.
  95261. */
  95262. name: string;
  95263. /**
  95264. * Gets or sets an object used to store user defined information.
  95265. */
  95266. metadata: any;
  95267. /**
  95268. * For internal use only. Please do not use.
  95269. */
  95270. reservedDataStore: any;
  95271. private _hasAlpha;
  95272. /**
  95273. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  95274. */
  95275. hasAlpha: boolean;
  95276. /**
  95277. * Defines if the alpha value should be determined via the rgb values.
  95278. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  95279. */
  95280. getAlphaFromRGB: boolean;
  95281. /**
  95282. * Intensity or strength of the texture.
  95283. * It is commonly used by materials to fine tune the intensity of the texture
  95284. */
  95285. level: number;
  95286. /**
  95287. * Define the UV chanel to use starting from 0 and defaulting to 0.
  95288. * This is part of the texture as textures usually maps to one uv set.
  95289. */
  95290. coordinatesIndex: number;
  95291. private _coordinatesMode;
  95292. /**
  95293. * How a texture is mapped.
  95294. *
  95295. * | Value | Type | Description |
  95296. * | ----- | ----------------------------------- | ----------- |
  95297. * | 0 | EXPLICIT_MODE | |
  95298. * | 1 | SPHERICAL_MODE | |
  95299. * | 2 | PLANAR_MODE | |
  95300. * | 3 | CUBIC_MODE | |
  95301. * | 4 | PROJECTION_MODE | |
  95302. * | 5 | SKYBOX_MODE | |
  95303. * | 6 | INVCUBIC_MODE | |
  95304. * | 7 | EQUIRECTANGULAR_MODE | |
  95305. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  95306. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  95307. */
  95308. coordinatesMode: number;
  95309. /**
  95310. * | Value | Type | Description |
  95311. * | ----- | ------------------ | ----------- |
  95312. * | 0 | CLAMP_ADDRESSMODE | |
  95313. * | 1 | WRAP_ADDRESSMODE | |
  95314. * | 2 | MIRROR_ADDRESSMODE | |
  95315. */
  95316. wrapU: number;
  95317. /**
  95318. * | Value | Type | Description |
  95319. * | ----- | ------------------ | ----------- |
  95320. * | 0 | CLAMP_ADDRESSMODE | |
  95321. * | 1 | WRAP_ADDRESSMODE | |
  95322. * | 2 | MIRROR_ADDRESSMODE | |
  95323. */
  95324. wrapV: number;
  95325. /**
  95326. * | Value | Type | Description |
  95327. * | ----- | ------------------ | ----------- |
  95328. * | 0 | CLAMP_ADDRESSMODE | |
  95329. * | 1 | WRAP_ADDRESSMODE | |
  95330. * | 2 | MIRROR_ADDRESSMODE | |
  95331. */
  95332. wrapR: number;
  95333. /**
  95334. * With compliant hardware and browser (supporting anisotropic filtering)
  95335. * this defines the level of anisotropic filtering in the texture.
  95336. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  95337. */
  95338. anisotropicFilteringLevel: number;
  95339. /**
  95340. * Define if the texture is a cube texture or if false a 2d texture.
  95341. */
  95342. isCube: boolean;
  95343. /**
  95344. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  95345. */
  95346. is3D: boolean;
  95347. /**
  95348. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  95349. * HDR texture are usually stored in linear space.
  95350. * This only impacts the PBR and Background materials
  95351. */
  95352. gammaSpace: boolean;
  95353. /**
  95354. * Gets or sets whether or not the texture contains RGBD data.
  95355. */
  95356. isRGBD: boolean;
  95357. /**
  95358. * Is Z inverted in the texture (useful in a cube texture).
  95359. */
  95360. invertZ: boolean;
  95361. /**
  95362. * Are mip maps generated for this texture or not.
  95363. */
  95364. readonly noMipmap: boolean;
  95365. /**
  95366. * @hidden
  95367. */
  95368. lodLevelInAlpha: boolean;
  95369. /**
  95370. * With prefiltered texture, defined the offset used during the prefiltering steps.
  95371. */
  95372. lodGenerationOffset: number;
  95373. /**
  95374. * With prefiltered texture, defined the scale used during the prefiltering steps.
  95375. */
  95376. lodGenerationScale: number;
  95377. /**
  95378. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  95379. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  95380. * average roughness values.
  95381. */
  95382. linearSpecularLOD: boolean;
  95383. /**
  95384. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  95385. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  95386. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  95387. */
  95388. irradianceTexture: Nullable<BaseTexture>;
  95389. /**
  95390. * Define if the texture is a render target.
  95391. */
  95392. isRenderTarget: boolean;
  95393. /**
  95394. * Define the unique id of the texture in the scene.
  95395. */
  95396. readonly uid: string;
  95397. /**
  95398. * Return a string representation of the texture.
  95399. * @returns the texture as a string
  95400. */
  95401. toString(): string;
  95402. /**
  95403. * Get the class name of the texture.
  95404. * @returns "BaseTexture"
  95405. */
  95406. getClassName(): string;
  95407. /**
  95408. * Define the list of animation attached to the texture.
  95409. */
  95410. animations: Animation[];
  95411. /**
  95412. * An event triggered when the texture is disposed.
  95413. */
  95414. onDisposeObservable: Observable<BaseTexture>;
  95415. private _onDisposeObserver;
  95416. /**
  95417. * Callback triggered when the texture has been disposed.
  95418. * Kept for back compatibility, you can use the onDisposeObservable instead.
  95419. */
  95420. onDispose: () => void;
  95421. /**
  95422. * Define the current state of the loading sequence when in delayed load mode.
  95423. */
  95424. delayLoadState: number;
  95425. private _scene;
  95426. /** @hidden */
  95427. _texture: Nullable<InternalTexture>;
  95428. private _uid;
  95429. /**
  95430. * Define if the texture is preventinga material to render or not.
  95431. * If not and the texture is not ready, the engine will use a default black texture instead.
  95432. */
  95433. readonly isBlocking: boolean;
  95434. /**
  95435. * Instantiates a new BaseTexture.
  95436. * Base class of all the textures in babylon.
  95437. * It groups all the common properties the materials, post process, lights... might need
  95438. * in order to make a correct use of the texture.
  95439. * @param scene Define the scene the texture blongs to
  95440. */
  95441. constructor(scene: Nullable<Scene>);
  95442. /**
  95443. * Get the scene the texture belongs to.
  95444. * @returns the scene or null if undefined
  95445. */
  95446. getScene(): Nullable<Scene>;
  95447. /**
  95448. * Get the texture transform matrix used to offset tile the texture for istance.
  95449. * @returns the transformation matrix
  95450. */
  95451. getTextureMatrix(): Matrix;
  95452. /**
  95453. * Get the texture reflection matrix used to rotate/transform the reflection.
  95454. * @returns the reflection matrix
  95455. */
  95456. getReflectionTextureMatrix(): Matrix;
  95457. /**
  95458. * Get the underlying lower level texture from Babylon.
  95459. * @returns the insternal texture
  95460. */
  95461. getInternalTexture(): Nullable<InternalTexture>;
  95462. /**
  95463. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  95464. * @returns true if ready or not blocking
  95465. */
  95466. isReadyOrNotBlocking(): boolean;
  95467. /**
  95468. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  95469. * @returns true if fully ready
  95470. */
  95471. isReady(): boolean;
  95472. private _cachedSize;
  95473. /**
  95474. * Get the size of the texture.
  95475. * @returns the texture size.
  95476. */
  95477. getSize(): ISize;
  95478. /**
  95479. * Get the base size of the texture.
  95480. * It can be different from the size if the texture has been resized for POT for instance
  95481. * @returns the base size
  95482. */
  95483. getBaseSize(): ISize;
  95484. /**
  95485. * Update the sampling mode of the texture.
  95486. * Default is Trilinear mode.
  95487. *
  95488. * | Value | Type | Description |
  95489. * | ----- | ------------------ | ----------- |
  95490. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  95491. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  95492. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  95493. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  95494. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  95495. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  95496. * | 7 | NEAREST_LINEAR | |
  95497. * | 8 | NEAREST_NEAREST | |
  95498. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  95499. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  95500. * | 11 | LINEAR_LINEAR | |
  95501. * | 12 | LINEAR_NEAREST | |
  95502. *
  95503. * > _mag_: magnification filter (close to the viewer)
  95504. * > _min_: minification filter (far from the viewer)
  95505. * > _mip_: filter used between mip map levels
  95506. *@param samplingMode Define the new sampling mode of the texture
  95507. */
  95508. updateSamplingMode(samplingMode: number): void;
  95509. /**
  95510. * Scales the texture if is `canRescale()`
  95511. * @param ratio the resize factor we want to use to rescale
  95512. */
  95513. scale(ratio: number): void;
  95514. /**
  95515. * Get if the texture can rescale.
  95516. */
  95517. readonly canRescale: boolean;
  95518. /** @hidden */
  95519. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  95520. /** @hidden */
  95521. _rebuild(): void;
  95522. /**
  95523. * Triggers the load sequence in delayed load mode.
  95524. */
  95525. delayLoad(): void;
  95526. /**
  95527. * Clones the texture.
  95528. * @returns the cloned texture
  95529. */
  95530. clone(): Nullable<BaseTexture>;
  95531. /**
  95532. * Get the texture underlying type (INT, FLOAT...)
  95533. */
  95534. readonly textureType: number;
  95535. /**
  95536. * Get the texture underlying format (RGB, RGBA...)
  95537. */
  95538. readonly textureFormat: number;
  95539. /**
  95540. * Indicates that textures need to be re-calculated for all materials
  95541. */
  95542. protected _markAllSubMeshesAsTexturesDirty(): void;
  95543. /**
  95544. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  95545. * This will returns an RGBA array buffer containing either in values (0-255) or
  95546. * float values (0-1) depending of the underlying buffer type.
  95547. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  95548. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  95549. * @param buffer defines a user defined buffer to fill with data (can be null)
  95550. * @returns The Array buffer containing the pixels data.
  95551. */
  95552. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  95553. /**
  95554. * Release and destroy the underlying lower level texture aka internalTexture.
  95555. */
  95556. releaseInternalTexture(): void;
  95557. /** @hidden */
  95558. readonly _lodTextureHigh: Nullable<BaseTexture>;
  95559. /** @hidden */
  95560. readonly _lodTextureMid: Nullable<BaseTexture>;
  95561. /** @hidden */
  95562. readonly _lodTextureLow: Nullable<BaseTexture>;
  95563. /**
  95564. * Dispose the texture and release its associated resources.
  95565. */
  95566. dispose(): void;
  95567. /**
  95568. * Serialize the texture into a JSON representation that can be parsed later on.
  95569. * @returns the JSON representation of the texture
  95570. */
  95571. serialize(): any;
  95572. /**
  95573. * Helper function to be called back once a list of texture contains only ready textures.
  95574. * @param textures Define the list of textures to wait for
  95575. * @param callback Define the callback triggered once the entire list will be ready
  95576. */
  95577. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  95578. }
  95579. }
  95580. declare module BABYLON {
  95581. /**
  95582. * Options to be used when creating an effect.
  95583. */
  95584. export interface IEffectCreationOptions {
  95585. /**
  95586. * Atrributes that will be used in the shader.
  95587. */
  95588. attributes: string[];
  95589. /**
  95590. * Uniform varible names that will be set in the shader.
  95591. */
  95592. uniformsNames: string[];
  95593. /**
  95594. * Uniform buffer varible names that will be set in the shader.
  95595. */
  95596. uniformBuffersNames: string[];
  95597. /**
  95598. * Sampler texture variable names that will be set in the shader.
  95599. */
  95600. samplers: string[];
  95601. /**
  95602. * Define statements that will be set in the shader.
  95603. */
  95604. defines: any;
  95605. /**
  95606. * Possible fallbacks for this effect to improve performance when needed.
  95607. */
  95608. fallbacks: Nullable<IEffectFallbacks>;
  95609. /**
  95610. * Callback that will be called when the shader is compiled.
  95611. */
  95612. onCompiled: Nullable<(effect: Effect) => void>;
  95613. /**
  95614. * Callback that will be called if an error occurs during shader compilation.
  95615. */
  95616. onError: Nullable<(effect: Effect, errors: string) => void>;
  95617. /**
  95618. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95619. */
  95620. indexParameters?: any;
  95621. /**
  95622. * Max number of lights that can be used in the shader.
  95623. */
  95624. maxSimultaneousLights?: number;
  95625. /**
  95626. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  95627. */
  95628. transformFeedbackVaryings?: Nullable<string[]>;
  95629. }
  95630. /**
  95631. * Effect containing vertex and fragment shader that can be executed on an object.
  95632. */
  95633. export class Effect implements IDisposable {
  95634. /**
  95635. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95636. */
  95637. static ShadersRepository: string;
  95638. /**
  95639. * Name of the effect.
  95640. */
  95641. name: any;
  95642. /**
  95643. * String container all the define statements that should be set on the shader.
  95644. */
  95645. defines: string;
  95646. /**
  95647. * Callback that will be called when the shader is compiled.
  95648. */
  95649. onCompiled: Nullable<(effect: Effect) => void>;
  95650. /**
  95651. * Callback that will be called if an error occurs during shader compilation.
  95652. */
  95653. onError: Nullable<(effect: Effect, errors: string) => void>;
  95654. /**
  95655. * Callback that will be called when effect is bound.
  95656. */
  95657. onBind: Nullable<(effect: Effect) => void>;
  95658. /**
  95659. * Unique ID of the effect.
  95660. */
  95661. uniqueId: number;
  95662. /**
  95663. * Observable that will be called when the shader is compiled.
  95664. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  95665. */
  95666. onCompileObservable: Observable<Effect>;
  95667. /**
  95668. * Observable that will be called if an error occurs during shader compilation.
  95669. */
  95670. onErrorObservable: Observable<Effect>;
  95671. /** @hidden */
  95672. _onBindObservable: Nullable<Observable<Effect>>;
  95673. /**
  95674. * Observable that will be called when effect is bound.
  95675. */
  95676. readonly onBindObservable: Observable<Effect>;
  95677. /** @hidden */
  95678. _bonesComputationForcedToCPU: boolean;
  95679. private static _uniqueIdSeed;
  95680. private _engine;
  95681. private _uniformBuffersNames;
  95682. private _uniformsNames;
  95683. private _samplerList;
  95684. private _samplers;
  95685. private _isReady;
  95686. private _compilationError;
  95687. private _allFallbacksProcessed;
  95688. private _attributesNames;
  95689. private _attributes;
  95690. private _uniforms;
  95691. /**
  95692. * Key for the effect.
  95693. * @hidden
  95694. */
  95695. _key: string;
  95696. private _indexParameters;
  95697. private _fallbacks;
  95698. private _vertexSourceCode;
  95699. private _fragmentSourceCode;
  95700. private _vertexSourceCodeOverride;
  95701. private _fragmentSourceCodeOverride;
  95702. private _transformFeedbackVaryings;
  95703. /**
  95704. * Compiled shader to webGL program.
  95705. * @hidden
  95706. */
  95707. _pipelineContext: Nullable<IPipelineContext>;
  95708. private _valueCache;
  95709. private static _baseCache;
  95710. /**
  95711. * Instantiates an effect.
  95712. * An effect can be used to create/manage/execute vertex and fragment shaders.
  95713. * @param baseName Name of the effect.
  95714. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  95715. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  95716. * @param samplers List of sampler variables that will be passed to the shader.
  95717. * @param engine Engine to be used to render the effect
  95718. * @param defines Define statements to be added to the shader.
  95719. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  95720. * @param onCompiled Callback that will be called when the shader is compiled.
  95721. * @param onError Callback that will be called if an error occurs during shader compilation.
  95722. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95723. */
  95724. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  95725. private _useFinalCode;
  95726. /**
  95727. * Unique key for this effect
  95728. */
  95729. readonly key: string;
  95730. /**
  95731. * If the effect has been compiled and prepared.
  95732. * @returns if the effect is compiled and prepared.
  95733. */
  95734. isReady(): boolean;
  95735. private _isReadyInternal;
  95736. /**
  95737. * The engine the effect was initialized with.
  95738. * @returns the engine.
  95739. */
  95740. getEngine(): Engine;
  95741. /**
  95742. * The pipeline context for this effect
  95743. * @returns the associated pipeline context
  95744. */
  95745. getPipelineContext(): Nullable<IPipelineContext>;
  95746. /**
  95747. * The set of names of attribute variables for the shader.
  95748. * @returns An array of attribute names.
  95749. */
  95750. getAttributesNames(): string[];
  95751. /**
  95752. * Returns the attribute at the given index.
  95753. * @param index The index of the attribute.
  95754. * @returns The location of the attribute.
  95755. */
  95756. getAttributeLocation(index: number): number;
  95757. /**
  95758. * Returns the attribute based on the name of the variable.
  95759. * @param name of the attribute to look up.
  95760. * @returns the attribute location.
  95761. */
  95762. getAttributeLocationByName(name: string): number;
  95763. /**
  95764. * The number of attributes.
  95765. * @returns the numnber of attributes.
  95766. */
  95767. getAttributesCount(): number;
  95768. /**
  95769. * Gets the index of a uniform variable.
  95770. * @param uniformName of the uniform to look up.
  95771. * @returns the index.
  95772. */
  95773. getUniformIndex(uniformName: string): number;
  95774. /**
  95775. * Returns the attribute based on the name of the variable.
  95776. * @param uniformName of the uniform to look up.
  95777. * @returns the location of the uniform.
  95778. */
  95779. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  95780. /**
  95781. * Returns an array of sampler variable names
  95782. * @returns The array of sampler variable neames.
  95783. */
  95784. getSamplers(): string[];
  95785. /**
  95786. * The error from the last compilation.
  95787. * @returns the error string.
  95788. */
  95789. getCompilationError(): string;
  95790. /**
  95791. * Gets a boolean indicating that all fallbacks were used during compilation
  95792. * @returns true if all fallbacks were used
  95793. */
  95794. allFallbacksProcessed(): boolean;
  95795. /**
  95796. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  95797. * @param func The callback to be used.
  95798. */
  95799. executeWhenCompiled(func: (effect: Effect) => void): void;
  95800. private _checkIsReady;
  95801. private _loadShader;
  95802. /**
  95803. * Recompiles the webGL program
  95804. * @param vertexSourceCode The source code for the vertex shader.
  95805. * @param fragmentSourceCode The source code for the fragment shader.
  95806. * @param onCompiled Callback called when completed.
  95807. * @param onError Callback called on error.
  95808. * @hidden
  95809. */
  95810. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  95811. /**
  95812. * Prepares the effect
  95813. * @hidden
  95814. */
  95815. _prepareEffect(): void;
  95816. private _processCompilationErrors;
  95817. /**
  95818. * Checks if the effect is supported. (Must be called after compilation)
  95819. */
  95820. readonly isSupported: boolean;
  95821. /**
  95822. * Binds a texture to the engine to be used as output of the shader.
  95823. * @param channel Name of the output variable.
  95824. * @param texture Texture to bind.
  95825. * @hidden
  95826. */
  95827. _bindTexture(channel: string, texture: InternalTexture): void;
  95828. /**
  95829. * Sets a texture on the engine to be used in the shader.
  95830. * @param channel Name of the sampler variable.
  95831. * @param texture Texture to set.
  95832. */
  95833. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  95834. /**
  95835. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  95836. * @param channel Name of the sampler variable.
  95837. * @param texture Texture to set.
  95838. */
  95839. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  95840. /**
  95841. * Sets an array of textures on the engine to be used in the shader.
  95842. * @param channel Name of the variable.
  95843. * @param textures Textures to set.
  95844. */
  95845. setTextureArray(channel: string, textures: BaseTexture[]): void;
  95846. /**
  95847. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  95848. * @param channel Name of the sampler variable.
  95849. * @param postProcess Post process to get the input texture from.
  95850. */
  95851. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  95852. /**
  95853. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  95854. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  95855. * @param channel Name of the sampler variable.
  95856. * @param postProcess Post process to get the output texture from.
  95857. */
  95858. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  95859. /** @hidden */
  95860. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  95861. /** @hidden */
  95862. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  95863. /** @hidden */
  95864. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  95865. /** @hidden */
  95866. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  95867. /**
  95868. * Binds a buffer to a uniform.
  95869. * @param buffer Buffer to bind.
  95870. * @param name Name of the uniform variable to bind to.
  95871. */
  95872. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  95873. /**
  95874. * Binds block to a uniform.
  95875. * @param blockName Name of the block to bind.
  95876. * @param index Index to bind.
  95877. */
  95878. bindUniformBlock(blockName: string, index: number): void;
  95879. /**
  95880. * Sets an interger value on a uniform variable.
  95881. * @param uniformName Name of the variable.
  95882. * @param value Value to be set.
  95883. * @returns this effect.
  95884. */
  95885. setInt(uniformName: string, value: number): Effect;
  95886. /**
  95887. * Sets an int array on a uniform variable.
  95888. * @param uniformName Name of the variable.
  95889. * @param array array to be set.
  95890. * @returns this effect.
  95891. */
  95892. setIntArray(uniformName: string, array: Int32Array): Effect;
  95893. /**
  95894. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  95895. * @param uniformName Name of the variable.
  95896. * @param array array to be set.
  95897. * @returns this effect.
  95898. */
  95899. setIntArray2(uniformName: string, array: Int32Array): Effect;
  95900. /**
  95901. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  95902. * @param uniformName Name of the variable.
  95903. * @param array array to be set.
  95904. * @returns this effect.
  95905. */
  95906. setIntArray3(uniformName: string, array: Int32Array): Effect;
  95907. /**
  95908. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  95909. * @param uniformName Name of the variable.
  95910. * @param array array to be set.
  95911. * @returns this effect.
  95912. */
  95913. setIntArray4(uniformName: string, array: Int32Array): Effect;
  95914. /**
  95915. * Sets an float array on a uniform variable.
  95916. * @param uniformName Name of the variable.
  95917. * @param array array to be set.
  95918. * @returns this effect.
  95919. */
  95920. setFloatArray(uniformName: string, array: Float32Array): Effect;
  95921. /**
  95922. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  95923. * @param uniformName Name of the variable.
  95924. * @param array array to be set.
  95925. * @returns this effect.
  95926. */
  95927. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  95928. /**
  95929. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  95930. * @param uniformName Name of the variable.
  95931. * @param array array to be set.
  95932. * @returns this effect.
  95933. */
  95934. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  95935. /**
  95936. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  95937. * @param uniformName Name of the variable.
  95938. * @param array array to be set.
  95939. * @returns this effect.
  95940. */
  95941. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  95942. /**
  95943. * Sets an array on a uniform variable.
  95944. * @param uniformName Name of the variable.
  95945. * @param array array to be set.
  95946. * @returns this effect.
  95947. */
  95948. setArray(uniformName: string, array: number[]): Effect;
  95949. /**
  95950. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  95951. * @param uniformName Name of the variable.
  95952. * @param array array to be set.
  95953. * @returns this effect.
  95954. */
  95955. setArray2(uniformName: string, array: number[]): Effect;
  95956. /**
  95957. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  95958. * @param uniformName Name of the variable.
  95959. * @param array array to be set.
  95960. * @returns this effect.
  95961. */
  95962. setArray3(uniformName: string, array: number[]): Effect;
  95963. /**
  95964. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  95965. * @param uniformName Name of the variable.
  95966. * @param array array to be set.
  95967. * @returns this effect.
  95968. */
  95969. setArray4(uniformName: string, array: number[]): Effect;
  95970. /**
  95971. * Sets matrices on a uniform variable.
  95972. * @param uniformName Name of the variable.
  95973. * @param matrices matrices to be set.
  95974. * @returns this effect.
  95975. */
  95976. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  95977. /**
  95978. * Sets matrix on a uniform variable.
  95979. * @param uniformName Name of the variable.
  95980. * @param matrix matrix to be set.
  95981. * @returns this effect.
  95982. */
  95983. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  95984. /**
  95985. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  95986. * @param uniformName Name of the variable.
  95987. * @param matrix matrix to be set.
  95988. * @returns this effect.
  95989. */
  95990. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  95991. /**
  95992. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  95993. * @param uniformName Name of the variable.
  95994. * @param matrix matrix to be set.
  95995. * @returns this effect.
  95996. */
  95997. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  95998. /**
  95999. * Sets a float on a uniform variable.
  96000. * @param uniformName Name of the variable.
  96001. * @param value value to be set.
  96002. * @returns this effect.
  96003. */
  96004. setFloat(uniformName: string, value: number): Effect;
  96005. /**
  96006. * Sets a boolean on a uniform variable.
  96007. * @param uniformName Name of the variable.
  96008. * @param bool value to be set.
  96009. * @returns this effect.
  96010. */
  96011. setBool(uniformName: string, bool: boolean): Effect;
  96012. /**
  96013. * Sets a Vector2 on a uniform variable.
  96014. * @param uniformName Name of the variable.
  96015. * @param vector2 vector2 to be set.
  96016. * @returns this effect.
  96017. */
  96018. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  96019. /**
  96020. * Sets a float2 on a uniform variable.
  96021. * @param uniformName Name of the variable.
  96022. * @param x First float in float2.
  96023. * @param y Second float in float2.
  96024. * @returns this effect.
  96025. */
  96026. setFloat2(uniformName: string, x: number, y: number): Effect;
  96027. /**
  96028. * Sets a Vector3 on a uniform variable.
  96029. * @param uniformName Name of the variable.
  96030. * @param vector3 Value to be set.
  96031. * @returns this effect.
  96032. */
  96033. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96034. /**
  96035. * Sets a float3 on a uniform variable.
  96036. * @param uniformName Name of the variable.
  96037. * @param x First float in float3.
  96038. * @param y Second float in float3.
  96039. * @param z Third float in float3.
  96040. * @returns this effect.
  96041. */
  96042. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96043. /**
  96044. * Sets a Vector4 on a uniform variable.
  96045. * @param uniformName Name of the variable.
  96046. * @param vector4 Value to be set.
  96047. * @returns this effect.
  96048. */
  96049. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96050. /**
  96051. * Sets a float4 on a uniform variable.
  96052. * @param uniformName Name of the variable.
  96053. * @param x First float in float4.
  96054. * @param y Second float in float4.
  96055. * @param z Third float in float4.
  96056. * @param w Fourth float in float4.
  96057. * @returns this effect.
  96058. */
  96059. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96060. /**
  96061. * Sets a Color3 on a uniform variable.
  96062. * @param uniformName Name of the variable.
  96063. * @param color3 Value to be set.
  96064. * @returns this effect.
  96065. */
  96066. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96067. /**
  96068. * Sets a Color4 on a uniform variable.
  96069. * @param uniformName Name of the variable.
  96070. * @param color3 Value to be set.
  96071. * @param alpha Alpha value to be set.
  96072. * @returns this effect.
  96073. */
  96074. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96075. /**
  96076. * Sets a Color4 on a uniform variable
  96077. * @param uniformName defines the name of the variable
  96078. * @param color4 defines the value to be set
  96079. * @returns this effect.
  96080. */
  96081. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96082. /** Release all associated resources */
  96083. dispose(): void;
  96084. /**
  96085. * This function will add a new shader to the shader store
  96086. * @param name the name of the shader
  96087. * @param pixelShader optional pixel shader content
  96088. * @param vertexShader optional vertex shader content
  96089. */
  96090. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96091. /**
  96092. * Store of each shader (The can be looked up using effect.key)
  96093. */
  96094. static ShadersStore: {
  96095. [key: string]: string;
  96096. };
  96097. /**
  96098. * Store of each included file for a shader (The can be looked up using effect.key)
  96099. */
  96100. static IncludesShadersStore: {
  96101. [key: string]: string;
  96102. };
  96103. /**
  96104. * Resets the cache of effects.
  96105. */
  96106. static ResetCache(): void;
  96107. }
  96108. }
  96109. declare module BABYLON {
  96110. /**
  96111. * Interface used to describe the capabilities of the engine relatively to the current browser
  96112. */
  96113. export interface EngineCapabilities {
  96114. /** Maximum textures units per fragment shader */
  96115. maxTexturesImageUnits: number;
  96116. /** Maximum texture units per vertex shader */
  96117. maxVertexTextureImageUnits: number;
  96118. /** Maximum textures units in the entire pipeline */
  96119. maxCombinedTexturesImageUnits: number;
  96120. /** Maximum texture size */
  96121. maxTextureSize: number;
  96122. /** Maximum cube texture size */
  96123. maxCubemapTextureSize: number;
  96124. /** Maximum render texture size */
  96125. maxRenderTextureSize: number;
  96126. /** Maximum number of vertex attributes */
  96127. maxVertexAttribs: number;
  96128. /** Maximum number of varyings */
  96129. maxVaryingVectors: number;
  96130. /** Maximum number of uniforms per vertex shader */
  96131. maxVertexUniformVectors: number;
  96132. /** Maximum number of uniforms per fragment shader */
  96133. maxFragmentUniformVectors: number;
  96134. /** Defines if standard derivates (dx/dy) are supported */
  96135. standardDerivatives: boolean;
  96136. /** Defines if s3tc texture compression is supported */
  96137. s3tc?: WEBGL_compressed_texture_s3tc;
  96138. /** Defines if pvrtc texture compression is supported */
  96139. pvrtc: any;
  96140. /** Defines if etc1 texture compression is supported */
  96141. etc1: any;
  96142. /** Defines if etc2 texture compression is supported */
  96143. etc2: any;
  96144. /** Defines if astc texture compression is supported */
  96145. astc: any;
  96146. /** Defines if float textures are supported */
  96147. textureFloat: boolean;
  96148. /** Defines if vertex array objects are supported */
  96149. vertexArrayObject: boolean;
  96150. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96151. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96152. /** Gets the maximum level of anisotropy supported */
  96153. maxAnisotropy: number;
  96154. /** Defines if instancing is supported */
  96155. instancedArrays: boolean;
  96156. /** Defines if 32 bits indices are supported */
  96157. uintIndices: boolean;
  96158. /** Defines if high precision shaders are supported */
  96159. highPrecisionShaderSupported: boolean;
  96160. /** Defines if depth reading in the fragment shader is supported */
  96161. fragmentDepthSupported: boolean;
  96162. /** Defines if float texture linear filtering is supported*/
  96163. textureFloatLinearFiltering: boolean;
  96164. /** Defines if rendering to float textures is supported */
  96165. textureFloatRender: boolean;
  96166. /** Defines if half float textures are supported*/
  96167. textureHalfFloat: boolean;
  96168. /** Defines if half float texture linear filtering is supported*/
  96169. textureHalfFloatLinearFiltering: boolean;
  96170. /** Defines if rendering to half float textures is supported */
  96171. textureHalfFloatRender: boolean;
  96172. /** Defines if textureLOD shader command is supported */
  96173. textureLOD: boolean;
  96174. /** Defines if draw buffers extension is supported */
  96175. drawBuffersExtension: boolean;
  96176. /** Defines if depth textures are supported */
  96177. depthTextureExtension: boolean;
  96178. /** Defines if float color buffer are supported */
  96179. colorBufferFloat: boolean;
  96180. /** Gets disjoint timer query extension (null if not supported) */
  96181. timerQuery?: EXT_disjoint_timer_query;
  96182. /** Defines if timestamp can be used with timer query */
  96183. canUseTimestampForTimerQuery: boolean;
  96184. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96185. multiview?: any;
  96186. /** Function used to let the system compiles shaders in background */
  96187. parallelShaderCompile?: {
  96188. COMPLETION_STATUS_KHR: number;
  96189. };
  96190. /** Max number of texture samples for MSAA */
  96191. maxMSAASamples: number;
  96192. /** Defines if the blend min max extension is supported */
  96193. blendMinMax: boolean;
  96194. }
  96195. }
  96196. declare module BABYLON {
  96197. /**
  96198. * @hidden
  96199. **/
  96200. export class DepthCullingState {
  96201. private _isDepthTestDirty;
  96202. private _isDepthMaskDirty;
  96203. private _isDepthFuncDirty;
  96204. private _isCullFaceDirty;
  96205. private _isCullDirty;
  96206. private _isZOffsetDirty;
  96207. private _isFrontFaceDirty;
  96208. private _depthTest;
  96209. private _depthMask;
  96210. private _depthFunc;
  96211. private _cull;
  96212. private _cullFace;
  96213. private _zOffset;
  96214. private _frontFace;
  96215. /**
  96216. * Initializes the state.
  96217. */
  96218. constructor();
  96219. readonly isDirty: boolean;
  96220. zOffset: number;
  96221. cullFace: Nullable<number>;
  96222. cull: Nullable<boolean>;
  96223. depthFunc: Nullable<number>;
  96224. depthMask: boolean;
  96225. depthTest: boolean;
  96226. frontFace: Nullable<number>;
  96227. reset(): void;
  96228. apply(gl: WebGLRenderingContext): void;
  96229. }
  96230. }
  96231. declare module BABYLON {
  96232. /**
  96233. * @hidden
  96234. **/
  96235. export class StencilState {
  96236. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  96237. static readonly ALWAYS: number;
  96238. /** Passed to stencilOperation to specify that stencil value must be kept */
  96239. static readonly KEEP: number;
  96240. /** Passed to stencilOperation to specify that stencil value must be replaced */
  96241. static readonly REPLACE: number;
  96242. private _isStencilTestDirty;
  96243. private _isStencilMaskDirty;
  96244. private _isStencilFuncDirty;
  96245. private _isStencilOpDirty;
  96246. private _stencilTest;
  96247. private _stencilMask;
  96248. private _stencilFunc;
  96249. private _stencilFuncRef;
  96250. private _stencilFuncMask;
  96251. private _stencilOpStencilFail;
  96252. private _stencilOpDepthFail;
  96253. private _stencilOpStencilDepthPass;
  96254. readonly isDirty: boolean;
  96255. stencilFunc: number;
  96256. stencilFuncRef: number;
  96257. stencilFuncMask: number;
  96258. stencilOpStencilFail: number;
  96259. stencilOpDepthFail: number;
  96260. stencilOpStencilDepthPass: number;
  96261. stencilMask: number;
  96262. stencilTest: boolean;
  96263. constructor();
  96264. reset(): void;
  96265. apply(gl: WebGLRenderingContext): void;
  96266. }
  96267. }
  96268. declare module BABYLON {
  96269. /**
  96270. * @hidden
  96271. **/
  96272. export class AlphaState {
  96273. private _isAlphaBlendDirty;
  96274. private _isBlendFunctionParametersDirty;
  96275. private _isBlendEquationParametersDirty;
  96276. private _isBlendConstantsDirty;
  96277. private _alphaBlend;
  96278. private _blendFunctionParameters;
  96279. private _blendEquationParameters;
  96280. private _blendConstants;
  96281. /**
  96282. * Initializes the state.
  96283. */
  96284. constructor();
  96285. readonly isDirty: boolean;
  96286. alphaBlend: boolean;
  96287. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  96288. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  96289. setAlphaEquationParameters(rgb: number, alpha: number): void;
  96290. reset(): void;
  96291. apply(gl: WebGLRenderingContext): void;
  96292. }
  96293. }
  96294. declare module BABYLON {
  96295. /** @hidden */
  96296. export class WebGL2ShaderProcessor implements IShaderProcessor {
  96297. attributeProcessor(attribute: string): string;
  96298. varyingProcessor(varying: string, isFragment: boolean): string;
  96299. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  96300. }
  96301. }
  96302. declare module BABYLON {
  96303. /**
  96304. * Interface for attribute information associated with buffer instanciation
  96305. */
  96306. export interface InstancingAttributeInfo {
  96307. /**
  96308. * Index/offset of the attribute in the vertex shader
  96309. */
  96310. index: number;
  96311. /**
  96312. * size of the attribute, 1, 2, 3 or 4
  96313. */
  96314. attributeSize: number;
  96315. /**
  96316. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  96317. * default is FLOAT
  96318. */
  96319. attributeType: number;
  96320. /**
  96321. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  96322. */
  96323. normalized: boolean;
  96324. /**
  96325. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  96326. */
  96327. offset: number;
  96328. /**
  96329. * Name of the GLSL attribute, for debugging purpose only
  96330. */
  96331. attributeName: string;
  96332. }
  96333. }
  96334. declare module BABYLON {
  96335. interface ThinEngine {
  96336. /**
  96337. * Update a video texture
  96338. * @param texture defines the texture to update
  96339. * @param video defines the video element to use
  96340. * @param invertY defines if data must be stored with Y axis inverted
  96341. */
  96342. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96343. }
  96344. }
  96345. declare module BABYLON {
  96346. /**
  96347. * Settings for finer control over video usage
  96348. */
  96349. export interface VideoTextureSettings {
  96350. /**
  96351. * Applies `autoplay` to video, if specified
  96352. */
  96353. autoPlay?: boolean;
  96354. /**
  96355. * Applies `loop` to video, if specified
  96356. */
  96357. loop?: boolean;
  96358. /**
  96359. * Automatically updates internal texture from video at every frame in the render loop
  96360. */
  96361. autoUpdateTexture: boolean;
  96362. /**
  96363. * Image src displayed during the video loading or until the user interacts with the video.
  96364. */
  96365. poster?: string;
  96366. }
  96367. /**
  96368. * If you want to display a video in your scene, this is the special texture for that.
  96369. * This special texture works similar to other textures, with the exception of a few parameters.
  96370. * @see https://doc.babylonjs.com/how_to/video_texture
  96371. */
  96372. export class VideoTexture extends Texture {
  96373. /**
  96374. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  96375. */
  96376. readonly autoUpdateTexture: boolean;
  96377. /**
  96378. * The video instance used by the texture internally
  96379. */
  96380. readonly video: HTMLVideoElement;
  96381. private _onUserActionRequestedObservable;
  96382. /**
  96383. * Event triggerd when a dom action is required by the user to play the video.
  96384. * This happens due to recent changes in browser policies preventing video to auto start.
  96385. */
  96386. readonly onUserActionRequestedObservable: Observable<Texture>;
  96387. private _generateMipMaps;
  96388. private _engine;
  96389. private _stillImageCaptured;
  96390. private _displayingPosterTexture;
  96391. private _settings;
  96392. private _createInternalTextureOnEvent;
  96393. private _frameId;
  96394. /**
  96395. * Creates a video texture.
  96396. * If you want to display a video in your scene, this is the special texture for that.
  96397. * This special texture works similar to other textures, with the exception of a few parameters.
  96398. * @see https://doc.babylonjs.com/how_to/video_texture
  96399. * @param name optional name, will detect from video source, if not defined
  96400. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  96401. * @param scene is obviously the current scene.
  96402. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  96403. * @param invertY is false by default but can be used to invert video on Y axis
  96404. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  96405. * @param settings allows finer control over video usage
  96406. */
  96407. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  96408. private _getName;
  96409. private _getVideo;
  96410. private _createInternalTexture;
  96411. private reset;
  96412. /**
  96413. * @hidden Internal method to initiate `update`.
  96414. */
  96415. _rebuild(): void;
  96416. /**
  96417. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  96418. */
  96419. update(): void;
  96420. /**
  96421. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  96422. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  96423. */
  96424. updateTexture(isVisible: boolean): void;
  96425. protected _updateInternalTexture: () => void;
  96426. /**
  96427. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  96428. * @param url New url.
  96429. */
  96430. updateURL(url: string): void;
  96431. /**
  96432. * Dispose the texture and release its associated resources.
  96433. */
  96434. dispose(): void;
  96435. /**
  96436. * Creates a video texture straight from a stream.
  96437. * @param scene Define the scene the texture should be created in
  96438. * @param stream Define the stream the texture should be created from
  96439. * @returns The created video texture as a promise
  96440. */
  96441. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  96442. /**
  96443. * Creates a video texture straight from your WebCam video feed.
  96444. * @param scene Define the scene the texture should be created in
  96445. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96446. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96447. * @returns The created video texture as a promise
  96448. */
  96449. static CreateFromWebCamAsync(scene: Scene, constraints: {
  96450. minWidth: number;
  96451. maxWidth: number;
  96452. minHeight: number;
  96453. maxHeight: number;
  96454. deviceId: string;
  96455. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  96456. /**
  96457. * Creates a video texture straight from your WebCam video feed.
  96458. * @param scene Define the scene the texture should be created in
  96459. * @param onReady Define a callback to triggered once the texture will be ready
  96460. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96461. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96462. */
  96463. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  96464. minWidth: number;
  96465. maxWidth: number;
  96466. minHeight: number;
  96467. maxHeight: number;
  96468. deviceId: string;
  96469. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  96470. }
  96471. }
  96472. declare module BABYLON {
  96473. /**
  96474. * Defines the interface used by objects working like Scene
  96475. * @hidden
  96476. */
  96477. interface ISceneLike {
  96478. _addPendingData(data: any): void;
  96479. _removePendingData(data: any): void;
  96480. offlineProvider: IOfflineProvider;
  96481. }
  96482. /** Interface defining initialization parameters for Engine class */
  96483. export interface EngineOptions extends WebGLContextAttributes {
  96484. /**
  96485. * Defines if the engine should no exceed a specified device ratio
  96486. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  96487. */
  96488. limitDeviceRatio?: number;
  96489. /**
  96490. * Defines if webvr should be enabled automatically
  96491. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96492. */
  96493. autoEnableWebVR?: boolean;
  96494. /**
  96495. * Defines if webgl2 should be turned off even if supported
  96496. * @see http://doc.babylonjs.com/features/webgl2
  96497. */
  96498. disableWebGL2Support?: boolean;
  96499. /**
  96500. * Defines if webaudio should be initialized as well
  96501. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  96502. */
  96503. audioEngine?: boolean;
  96504. /**
  96505. * Defines if animations should run using a deterministic lock step
  96506. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96507. */
  96508. deterministicLockstep?: boolean;
  96509. /** Defines the maximum steps to use with deterministic lock step mode */
  96510. lockstepMaxSteps?: number;
  96511. /**
  96512. * Defines that engine should ignore context lost events
  96513. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  96514. */
  96515. doNotHandleContextLost?: boolean;
  96516. /**
  96517. * Defines that engine should ignore modifying touch action attribute and style
  96518. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  96519. */
  96520. doNotHandleTouchAction?: boolean;
  96521. /**
  96522. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  96523. */
  96524. useHighPrecisionFloats?: boolean;
  96525. }
  96526. /**
  96527. * The base engine class (root of all engines)
  96528. */
  96529. export class ThinEngine {
  96530. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  96531. static ExceptionList: ({
  96532. key: string;
  96533. capture: string;
  96534. captureConstraint: number;
  96535. targets: string[];
  96536. } | {
  96537. key: string;
  96538. capture: null;
  96539. captureConstraint: null;
  96540. targets: string[];
  96541. })[];
  96542. /** @hidden */
  96543. static _TextureLoaders: IInternalTextureLoader[];
  96544. /**
  96545. * Returns the current npm package of the sdk
  96546. */
  96547. static readonly NpmPackage: string;
  96548. /**
  96549. * Returns the current version of the framework
  96550. */
  96551. static readonly Version: string;
  96552. /**
  96553. * Returns a string describing the current engine
  96554. */
  96555. readonly description: string;
  96556. /**
  96557. * Gets or sets the epsilon value used by collision engine
  96558. */
  96559. static CollisionsEpsilon: number;
  96560. /**
  96561. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96562. */
  96563. static ShadersRepository: string;
  96564. /** @hidden */
  96565. _shaderProcessor: IShaderProcessor;
  96566. /**
  96567. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  96568. */
  96569. forcePOTTextures: boolean;
  96570. /**
  96571. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  96572. */
  96573. isFullscreen: boolean;
  96574. /**
  96575. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  96576. */
  96577. cullBackFaces: boolean;
  96578. /**
  96579. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  96580. */
  96581. renderEvenInBackground: boolean;
  96582. /**
  96583. * Gets or sets a boolean indicating that cache can be kept between frames
  96584. */
  96585. preventCacheWipeBetweenFrames: boolean;
  96586. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  96587. validateShaderPrograms: boolean;
  96588. /**
  96589. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  96590. */
  96591. disableUniformBuffers: boolean;
  96592. /** @hidden */
  96593. _uniformBuffers: UniformBuffer[];
  96594. /**
  96595. * Gets a boolean indicating that the engine supports uniform buffers
  96596. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96597. */
  96598. readonly supportsUniformBuffers: boolean;
  96599. /** @hidden */
  96600. _gl: WebGLRenderingContext;
  96601. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  96602. protected _windowIsBackground: boolean;
  96603. protected _webGLVersion: number;
  96604. protected _highPrecisionShadersAllowed: boolean;
  96605. /** @hidden */
  96606. readonly _shouldUseHighPrecisionShader: boolean;
  96607. /**
  96608. * Gets a boolean indicating that only power of 2 textures are supported
  96609. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  96610. */
  96611. readonly needPOTTextures: boolean;
  96612. /** @hidden */
  96613. _badOS: boolean;
  96614. /** @hidden */
  96615. _badDesktopOS: boolean;
  96616. private _hardwareScalingLevel;
  96617. /** @hidden */
  96618. _caps: EngineCapabilities;
  96619. private _isStencilEnable;
  96620. protected _colorWrite: boolean;
  96621. private _glVersion;
  96622. private _glRenderer;
  96623. private _glVendor;
  96624. /** @hidden */
  96625. _videoTextureSupported: boolean;
  96626. protected _renderingQueueLaunched: boolean;
  96627. protected _activeRenderLoops: (() => void)[];
  96628. /**
  96629. * Observable signaled when a context lost event is raised
  96630. */
  96631. onContextLostObservable: Observable<ThinEngine>;
  96632. /**
  96633. * Observable signaled when a context restored event is raised
  96634. */
  96635. onContextRestoredObservable: Observable<ThinEngine>;
  96636. private _onContextLost;
  96637. private _onContextRestored;
  96638. protected _contextWasLost: boolean;
  96639. /** @hidden */
  96640. _doNotHandleContextLost: boolean;
  96641. /**
  96642. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  96643. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  96644. */
  96645. doNotHandleContextLost: boolean;
  96646. /**
  96647. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  96648. */
  96649. disableVertexArrayObjects: boolean;
  96650. /** @hidden */
  96651. protected _depthCullingState: DepthCullingState;
  96652. /** @hidden */
  96653. protected _stencilState: StencilState;
  96654. /** @hidden */
  96655. protected _alphaState: AlphaState;
  96656. /** @hidden */
  96657. _internalTexturesCache: InternalTexture[];
  96658. /** @hidden */
  96659. protected _activeChannel: number;
  96660. private _currentTextureChannel;
  96661. /** @hidden */
  96662. protected _boundTexturesCache: {
  96663. [key: string]: Nullable<InternalTexture>;
  96664. };
  96665. /** @hidden */
  96666. protected _currentEffect: Nullable<Effect>;
  96667. /** @hidden */
  96668. protected _currentProgram: Nullable<WebGLProgram>;
  96669. private _compiledEffects;
  96670. private _vertexAttribArraysEnabled;
  96671. /** @hidden */
  96672. protected _cachedViewport: Nullable<IViewportLike>;
  96673. private _cachedVertexArrayObject;
  96674. /** @hidden */
  96675. protected _cachedVertexBuffers: any;
  96676. /** @hidden */
  96677. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  96678. /** @hidden */
  96679. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  96680. /** @hidden */
  96681. _currentRenderTarget: Nullable<InternalTexture>;
  96682. private _uintIndicesCurrentlySet;
  96683. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  96684. /** @hidden */
  96685. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  96686. private _currentBufferPointers;
  96687. private _currentInstanceLocations;
  96688. private _currentInstanceBuffers;
  96689. private _textureUnits;
  96690. /** @hidden */
  96691. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  96692. /** @hidden */
  96693. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  96694. /** @hidden */
  96695. _bindedRenderFunction: any;
  96696. private _vaoRecordInProgress;
  96697. private _mustWipeVertexAttributes;
  96698. private _emptyTexture;
  96699. private _emptyCubeTexture;
  96700. private _emptyTexture3D;
  96701. /** @hidden */
  96702. _frameHandler: number;
  96703. private _nextFreeTextureSlots;
  96704. private _maxSimultaneousTextures;
  96705. private _activeRequests;
  96706. protected _texturesSupported: string[];
  96707. /** @hidden */
  96708. _textureFormatInUse: Nullable<string>;
  96709. protected readonly _supportsHardwareTextureRescaling: boolean;
  96710. /**
  96711. * Gets the list of texture formats supported
  96712. */
  96713. readonly texturesSupported: Array<string>;
  96714. /**
  96715. * Gets the list of texture formats in use
  96716. */
  96717. readonly textureFormatInUse: Nullable<string>;
  96718. /**
  96719. * Gets the current viewport
  96720. */
  96721. readonly currentViewport: Nullable<IViewportLike>;
  96722. /**
  96723. * Gets the default empty texture
  96724. */
  96725. readonly emptyTexture: InternalTexture;
  96726. /**
  96727. * Gets the default empty 3D texture
  96728. */
  96729. readonly emptyTexture3D: InternalTexture;
  96730. /**
  96731. * Gets the default empty cube texture
  96732. */
  96733. readonly emptyCubeTexture: InternalTexture;
  96734. /**
  96735. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  96736. */
  96737. readonly premultipliedAlpha: boolean;
  96738. /**
  96739. * Observable event triggered before each texture is initialized
  96740. */
  96741. onBeforeTextureInitObservable: Observable<Texture>;
  96742. /**
  96743. * Creates a new engine
  96744. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  96745. * @param antialias defines enable antialiasing (default: false)
  96746. * @param options defines further options to be sent to the getContext() function
  96747. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  96748. */
  96749. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  96750. private _rebuildInternalTextures;
  96751. private _rebuildEffects;
  96752. /**
  96753. * Gets a boolean indicating if all created effects are ready
  96754. * @returns true if all effects are ready
  96755. */
  96756. areAllEffectsReady(): boolean;
  96757. protected _rebuildBuffers(): void;
  96758. private _initGLContext;
  96759. /**
  96760. * Gets version of the current webGL context
  96761. */
  96762. readonly webGLVersion: number;
  96763. /**
  96764. * Gets a string idenfifying the name of the class
  96765. * @returns "Engine" string
  96766. */
  96767. getClassName(): string;
  96768. /**
  96769. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  96770. */
  96771. readonly isStencilEnable: boolean;
  96772. /** @hidden */
  96773. _prepareWorkingCanvas(): void;
  96774. /**
  96775. * Reset the texture cache to empty state
  96776. */
  96777. resetTextureCache(): void;
  96778. /**
  96779. * Gets an object containing information about the current webGL context
  96780. * @returns an object containing the vender, the renderer and the version of the current webGL context
  96781. */
  96782. getGlInfo(): {
  96783. vendor: string;
  96784. renderer: string;
  96785. version: string;
  96786. };
  96787. /**
  96788. * Defines the hardware scaling level.
  96789. * By default the hardware scaling level is computed from the window device ratio.
  96790. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  96791. * @param level defines the level to use
  96792. */
  96793. setHardwareScalingLevel(level: number): void;
  96794. /**
  96795. * Gets the current hardware scaling level.
  96796. * By default the hardware scaling level is computed from the window device ratio.
  96797. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  96798. * @returns a number indicating the current hardware scaling level
  96799. */
  96800. getHardwareScalingLevel(): number;
  96801. /**
  96802. * Gets the list of loaded textures
  96803. * @returns an array containing all loaded textures
  96804. */
  96805. getLoadedTexturesCache(): InternalTexture[];
  96806. /**
  96807. * Gets the object containing all engine capabilities
  96808. * @returns the EngineCapabilities object
  96809. */
  96810. getCaps(): EngineCapabilities;
  96811. /**
  96812. * stop executing a render loop function and remove it from the execution array
  96813. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96814. */
  96815. stopRenderLoop(renderFunction?: () => void): void;
  96816. /** @hidden */
  96817. _renderLoop(): void;
  96818. /**
  96819. * Gets the HTML canvas attached with the current webGL context
  96820. * @returns a HTML canvas
  96821. */
  96822. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  96823. /**
  96824. * Gets host window
  96825. * @returns the host window object
  96826. */
  96827. getHostWindow(): Nullable<Window>;
  96828. /**
  96829. * Gets the current render width
  96830. * @param useScreen defines if screen size must be used (or the current render target if any)
  96831. * @returns a number defining the current render width
  96832. */
  96833. getRenderWidth(useScreen?: boolean): number;
  96834. /**
  96835. * Gets the current render height
  96836. * @param useScreen defines if screen size must be used (or the current render target if any)
  96837. * @returns a number defining the current render height
  96838. */
  96839. getRenderHeight(useScreen?: boolean): number;
  96840. /**
  96841. * Can be used to override the current requestAnimationFrame requester.
  96842. * @hidden
  96843. */
  96844. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96845. /**
  96846. * Register and execute a render loop. The engine can have more than one render function
  96847. * @param renderFunction defines the function to continuously execute
  96848. */
  96849. runRenderLoop(renderFunction: () => void): void;
  96850. /**
  96851. * Clear the current render buffer or the current render target (if any is set up)
  96852. * @param color defines the color to use
  96853. * @param backBuffer defines if the back buffer must be cleared
  96854. * @param depth defines if the depth buffer must be cleared
  96855. * @param stencil defines if the stencil buffer must be cleared
  96856. */
  96857. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96858. private _viewportCached;
  96859. /** @hidden */
  96860. _viewport(x: number, y: number, width: number, height: number): void;
  96861. /**
  96862. * Set the WebGL's viewport
  96863. * @param viewport defines the viewport element to be used
  96864. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96865. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96866. */
  96867. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96868. /**
  96869. * Begin a new frame
  96870. */
  96871. beginFrame(): void;
  96872. /**
  96873. * Enf the current frame
  96874. */
  96875. endFrame(): void;
  96876. /**
  96877. * Resize the view according to the canvas' size
  96878. */
  96879. resize(): void;
  96880. /**
  96881. * Force a specific size of the canvas
  96882. * @param width defines the new canvas' width
  96883. * @param height defines the new canvas' height
  96884. */
  96885. setSize(width: number, height: number): void;
  96886. /**
  96887. * Binds the frame buffer to the specified texture.
  96888. * @param texture The texture to render to or null for the default canvas
  96889. * @param faceIndex The face of the texture to render to in case of cube texture
  96890. * @param requiredWidth The width of the target to render to
  96891. * @param requiredHeight The height of the target to render to
  96892. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96893. * @param depthStencilTexture The depth stencil texture to use to render
  96894. * @param lodLevel defines le lod level to bind to the frame buffer
  96895. */
  96896. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96897. /** @hidden */
  96898. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96899. /**
  96900. * Unbind the current render target texture from the webGL context
  96901. * @param texture defines the render target texture to unbind
  96902. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96903. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96904. */
  96905. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96906. /**
  96907. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96908. */
  96909. flushFramebuffer(): void;
  96910. /**
  96911. * Unbind the current render target and bind the default framebuffer
  96912. */
  96913. restoreDefaultFramebuffer(): void;
  96914. /** @hidden */
  96915. protected _resetVertexBufferBinding(): void;
  96916. /**
  96917. * Creates a vertex buffer
  96918. * @param data the data for the vertex buffer
  96919. * @returns the new WebGL static buffer
  96920. */
  96921. createVertexBuffer(data: DataArray): DataBuffer;
  96922. private _createVertexBuffer;
  96923. /**
  96924. * Creates a dynamic vertex buffer
  96925. * @param data the data for the dynamic vertex buffer
  96926. * @returns the new WebGL dynamic buffer
  96927. */
  96928. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96929. protected _resetIndexBufferBinding(): void;
  96930. /**
  96931. * Creates a new index buffer
  96932. * @param indices defines the content of the index buffer
  96933. * @param updatable defines if the index buffer must be updatable
  96934. * @returns a new webGL buffer
  96935. */
  96936. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96937. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96938. /**
  96939. * Bind a webGL buffer to the webGL context
  96940. * @param buffer defines the buffer to bind
  96941. */
  96942. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96943. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  96944. private bindBuffer;
  96945. /**
  96946. * update the bound buffer with the given data
  96947. * @param data defines the data to update
  96948. */
  96949. updateArrayBuffer(data: Float32Array): void;
  96950. private _vertexAttribPointer;
  96951. private _bindIndexBufferWithCache;
  96952. private _bindVertexBuffersAttributes;
  96953. /**
  96954. * Records a vertex array object
  96955. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96956. * @param vertexBuffers defines the list of vertex buffers to store
  96957. * @param indexBuffer defines the index buffer to store
  96958. * @param effect defines the effect to store
  96959. * @returns the new vertex array object
  96960. */
  96961. recordVertexArrayObject(vertexBuffers: {
  96962. [key: string]: VertexBuffer;
  96963. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96964. /**
  96965. * Bind a specific vertex array object
  96966. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96967. * @param vertexArrayObject defines the vertex array object to bind
  96968. * @param indexBuffer defines the index buffer to bind
  96969. */
  96970. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96971. /**
  96972. * Bind webGl buffers directly to the webGL context
  96973. * @param vertexBuffer defines the vertex buffer to bind
  96974. * @param indexBuffer defines the index buffer to bind
  96975. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96976. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96977. * @param effect defines the effect associated with the vertex buffer
  96978. */
  96979. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96980. private _unbindVertexArrayObject;
  96981. /**
  96982. * Bind a list of vertex buffers to the webGL context
  96983. * @param vertexBuffers defines the list of vertex buffers to bind
  96984. * @param indexBuffer defines the index buffer to bind
  96985. * @param effect defines the effect associated with the vertex buffers
  96986. */
  96987. bindBuffers(vertexBuffers: {
  96988. [key: string]: Nullable<VertexBuffer>;
  96989. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96990. /**
  96991. * Unbind all instance attributes
  96992. */
  96993. unbindInstanceAttributes(): void;
  96994. /**
  96995. * Release and free the memory of a vertex array object
  96996. * @param vao defines the vertex array object to delete
  96997. */
  96998. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96999. /** @hidden */
  97000. _releaseBuffer(buffer: DataBuffer): boolean;
  97001. protected _deleteBuffer(buffer: DataBuffer): void;
  97002. /**
  97003. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  97004. * @param instancesBuffer defines the webGL buffer to update and bind
  97005. * @param data defines the data to store in the buffer
  97006. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  97007. */
  97008. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  97009. /**
  97010. * Apply all cached states (depth, culling, stencil and alpha)
  97011. */
  97012. applyStates(): void;
  97013. /**
  97014. * Send a draw order
  97015. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97016. * @param indexStart defines the starting index
  97017. * @param indexCount defines the number of index to draw
  97018. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97019. */
  97020. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  97021. /**
  97022. * Draw a list of points
  97023. * @param verticesStart defines the index of first vertex to draw
  97024. * @param verticesCount defines the count of vertices to draw
  97025. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97026. */
  97027. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97028. /**
  97029. * Draw a list of unindexed primitives
  97030. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97031. * @param verticesStart defines the index of first vertex to draw
  97032. * @param verticesCount defines the count of vertices to draw
  97033. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97034. */
  97035. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97036. /**
  97037. * Draw a list of indexed primitives
  97038. * @param fillMode defines the primitive to use
  97039. * @param indexStart defines the starting index
  97040. * @param indexCount defines the number of index to draw
  97041. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97042. */
  97043. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97044. /**
  97045. * Draw a list of unindexed primitives
  97046. * @param fillMode defines the primitive to use
  97047. * @param verticesStart defines the index of first vertex to draw
  97048. * @param verticesCount defines the count of vertices to draw
  97049. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97050. */
  97051. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97052. private _drawMode;
  97053. /** @hidden */
  97054. protected _reportDrawCall(): void;
  97055. /** @hidden */
  97056. _releaseEffect(effect: Effect): void;
  97057. /** @hidden */
  97058. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97059. /**
  97060. * Create a new effect (used to store vertex/fragment shaders)
  97061. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97062. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97063. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97064. * @param samplers defines an array of string used to represent textures
  97065. * @param defines defines the string containing the defines to use to compile the shaders
  97066. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97067. * @param onCompiled defines a function to call when the effect creation is successful
  97068. * @param onError defines a function to call when the effect creation has failed
  97069. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97070. * @returns the new Effect
  97071. */
  97072. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  97073. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97074. private _compileShader;
  97075. private _compileRawShader;
  97076. /**
  97077. * Directly creates a webGL program
  97078. * @param pipelineContext defines the pipeline context to attach to
  97079. * @param vertexCode defines the vertex shader code to use
  97080. * @param fragmentCode defines the fragment shader code to use
  97081. * @param context defines the webGL context to use (if not set, the current one will be used)
  97082. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97083. * @returns the new webGL program
  97084. */
  97085. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97086. /**
  97087. * Creates a webGL program
  97088. * @param pipelineContext defines the pipeline context to attach to
  97089. * @param vertexCode defines the vertex shader code to use
  97090. * @param fragmentCode defines the fragment shader code to use
  97091. * @param defines defines the string containing the defines to use to compile the shaders
  97092. * @param context defines the webGL context to use (if not set, the current one will be used)
  97093. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97094. * @returns the new webGL program
  97095. */
  97096. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97097. /**
  97098. * Creates a new pipeline context
  97099. * @returns the new pipeline
  97100. */
  97101. createPipelineContext(): IPipelineContext;
  97102. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97103. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97104. /** @hidden */
  97105. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97106. /** @hidden */
  97107. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97108. /** @hidden */
  97109. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97110. /**
  97111. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97112. * @param pipelineContext defines the pipeline context to use
  97113. * @param uniformsNames defines the list of uniform names
  97114. * @returns an array of webGL uniform locations
  97115. */
  97116. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97117. /**
  97118. * Gets the lsit of active attributes for a given webGL program
  97119. * @param pipelineContext defines the pipeline context to use
  97120. * @param attributesNames defines the list of attribute names to get
  97121. * @returns an array of indices indicating the offset of each attribute
  97122. */
  97123. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97124. /**
  97125. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97126. * @param effect defines the effect to activate
  97127. */
  97128. enableEffect(effect: Nullable<Effect>): void;
  97129. /**
  97130. * Set the value of an uniform to a number (int)
  97131. * @param uniform defines the webGL uniform location where to store the value
  97132. * @param value defines the int number to store
  97133. */
  97134. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97135. /**
  97136. * Set the value of an uniform to an array of int32
  97137. * @param uniform defines the webGL uniform location where to store the value
  97138. * @param array defines the array of int32 to store
  97139. */
  97140. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97141. /**
  97142. * Set the value of an uniform to an array of int32 (stored as vec2)
  97143. * @param uniform defines the webGL uniform location where to store the value
  97144. * @param array defines the array of int32 to store
  97145. */
  97146. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97147. /**
  97148. * Set the value of an uniform to an array of int32 (stored as vec3)
  97149. * @param uniform defines the webGL uniform location where to store the value
  97150. * @param array defines the array of int32 to store
  97151. */
  97152. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97153. /**
  97154. * Set the value of an uniform to an array of int32 (stored as vec4)
  97155. * @param uniform defines the webGL uniform location where to store the value
  97156. * @param array defines the array of int32 to store
  97157. */
  97158. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97159. /**
  97160. * Set the value of an uniform to an array of number
  97161. * @param uniform defines the webGL uniform location where to store the value
  97162. * @param array defines the array of number to store
  97163. */
  97164. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97165. /**
  97166. * Set the value of an uniform to an array of number (stored as vec2)
  97167. * @param uniform defines the webGL uniform location where to store the value
  97168. * @param array defines the array of number to store
  97169. */
  97170. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97171. /**
  97172. * Set the value of an uniform to an array of number (stored as vec3)
  97173. * @param uniform defines the webGL uniform location where to store the value
  97174. * @param array defines the array of number to store
  97175. */
  97176. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97177. /**
  97178. * Set the value of an uniform to an array of number (stored as vec4)
  97179. * @param uniform defines the webGL uniform location where to store the value
  97180. * @param array defines the array of number to store
  97181. */
  97182. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97183. /**
  97184. * Set the value of an uniform to an array of float32 (stored as matrices)
  97185. * @param uniform defines the webGL uniform location where to store the value
  97186. * @param matrices defines the array of float32 to store
  97187. */
  97188. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97189. /**
  97190. * Set the value of an uniform to a matrix (3x3)
  97191. * @param uniform defines the webGL uniform location where to store the value
  97192. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97193. */
  97194. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97195. /**
  97196. * Set the value of an uniform to a matrix (2x2)
  97197. * @param uniform defines the webGL uniform location where to store the value
  97198. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97199. */
  97200. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97201. /**
  97202. * Set the value of an uniform to a number (float)
  97203. * @param uniform defines the webGL uniform location where to store the value
  97204. * @param value defines the float number to store
  97205. */
  97206. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97207. /**
  97208. * Set the value of an uniform to a vec2
  97209. * @param uniform defines the webGL uniform location where to store the value
  97210. * @param x defines the 1st component of the value
  97211. * @param y defines the 2nd component of the value
  97212. */
  97213. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  97214. /**
  97215. * Set the value of an uniform to a vec3
  97216. * @param uniform defines the webGL uniform location where to store the value
  97217. * @param x defines the 1st component of the value
  97218. * @param y defines the 2nd component of the value
  97219. * @param z defines the 3rd component of the value
  97220. */
  97221. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  97222. /**
  97223. * Set the value of an uniform to a vec4
  97224. * @param uniform defines the webGL uniform location where to store the value
  97225. * @param x defines the 1st component of the value
  97226. * @param y defines the 2nd component of the value
  97227. * @param z defines the 3rd component of the value
  97228. * @param w defines the 4th component of the value
  97229. */
  97230. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  97231. /**
  97232. * Gets the depth culling state manager
  97233. */
  97234. readonly depthCullingState: DepthCullingState;
  97235. /**
  97236. * Gets the alpha state manager
  97237. */
  97238. readonly alphaState: AlphaState;
  97239. /**
  97240. * Gets the stencil state manager
  97241. */
  97242. readonly stencilState: StencilState;
  97243. /**
  97244. * Clears the list of texture accessible through engine.
  97245. * This can help preventing texture load conflict due to name collision.
  97246. */
  97247. clearInternalTexturesCache(): void;
  97248. /**
  97249. * Force the entire cache to be cleared
  97250. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  97251. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  97252. */
  97253. wipeCaches(bruteForce?: boolean): void;
  97254. /** @hidden */
  97255. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  97256. min: number;
  97257. mag: number;
  97258. };
  97259. /** @hidden */
  97260. _createTexture(): WebGLTexture;
  97261. /**
  97262. * Usually called from Texture.ts.
  97263. * Passed information to create a WebGLTexture
  97264. * @param urlArg defines a value which contains one of the following:
  97265. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  97266. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  97267. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  97268. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  97269. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  97270. * @param scene needed for loading to the correct scene
  97271. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  97272. * @param onLoad optional callback to be called upon successful completion
  97273. * @param onError optional callback to be called upon failure
  97274. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  97275. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  97276. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  97277. * @param forcedExtension defines the extension to use to pick the right loader
  97278. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  97279. * @param mimeType defines an optional mime type
  97280. * @returns a InternalTexture for assignment back into BABYLON.Texture
  97281. */
  97282. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  97283. /**
  97284. * @hidden
  97285. */
  97286. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  97287. /**
  97288. * Creates a raw texture
  97289. * @param data defines the data to store in the texture
  97290. * @param width defines the width of the texture
  97291. * @param height defines the height of the texture
  97292. * @param format defines the format of the data
  97293. * @param generateMipMaps defines if the engine should generate the mip levels
  97294. * @param invertY defines if data must be stored with Y axis inverted
  97295. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97296. * @param compression defines the compression used (null by default)
  97297. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  97298. * @returns the raw texture inside an InternalTexture
  97299. */
  97300. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  97301. /**
  97302. * Creates a new raw cube texture
  97303. * @param data defines the array of data to use to create each face
  97304. * @param size defines the size of the textures
  97305. * @param format defines the format of the data
  97306. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  97307. * @param generateMipMaps defines if the engine should generate the mip levels
  97308. * @param invertY defines if data must be stored with Y axis inverted
  97309. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97310. * @param compression defines the compression used (null by default)
  97311. * @returns the cube texture as an InternalTexture
  97312. */
  97313. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  97314. /**
  97315. * Creates a new raw 3D texture
  97316. * @param data defines the data used to create the texture
  97317. * @param width defines the width of the texture
  97318. * @param height defines the height of the texture
  97319. * @param depth defines the depth of the texture
  97320. * @param format defines the format of the texture
  97321. * @param generateMipMaps defines if the engine must generate mip levels
  97322. * @param invertY defines if data must be stored with Y axis inverted
  97323. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97324. * @param compression defines the compressed used (can be null)
  97325. * @param textureType defines the compressed used (can be null)
  97326. * @returns a new raw 3D texture (stored in an InternalTexture)
  97327. */
  97328. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  97329. private _unpackFlipYCached;
  97330. /**
  97331. * In case you are sharing the context with other applications, it might
  97332. * be interested to not cache the unpack flip y state to ensure a consistent
  97333. * value would be set.
  97334. */
  97335. enableUnpackFlipYCached: boolean;
  97336. /** @hidden */
  97337. _unpackFlipY(value: boolean): void;
  97338. /** @hidden */
  97339. _getUnpackAlignement(): number;
  97340. /**
  97341. * Update the sampling mode of a given texture
  97342. * @param samplingMode defines the required sampling mode
  97343. * @param texture defines the texture to update
  97344. */
  97345. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97346. /** @hidden */
  97347. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97348. width: number;
  97349. height: number;
  97350. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97351. /** @hidden */
  97352. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97353. /** @hidden */
  97354. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97355. /** @hidden */
  97356. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97357. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97358. private _prepareWebGLTexture;
  97359. /** @hidden */
  97360. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97361. /** @hidden */
  97362. _releaseFramebufferObjects(texture: InternalTexture): void;
  97363. /** @hidden */
  97364. _releaseTexture(texture: InternalTexture): void;
  97365. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97366. protected _setProgram(program: WebGLProgram): void;
  97367. protected _boundUniforms: {
  97368. [key: number]: WebGLUniformLocation;
  97369. };
  97370. /**
  97371. * Binds an effect to the webGL context
  97372. * @param effect defines the effect to bind
  97373. */
  97374. bindSamplers(effect: Effect): void;
  97375. private _activateCurrentTexture;
  97376. /** @hidden */
  97377. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97378. /** @hidden */
  97379. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97380. /**
  97381. * Unbind all textures from the webGL context
  97382. */
  97383. unbindAllTextures(): void;
  97384. /**
  97385. * Sets a texture to the according uniform.
  97386. * @param channel The texture channel
  97387. * @param uniform The uniform to set
  97388. * @param texture The texture to apply
  97389. */
  97390. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97391. private _bindSamplerUniformToChannel;
  97392. private _getTextureWrapMode;
  97393. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97394. /**
  97395. * Sets an array of texture to the webGL context
  97396. * @param channel defines the channel where the texture array must be set
  97397. * @param uniform defines the associated uniform location
  97398. * @param textures defines the array of textures to bind
  97399. */
  97400. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97401. /** @hidden */
  97402. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97403. private _setTextureParameterFloat;
  97404. private _setTextureParameterInteger;
  97405. /**
  97406. * Unbind all vertex attributes from the webGL context
  97407. */
  97408. unbindAllAttributes(): void;
  97409. /**
  97410. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  97411. */
  97412. releaseEffects(): void;
  97413. /**
  97414. * Dispose and release all associated resources
  97415. */
  97416. dispose(): void;
  97417. /**
  97418. * Attach a new callback raised when context lost event is fired
  97419. * @param callback defines the callback to call
  97420. */
  97421. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97422. /**
  97423. * Attach a new callback raised when context restored event is fired
  97424. * @param callback defines the callback to call
  97425. */
  97426. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97427. /**
  97428. * Get the current error code of the webGL context
  97429. * @returns the error code
  97430. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97431. */
  97432. getError(): number;
  97433. private _canRenderToFloatFramebuffer;
  97434. private _canRenderToHalfFloatFramebuffer;
  97435. private _canRenderToFramebuffer;
  97436. /** @hidden */
  97437. _getWebGLTextureType(type: number): number;
  97438. /** @hidden */
  97439. _getInternalFormat(format: number): number;
  97440. /** @hidden */
  97441. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97442. /** @hidden */
  97443. _getRGBAMultiSampleBufferFormat(type: number): number;
  97444. /** @hidden */
  97445. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  97446. /**
  97447. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97448. * @returns true if the engine can be created
  97449. * @ignorenaming
  97450. */
  97451. static isSupported(): boolean;
  97452. /**
  97453. * Find the next highest power of two.
  97454. * @param x Number to start search from.
  97455. * @return Next highest power of two.
  97456. */
  97457. static CeilingPOT(x: number): number;
  97458. /**
  97459. * Find the next lowest power of two.
  97460. * @param x Number to start search from.
  97461. * @return Next lowest power of two.
  97462. */
  97463. static FloorPOT(x: number): number;
  97464. /**
  97465. * Find the nearest power of two.
  97466. * @param x Number to start search from.
  97467. * @return Next nearest power of two.
  97468. */
  97469. static NearestPOT(x: number): number;
  97470. /**
  97471. * Get the closest exponent of two
  97472. * @param value defines the value to approximate
  97473. * @param max defines the maximum value to return
  97474. * @param mode defines how to define the closest value
  97475. * @returns closest exponent of two of the given value
  97476. */
  97477. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97478. /**
  97479. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97480. * @param func - the function to be called
  97481. * @param requester - the object that will request the next frame. Falls back to window.
  97482. * @returns frame number
  97483. */
  97484. static QueueNewFrame(func: () => void, requester?: any): number;
  97485. }
  97486. }
  97487. declare module BABYLON {
  97488. /**
  97489. * Class representing spherical harmonics coefficients to the 3rd degree
  97490. */
  97491. export class SphericalHarmonics {
  97492. /**
  97493. * Defines whether or not the harmonics have been prescaled for rendering.
  97494. */
  97495. preScaled: boolean;
  97496. /**
  97497. * The l0,0 coefficients of the spherical harmonics
  97498. */
  97499. l00: Vector3;
  97500. /**
  97501. * The l1,-1 coefficients of the spherical harmonics
  97502. */
  97503. l1_1: Vector3;
  97504. /**
  97505. * The l1,0 coefficients of the spherical harmonics
  97506. */
  97507. l10: Vector3;
  97508. /**
  97509. * The l1,1 coefficients of the spherical harmonics
  97510. */
  97511. l11: Vector3;
  97512. /**
  97513. * The l2,-2 coefficients of the spherical harmonics
  97514. */
  97515. l2_2: Vector3;
  97516. /**
  97517. * The l2,-1 coefficients of the spherical harmonics
  97518. */
  97519. l2_1: Vector3;
  97520. /**
  97521. * The l2,0 coefficients of the spherical harmonics
  97522. */
  97523. l20: Vector3;
  97524. /**
  97525. * The l2,1 coefficients of the spherical harmonics
  97526. */
  97527. l21: Vector3;
  97528. /**
  97529. * The l2,2 coefficients of the spherical harmonics
  97530. */
  97531. l22: Vector3;
  97532. /**
  97533. * Adds a light to the spherical harmonics
  97534. * @param direction the direction of the light
  97535. * @param color the color of the light
  97536. * @param deltaSolidAngle the delta solid angle of the light
  97537. */
  97538. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  97539. /**
  97540. * Scales the spherical harmonics by the given amount
  97541. * @param scale the amount to scale
  97542. */
  97543. scaleInPlace(scale: number): void;
  97544. /**
  97545. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  97546. *
  97547. * ```
  97548. * E_lm = A_l * L_lm
  97549. * ```
  97550. *
  97551. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  97552. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  97553. * the scaling factors are given in equation 9.
  97554. */
  97555. convertIncidentRadianceToIrradiance(): void;
  97556. /**
  97557. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  97558. *
  97559. * ```
  97560. * L = (1/pi) * E * rho
  97561. * ```
  97562. *
  97563. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  97564. */
  97565. convertIrradianceToLambertianRadiance(): void;
  97566. /**
  97567. * Integrates the reconstruction coefficients directly in to the SH preventing further
  97568. * required operations at run time.
  97569. *
  97570. * This is simply done by scaling back the SH with Ylm constants parameter.
  97571. * The trigonometric part being applied by the shader at run time.
  97572. */
  97573. preScaleForRendering(): void;
  97574. /**
  97575. * Constructs a spherical harmonics from an array.
  97576. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  97577. * @returns the spherical harmonics
  97578. */
  97579. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  97580. /**
  97581. * Gets the spherical harmonics from polynomial
  97582. * @param polynomial the spherical polynomial
  97583. * @returns the spherical harmonics
  97584. */
  97585. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  97586. }
  97587. /**
  97588. * Class representing spherical polynomial coefficients to the 3rd degree
  97589. */
  97590. export class SphericalPolynomial {
  97591. private _harmonics;
  97592. /**
  97593. * The spherical harmonics used to create the polynomials.
  97594. */
  97595. readonly preScaledHarmonics: SphericalHarmonics;
  97596. /**
  97597. * The x coefficients of the spherical polynomial
  97598. */
  97599. x: Vector3;
  97600. /**
  97601. * The y coefficients of the spherical polynomial
  97602. */
  97603. y: Vector3;
  97604. /**
  97605. * The z coefficients of the spherical polynomial
  97606. */
  97607. z: Vector3;
  97608. /**
  97609. * The xx coefficients of the spherical polynomial
  97610. */
  97611. xx: Vector3;
  97612. /**
  97613. * The yy coefficients of the spherical polynomial
  97614. */
  97615. yy: Vector3;
  97616. /**
  97617. * The zz coefficients of the spherical polynomial
  97618. */
  97619. zz: Vector3;
  97620. /**
  97621. * The xy coefficients of the spherical polynomial
  97622. */
  97623. xy: Vector3;
  97624. /**
  97625. * The yz coefficients of the spherical polynomial
  97626. */
  97627. yz: Vector3;
  97628. /**
  97629. * The zx coefficients of the spherical polynomial
  97630. */
  97631. zx: Vector3;
  97632. /**
  97633. * Adds an ambient color to the spherical polynomial
  97634. * @param color the color to add
  97635. */
  97636. addAmbient(color: Color3): void;
  97637. /**
  97638. * Scales the spherical polynomial by the given amount
  97639. * @param scale the amount to scale
  97640. */
  97641. scaleInPlace(scale: number): void;
  97642. /**
  97643. * Gets the spherical polynomial from harmonics
  97644. * @param harmonics the spherical harmonics
  97645. * @returns the spherical polynomial
  97646. */
  97647. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  97648. /**
  97649. * Constructs a spherical polynomial from an array.
  97650. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  97651. * @returns the spherical polynomial
  97652. */
  97653. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  97654. }
  97655. }
  97656. declare module BABYLON {
  97657. /**
  97658. * Defines the source of the internal texture
  97659. */
  97660. export enum InternalTextureSource {
  97661. /**
  97662. * The source of the texture data is unknown
  97663. */
  97664. Unknown = 0,
  97665. /**
  97666. * Texture data comes from an URL
  97667. */
  97668. Url = 1,
  97669. /**
  97670. * Texture data is only used for temporary storage
  97671. */
  97672. Temp = 2,
  97673. /**
  97674. * Texture data comes from raw data (ArrayBuffer)
  97675. */
  97676. Raw = 3,
  97677. /**
  97678. * Texture content is dynamic (video or dynamic texture)
  97679. */
  97680. Dynamic = 4,
  97681. /**
  97682. * Texture content is generated by rendering to it
  97683. */
  97684. RenderTarget = 5,
  97685. /**
  97686. * Texture content is part of a multi render target process
  97687. */
  97688. MultiRenderTarget = 6,
  97689. /**
  97690. * Texture data comes from a cube data file
  97691. */
  97692. Cube = 7,
  97693. /**
  97694. * Texture data comes from a raw cube data
  97695. */
  97696. CubeRaw = 8,
  97697. /**
  97698. * Texture data come from a prefiltered cube data file
  97699. */
  97700. CubePrefiltered = 9,
  97701. /**
  97702. * Texture content is raw 3D data
  97703. */
  97704. Raw3D = 10,
  97705. /**
  97706. * Texture content is a depth texture
  97707. */
  97708. Depth = 11,
  97709. /**
  97710. * Texture data comes from a raw cube data encoded with RGBD
  97711. */
  97712. CubeRawRGBD = 12
  97713. }
  97714. /**
  97715. * Class used to store data associated with WebGL texture data for the engine
  97716. * This class should not be used directly
  97717. */
  97718. export class InternalTexture {
  97719. /** @hidden */
  97720. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  97721. /**
  97722. * Defines if the texture is ready
  97723. */
  97724. isReady: boolean;
  97725. /**
  97726. * Defines if the texture is a cube texture
  97727. */
  97728. isCube: boolean;
  97729. /**
  97730. * Defines if the texture contains 3D data
  97731. */
  97732. is3D: boolean;
  97733. /**
  97734. * Defines if the texture contains multiview data
  97735. */
  97736. isMultiview: boolean;
  97737. /**
  97738. * Gets the URL used to load this texture
  97739. */
  97740. url: string;
  97741. /**
  97742. * Gets the sampling mode of the texture
  97743. */
  97744. samplingMode: number;
  97745. /**
  97746. * Gets a boolean indicating if the texture needs mipmaps generation
  97747. */
  97748. generateMipMaps: boolean;
  97749. /**
  97750. * Gets the number of samples used by the texture (WebGL2+ only)
  97751. */
  97752. samples: number;
  97753. /**
  97754. * Gets the type of the texture (int, float...)
  97755. */
  97756. type: number;
  97757. /**
  97758. * Gets the format of the texture (RGB, RGBA...)
  97759. */
  97760. format: number;
  97761. /**
  97762. * Observable called when the texture is loaded
  97763. */
  97764. onLoadedObservable: Observable<InternalTexture>;
  97765. /**
  97766. * Gets the width of the texture
  97767. */
  97768. width: number;
  97769. /**
  97770. * Gets the height of the texture
  97771. */
  97772. height: number;
  97773. /**
  97774. * Gets the depth of the texture
  97775. */
  97776. depth: number;
  97777. /**
  97778. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  97779. */
  97780. baseWidth: number;
  97781. /**
  97782. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  97783. */
  97784. baseHeight: number;
  97785. /**
  97786. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  97787. */
  97788. baseDepth: number;
  97789. /**
  97790. * Gets a boolean indicating if the texture is inverted on Y axis
  97791. */
  97792. invertY: boolean;
  97793. /** @hidden */
  97794. _invertVScale: boolean;
  97795. /** @hidden */
  97796. _associatedChannel: number;
  97797. /** @hidden */
  97798. _source: InternalTextureSource;
  97799. /** @hidden */
  97800. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  97801. /** @hidden */
  97802. _bufferView: Nullable<ArrayBufferView>;
  97803. /** @hidden */
  97804. _bufferViewArray: Nullable<ArrayBufferView[]>;
  97805. /** @hidden */
  97806. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  97807. /** @hidden */
  97808. _size: number;
  97809. /** @hidden */
  97810. _extension: string;
  97811. /** @hidden */
  97812. _files: Nullable<string[]>;
  97813. /** @hidden */
  97814. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97815. /** @hidden */
  97816. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97817. /** @hidden */
  97818. _framebuffer: Nullable<WebGLFramebuffer>;
  97819. /** @hidden */
  97820. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  97821. /** @hidden */
  97822. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  97823. /** @hidden */
  97824. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  97825. /** @hidden */
  97826. _attachments: Nullable<number[]>;
  97827. /** @hidden */
  97828. _cachedCoordinatesMode: Nullable<number>;
  97829. /** @hidden */
  97830. _cachedWrapU: Nullable<number>;
  97831. /** @hidden */
  97832. _cachedWrapV: Nullable<number>;
  97833. /** @hidden */
  97834. _cachedWrapR: Nullable<number>;
  97835. /** @hidden */
  97836. _cachedAnisotropicFilteringLevel: Nullable<number>;
  97837. /** @hidden */
  97838. _isDisabled: boolean;
  97839. /** @hidden */
  97840. _compression: Nullable<string>;
  97841. /** @hidden */
  97842. _generateStencilBuffer: boolean;
  97843. /** @hidden */
  97844. _generateDepthBuffer: boolean;
  97845. /** @hidden */
  97846. _comparisonFunction: number;
  97847. /** @hidden */
  97848. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  97849. /** @hidden */
  97850. _lodGenerationScale: number;
  97851. /** @hidden */
  97852. _lodGenerationOffset: number;
  97853. /** @hidden */
  97854. _colorTextureArray: Nullable<WebGLTexture>;
  97855. /** @hidden */
  97856. _depthStencilTextureArray: Nullable<WebGLTexture>;
  97857. /** @hidden */
  97858. _lodTextureHigh: Nullable<BaseTexture>;
  97859. /** @hidden */
  97860. _lodTextureMid: Nullable<BaseTexture>;
  97861. /** @hidden */
  97862. _lodTextureLow: Nullable<BaseTexture>;
  97863. /** @hidden */
  97864. _isRGBD: boolean;
  97865. /** @hidden */
  97866. _linearSpecularLOD: boolean;
  97867. /** @hidden */
  97868. _irradianceTexture: Nullable<BaseTexture>;
  97869. /** @hidden */
  97870. _webGLTexture: Nullable<WebGLTexture>;
  97871. /** @hidden */
  97872. _references: number;
  97873. private _engine;
  97874. /**
  97875. * Gets the Engine the texture belongs to.
  97876. * @returns The babylon engine
  97877. */
  97878. getEngine(): ThinEngine;
  97879. /**
  97880. * Gets the data source type of the texture
  97881. */
  97882. readonly source: InternalTextureSource;
  97883. /**
  97884. * Creates a new InternalTexture
  97885. * @param engine defines the engine to use
  97886. * @param source defines the type of data that will be used
  97887. * @param delayAllocation if the texture allocation should be delayed (default: false)
  97888. */
  97889. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  97890. /**
  97891. * Increments the number of references (ie. the number of Texture that point to it)
  97892. */
  97893. incrementReferences(): void;
  97894. /**
  97895. * Change the size of the texture (not the size of the content)
  97896. * @param width defines the new width
  97897. * @param height defines the new height
  97898. * @param depth defines the new depth (1 by default)
  97899. */
  97900. updateSize(width: int, height: int, depth?: int): void;
  97901. /** @hidden */
  97902. _rebuild(): void;
  97903. /** @hidden */
  97904. _swapAndDie(target: InternalTexture): void;
  97905. /**
  97906. * Dispose the current allocated resources
  97907. */
  97908. dispose(): void;
  97909. }
  97910. }
  97911. declare module BABYLON {
  97912. /**
  97913. * Class used to work with sound analyzer using fast fourier transform (FFT)
  97914. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97915. */
  97916. export class Analyser {
  97917. /**
  97918. * Gets or sets the smoothing
  97919. * @ignorenaming
  97920. */
  97921. SMOOTHING: number;
  97922. /**
  97923. * Gets or sets the FFT table size
  97924. * @ignorenaming
  97925. */
  97926. FFT_SIZE: number;
  97927. /**
  97928. * Gets or sets the bar graph amplitude
  97929. * @ignorenaming
  97930. */
  97931. BARGRAPHAMPLITUDE: number;
  97932. /**
  97933. * Gets or sets the position of the debug canvas
  97934. * @ignorenaming
  97935. */
  97936. DEBUGCANVASPOS: {
  97937. x: number;
  97938. y: number;
  97939. };
  97940. /**
  97941. * Gets or sets the debug canvas size
  97942. * @ignorenaming
  97943. */
  97944. DEBUGCANVASSIZE: {
  97945. width: number;
  97946. height: number;
  97947. };
  97948. private _byteFreqs;
  97949. private _byteTime;
  97950. private _floatFreqs;
  97951. private _webAudioAnalyser;
  97952. private _debugCanvas;
  97953. private _debugCanvasContext;
  97954. private _scene;
  97955. private _registerFunc;
  97956. private _audioEngine;
  97957. /**
  97958. * Creates a new analyser
  97959. * @param scene defines hosting scene
  97960. */
  97961. constructor(scene: Scene);
  97962. /**
  97963. * Get the number of data values you will have to play with for the visualization
  97964. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  97965. * @returns a number
  97966. */
  97967. getFrequencyBinCount(): number;
  97968. /**
  97969. * Gets the current frequency data as a byte array
  97970. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  97971. * @returns a Uint8Array
  97972. */
  97973. getByteFrequencyData(): Uint8Array;
  97974. /**
  97975. * Gets the current waveform as a byte array
  97976. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  97977. * @returns a Uint8Array
  97978. */
  97979. getByteTimeDomainData(): Uint8Array;
  97980. /**
  97981. * Gets the current frequency data as a float array
  97982. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  97983. * @returns a Float32Array
  97984. */
  97985. getFloatFrequencyData(): Float32Array;
  97986. /**
  97987. * Renders the debug canvas
  97988. */
  97989. drawDebugCanvas(): void;
  97990. /**
  97991. * Stops rendering the debug canvas and removes it
  97992. */
  97993. stopDebugCanvas(): void;
  97994. /**
  97995. * Connects two audio nodes
  97996. * @param inputAudioNode defines first node to connect
  97997. * @param outputAudioNode defines second node to connect
  97998. */
  97999. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98000. /**
  98001. * Releases all associated resources
  98002. */
  98003. dispose(): void;
  98004. }
  98005. }
  98006. declare module BABYLON {
  98007. /**
  98008. * This represents an audio engine and it is responsible
  98009. * to play, synchronize and analyse sounds throughout the application.
  98010. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98011. */
  98012. export interface IAudioEngine extends IDisposable {
  98013. /**
  98014. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98015. */
  98016. readonly canUseWebAudio: boolean;
  98017. /**
  98018. * Gets the current AudioContext if available.
  98019. */
  98020. readonly audioContext: Nullable<AudioContext>;
  98021. /**
  98022. * The master gain node defines the global audio volume of your audio engine.
  98023. */
  98024. readonly masterGain: GainNode;
  98025. /**
  98026. * Gets whether or not mp3 are supported by your browser.
  98027. */
  98028. readonly isMP3supported: boolean;
  98029. /**
  98030. * Gets whether or not ogg are supported by your browser.
  98031. */
  98032. readonly isOGGsupported: boolean;
  98033. /**
  98034. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98035. * @ignoreNaming
  98036. */
  98037. WarnedWebAudioUnsupported: boolean;
  98038. /**
  98039. * Defines if the audio engine relies on a custom unlocked button.
  98040. * In this case, the embedded button will not be displayed.
  98041. */
  98042. useCustomUnlockedButton: boolean;
  98043. /**
  98044. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98045. */
  98046. readonly unlocked: boolean;
  98047. /**
  98048. * Event raised when audio has been unlocked on the browser.
  98049. */
  98050. onAudioUnlockedObservable: Observable<AudioEngine>;
  98051. /**
  98052. * Event raised when audio has been locked on the browser.
  98053. */
  98054. onAudioLockedObservable: Observable<AudioEngine>;
  98055. /**
  98056. * Flags the audio engine in Locked state.
  98057. * This happens due to new browser policies preventing audio to autoplay.
  98058. */
  98059. lock(): void;
  98060. /**
  98061. * Unlocks the audio engine once a user action has been done on the dom.
  98062. * This is helpful to resume play once browser policies have been satisfied.
  98063. */
  98064. unlock(): void;
  98065. }
  98066. /**
  98067. * This represents the default audio engine used in babylon.
  98068. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98069. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98070. */
  98071. export class AudioEngine implements IAudioEngine {
  98072. private _audioContext;
  98073. private _audioContextInitialized;
  98074. private _muteButton;
  98075. private _hostElement;
  98076. /**
  98077. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98078. */
  98079. canUseWebAudio: boolean;
  98080. /**
  98081. * The master gain node defines the global audio volume of your audio engine.
  98082. */
  98083. masterGain: GainNode;
  98084. /**
  98085. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98086. * @ignoreNaming
  98087. */
  98088. WarnedWebAudioUnsupported: boolean;
  98089. /**
  98090. * Gets whether or not mp3 are supported by your browser.
  98091. */
  98092. isMP3supported: boolean;
  98093. /**
  98094. * Gets whether or not ogg are supported by your browser.
  98095. */
  98096. isOGGsupported: boolean;
  98097. /**
  98098. * Gets whether audio has been unlocked on the device.
  98099. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98100. * a user interaction has happened.
  98101. */
  98102. unlocked: boolean;
  98103. /**
  98104. * Defines if the audio engine relies on a custom unlocked button.
  98105. * In this case, the embedded button will not be displayed.
  98106. */
  98107. useCustomUnlockedButton: boolean;
  98108. /**
  98109. * Event raised when audio has been unlocked on the browser.
  98110. */
  98111. onAudioUnlockedObservable: Observable<AudioEngine>;
  98112. /**
  98113. * Event raised when audio has been locked on the browser.
  98114. */
  98115. onAudioLockedObservable: Observable<AudioEngine>;
  98116. /**
  98117. * Gets the current AudioContext if available.
  98118. */
  98119. readonly audioContext: Nullable<AudioContext>;
  98120. private _connectedAnalyser;
  98121. /**
  98122. * Instantiates a new audio engine.
  98123. *
  98124. * There should be only one per page as some browsers restrict the number
  98125. * of audio contexts you can create.
  98126. * @param hostElement defines the host element where to display the mute icon if necessary
  98127. */
  98128. constructor(hostElement?: Nullable<HTMLElement>);
  98129. /**
  98130. * Flags the audio engine in Locked state.
  98131. * This happens due to new browser policies preventing audio to autoplay.
  98132. */
  98133. lock(): void;
  98134. /**
  98135. * Unlocks the audio engine once a user action has been done on the dom.
  98136. * This is helpful to resume play once browser policies have been satisfied.
  98137. */
  98138. unlock(): void;
  98139. private _resumeAudioContext;
  98140. private _initializeAudioContext;
  98141. private _tryToRun;
  98142. private _triggerRunningState;
  98143. private _triggerSuspendedState;
  98144. private _displayMuteButton;
  98145. private _moveButtonToTopLeft;
  98146. private _onResize;
  98147. private _hideMuteButton;
  98148. /**
  98149. * Destroy and release the resources associated with the audio ccontext.
  98150. */
  98151. dispose(): void;
  98152. /**
  98153. * Gets the global volume sets on the master gain.
  98154. * @returns the global volume if set or -1 otherwise
  98155. */
  98156. getGlobalVolume(): number;
  98157. /**
  98158. * Sets the global volume of your experience (sets on the master gain).
  98159. * @param newVolume Defines the new global volume of the application
  98160. */
  98161. setGlobalVolume(newVolume: number): void;
  98162. /**
  98163. * Connect the audio engine to an audio analyser allowing some amazing
  98164. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98166. * @param analyser The analyser to connect to the engine
  98167. */
  98168. connectToAnalyser(analyser: Analyser): void;
  98169. }
  98170. }
  98171. declare module BABYLON {
  98172. /**
  98173. * Interface used to present a loading screen while loading a scene
  98174. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98175. */
  98176. export interface ILoadingScreen {
  98177. /**
  98178. * Function called to display the loading screen
  98179. */
  98180. displayLoadingUI: () => void;
  98181. /**
  98182. * Function called to hide the loading screen
  98183. */
  98184. hideLoadingUI: () => void;
  98185. /**
  98186. * Gets or sets the color to use for the background
  98187. */
  98188. loadingUIBackgroundColor: string;
  98189. /**
  98190. * Gets or sets the text to display while loading
  98191. */
  98192. loadingUIText: string;
  98193. }
  98194. /**
  98195. * Class used for the default loading screen
  98196. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98197. */
  98198. export class DefaultLoadingScreen implements ILoadingScreen {
  98199. private _renderingCanvas;
  98200. private _loadingText;
  98201. private _loadingDivBackgroundColor;
  98202. private _loadingDiv;
  98203. private _loadingTextDiv;
  98204. /** Gets or sets the logo url to use for the default loading screen */
  98205. static DefaultLogoUrl: string;
  98206. /** Gets or sets the spinner url to use for the default loading screen */
  98207. static DefaultSpinnerUrl: string;
  98208. /**
  98209. * Creates a new default loading screen
  98210. * @param _renderingCanvas defines the canvas used to render the scene
  98211. * @param _loadingText defines the default text to display
  98212. * @param _loadingDivBackgroundColor defines the default background color
  98213. */
  98214. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  98215. /**
  98216. * Function called to display the loading screen
  98217. */
  98218. displayLoadingUI(): void;
  98219. /**
  98220. * Function called to hide the loading screen
  98221. */
  98222. hideLoadingUI(): void;
  98223. /**
  98224. * Gets or sets the text to display while loading
  98225. */
  98226. loadingUIText: string;
  98227. /**
  98228. * Gets or sets the color to use for the background
  98229. */
  98230. loadingUIBackgroundColor: string;
  98231. private _resizeLoadingUI;
  98232. }
  98233. }
  98234. declare module BABYLON {
  98235. /**
  98236. * Interface for any object that can request an animation frame
  98237. */
  98238. export interface ICustomAnimationFrameRequester {
  98239. /**
  98240. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  98241. */
  98242. renderFunction?: Function;
  98243. /**
  98244. * Called to request the next frame to render to
  98245. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  98246. */
  98247. requestAnimationFrame: Function;
  98248. /**
  98249. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  98250. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  98251. */
  98252. requestID?: number;
  98253. }
  98254. }
  98255. declare module BABYLON {
  98256. /**
  98257. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  98258. */
  98259. export class PerformanceMonitor {
  98260. private _enabled;
  98261. private _rollingFrameTime;
  98262. private _lastFrameTimeMs;
  98263. /**
  98264. * constructor
  98265. * @param frameSampleSize The number of samples required to saturate the sliding window
  98266. */
  98267. constructor(frameSampleSize?: number);
  98268. /**
  98269. * Samples current frame
  98270. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  98271. */
  98272. sampleFrame(timeMs?: number): void;
  98273. /**
  98274. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98275. */
  98276. readonly averageFrameTime: number;
  98277. /**
  98278. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98279. */
  98280. readonly averageFrameTimeVariance: number;
  98281. /**
  98282. * Returns the frame time of the most recent frame
  98283. */
  98284. readonly instantaneousFrameTime: number;
  98285. /**
  98286. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  98287. */
  98288. readonly averageFPS: number;
  98289. /**
  98290. * Returns the average framerate in frames per second using the most recent frame time
  98291. */
  98292. readonly instantaneousFPS: number;
  98293. /**
  98294. * Returns true if enough samples have been taken to completely fill the sliding window
  98295. */
  98296. readonly isSaturated: boolean;
  98297. /**
  98298. * Enables contributions to the sliding window sample set
  98299. */
  98300. enable(): void;
  98301. /**
  98302. * Disables contributions to the sliding window sample set
  98303. * Samples will not be interpolated over the disabled period
  98304. */
  98305. disable(): void;
  98306. /**
  98307. * Returns true if sampling is enabled
  98308. */
  98309. readonly isEnabled: boolean;
  98310. /**
  98311. * Resets performance monitor
  98312. */
  98313. reset(): void;
  98314. }
  98315. /**
  98316. * RollingAverage
  98317. *
  98318. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  98319. */
  98320. export class RollingAverage {
  98321. /**
  98322. * Current average
  98323. */
  98324. average: number;
  98325. /**
  98326. * Current variance
  98327. */
  98328. variance: number;
  98329. protected _samples: Array<number>;
  98330. protected _sampleCount: number;
  98331. protected _pos: number;
  98332. protected _m2: number;
  98333. /**
  98334. * constructor
  98335. * @param length The number of samples required to saturate the sliding window
  98336. */
  98337. constructor(length: number);
  98338. /**
  98339. * Adds a sample to the sample set
  98340. * @param v The sample value
  98341. */
  98342. add(v: number): void;
  98343. /**
  98344. * Returns previously added values or null if outside of history or outside the sliding window domain
  98345. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  98346. * @return Value previously recorded with add() or null if outside of range
  98347. */
  98348. history(i: number): number;
  98349. /**
  98350. * Returns true if enough samples have been taken to completely fill the sliding window
  98351. * @return true if sample-set saturated
  98352. */
  98353. isSaturated(): boolean;
  98354. /**
  98355. * Resets the rolling average (equivalent to 0 samples taken so far)
  98356. */
  98357. reset(): void;
  98358. /**
  98359. * Wraps a value around the sample range boundaries
  98360. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  98361. * @return Wrapped position in sample range
  98362. */
  98363. protected _wrapPosition(i: number): number;
  98364. }
  98365. }
  98366. declare module BABYLON {
  98367. /**
  98368. * This class is used to track a performance counter which is number based.
  98369. * The user has access to many properties which give statistics of different nature.
  98370. *
  98371. * The implementer can track two kinds of Performance Counter: time and count.
  98372. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  98373. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  98374. */
  98375. export class PerfCounter {
  98376. /**
  98377. * Gets or sets a global boolean to turn on and off all the counters
  98378. */
  98379. static Enabled: boolean;
  98380. /**
  98381. * Returns the smallest value ever
  98382. */
  98383. readonly min: number;
  98384. /**
  98385. * Returns the biggest value ever
  98386. */
  98387. readonly max: number;
  98388. /**
  98389. * Returns the average value since the performance counter is running
  98390. */
  98391. readonly average: number;
  98392. /**
  98393. * Returns the average value of the last second the counter was monitored
  98394. */
  98395. readonly lastSecAverage: number;
  98396. /**
  98397. * Returns the current value
  98398. */
  98399. readonly current: number;
  98400. /**
  98401. * Gets the accumulated total
  98402. */
  98403. readonly total: number;
  98404. /**
  98405. * Gets the total value count
  98406. */
  98407. readonly count: number;
  98408. /**
  98409. * Creates a new counter
  98410. */
  98411. constructor();
  98412. /**
  98413. * Call this method to start monitoring a new frame.
  98414. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  98415. */
  98416. fetchNewFrame(): void;
  98417. /**
  98418. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  98419. * @param newCount the count value to add to the monitored count
  98420. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  98421. */
  98422. addCount(newCount: number, fetchResult: boolean): void;
  98423. /**
  98424. * Start monitoring this performance counter
  98425. */
  98426. beginMonitoring(): void;
  98427. /**
  98428. * Compute the time lapsed since the previous beginMonitoring() call.
  98429. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  98430. */
  98431. endMonitoring(newFrame?: boolean): void;
  98432. private _fetchResult;
  98433. private _startMonitoringTime;
  98434. private _min;
  98435. private _max;
  98436. private _average;
  98437. private _current;
  98438. private _totalValueCount;
  98439. private _totalAccumulated;
  98440. private _lastSecAverage;
  98441. private _lastSecAccumulated;
  98442. private _lastSecTime;
  98443. private _lastSecValueCount;
  98444. }
  98445. }
  98446. declare module BABYLON {
  98447. /**
  98448. * Defines the interface used by display changed events
  98449. */
  98450. export interface IDisplayChangedEventArgs {
  98451. /** Gets the vrDisplay object (if any) */
  98452. vrDisplay: Nullable<any>;
  98453. /** Gets a boolean indicating if webVR is supported */
  98454. vrSupported: boolean;
  98455. }
  98456. /**
  98457. * Defines the interface used by objects containing a viewport (like a camera)
  98458. */
  98459. interface IViewportOwnerLike {
  98460. /**
  98461. * Gets or sets the viewport
  98462. */
  98463. viewport: IViewportLike;
  98464. }
  98465. /**
  98466. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  98467. */
  98468. export class Engine extends ThinEngine {
  98469. /** Defines that alpha blending is disabled */
  98470. static readonly ALPHA_DISABLE: number;
  98471. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  98472. static readonly ALPHA_ADD: number;
  98473. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  98474. static readonly ALPHA_COMBINE: number;
  98475. /** Defines that alpha blending to DEST - SRC * DEST */
  98476. static readonly ALPHA_SUBTRACT: number;
  98477. /** Defines that alpha blending to SRC * DEST */
  98478. static readonly ALPHA_MULTIPLY: number;
  98479. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  98480. static readonly ALPHA_MAXIMIZED: number;
  98481. /** Defines that alpha blending to SRC + DEST */
  98482. static readonly ALPHA_ONEONE: number;
  98483. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  98484. static readonly ALPHA_PREMULTIPLIED: number;
  98485. /**
  98486. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  98487. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  98488. */
  98489. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  98490. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  98491. static readonly ALPHA_INTERPOLATE: number;
  98492. /**
  98493. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  98494. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  98495. */
  98496. static readonly ALPHA_SCREENMODE: number;
  98497. /** Defines that the ressource is not delayed*/
  98498. static readonly DELAYLOADSTATE_NONE: number;
  98499. /** Defines that the ressource was successfully delay loaded */
  98500. static readonly DELAYLOADSTATE_LOADED: number;
  98501. /** Defines that the ressource is currently delay loading */
  98502. static readonly DELAYLOADSTATE_LOADING: number;
  98503. /** Defines that the ressource is delayed and has not started loading */
  98504. static readonly DELAYLOADSTATE_NOTLOADED: number;
  98505. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  98506. static readonly NEVER: number;
  98507. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  98508. static readonly ALWAYS: number;
  98509. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  98510. static readonly LESS: number;
  98511. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  98512. static readonly EQUAL: number;
  98513. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  98514. static readonly LEQUAL: number;
  98515. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  98516. static readonly GREATER: number;
  98517. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  98518. static readonly GEQUAL: number;
  98519. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  98520. static readonly NOTEQUAL: number;
  98521. /** Passed to stencilOperation to specify that stencil value must be kept */
  98522. static readonly KEEP: number;
  98523. /** Passed to stencilOperation to specify that stencil value must be replaced */
  98524. static readonly REPLACE: number;
  98525. /** Passed to stencilOperation to specify that stencil value must be incremented */
  98526. static readonly INCR: number;
  98527. /** Passed to stencilOperation to specify that stencil value must be decremented */
  98528. static readonly DECR: number;
  98529. /** Passed to stencilOperation to specify that stencil value must be inverted */
  98530. static readonly INVERT: number;
  98531. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  98532. static readonly INCR_WRAP: number;
  98533. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  98534. static readonly DECR_WRAP: number;
  98535. /** Texture is not repeating outside of 0..1 UVs */
  98536. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  98537. /** Texture is repeating outside of 0..1 UVs */
  98538. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  98539. /** Texture is repeating and mirrored */
  98540. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  98541. /** ALPHA */
  98542. static readonly TEXTUREFORMAT_ALPHA: number;
  98543. /** LUMINANCE */
  98544. static readonly TEXTUREFORMAT_LUMINANCE: number;
  98545. /** LUMINANCE_ALPHA */
  98546. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  98547. /** RGB */
  98548. static readonly TEXTUREFORMAT_RGB: number;
  98549. /** RGBA */
  98550. static readonly TEXTUREFORMAT_RGBA: number;
  98551. /** RED */
  98552. static readonly TEXTUREFORMAT_RED: number;
  98553. /** RED (2nd reference) */
  98554. static readonly TEXTUREFORMAT_R: number;
  98555. /** RG */
  98556. static readonly TEXTUREFORMAT_RG: number;
  98557. /** RED_INTEGER */
  98558. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  98559. /** RED_INTEGER (2nd reference) */
  98560. static readonly TEXTUREFORMAT_R_INTEGER: number;
  98561. /** RG_INTEGER */
  98562. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  98563. /** RGB_INTEGER */
  98564. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  98565. /** RGBA_INTEGER */
  98566. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  98567. /** UNSIGNED_BYTE */
  98568. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  98569. /** UNSIGNED_BYTE (2nd reference) */
  98570. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  98571. /** FLOAT */
  98572. static readonly TEXTURETYPE_FLOAT: number;
  98573. /** HALF_FLOAT */
  98574. static readonly TEXTURETYPE_HALF_FLOAT: number;
  98575. /** BYTE */
  98576. static readonly TEXTURETYPE_BYTE: number;
  98577. /** SHORT */
  98578. static readonly TEXTURETYPE_SHORT: number;
  98579. /** UNSIGNED_SHORT */
  98580. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  98581. /** INT */
  98582. static readonly TEXTURETYPE_INT: number;
  98583. /** UNSIGNED_INT */
  98584. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  98585. /** UNSIGNED_SHORT_4_4_4_4 */
  98586. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  98587. /** UNSIGNED_SHORT_5_5_5_1 */
  98588. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  98589. /** UNSIGNED_SHORT_5_6_5 */
  98590. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  98591. /** UNSIGNED_INT_2_10_10_10_REV */
  98592. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  98593. /** UNSIGNED_INT_24_8 */
  98594. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  98595. /** UNSIGNED_INT_10F_11F_11F_REV */
  98596. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  98597. /** UNSIGNED_INT_5_9_9_9_REV */
  98598. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  98599. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  98600. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  98601. /** nearest is mag = nearest and min = nearest and mip = linear */
  98602. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  98603. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98604. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  98605. /** Trilinear is mag = linear and min = linear and mip = linear */
  98606. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  98607. /** nearest is mag = nearest and min = nearest and mip = linear */
  98608. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  98609. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98610. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  98611. /** Trilinear is mag = linear and min = linear and mip = linear */
  98612. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  98613. /** mag = nearest and min = nearest and mip = nearest */
  98614. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  98615. /** mag = nearest and min = linear and mip = nearest */
  98616. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  98617. /** mag = nearest and min = linear and mip = linear */
  98618. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  98619. /** mag = nearest and min = linear and mip = none */
  98620. static readonly TEXTURE_NEAREST_LINEAR: number;
  98621. /** mag = nearest and min = nearest and mip = none */
  98622. static readonly TEXTURE_NEAREST_NEAREST: number;
  98623. /** mag = linear and min = nearest and mip = nearest */
  98624. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  98625. /** mag = linear and min = nearest and mip = linear */
  98626. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  98627. /** mag = linear and min = linear and mip = none */
  98628. static readonly TEXTURE_LINEAR_LINEAR: number;
  98629. /** mag = linear and min = nearest and mip = none */
  98630. static readonly TEXTURE_LINEAR_NEAREST: number;
  98631. /** Explicit coordinates mode */
  98632. static readonly TEXTURE_EXPLICIT_MODE: number;
  98633. /** Spherical coordinates mode */
  98634. static readonly TEXTURE_SPHERICAL_MODE: number;
  98635. /** Planar coordinates mode */
  98636. static readonly TEXTURE_PLANAR_MODE: number;
  98637. /** Cubic coordinates mode */
  98638. static readonly TEXTURE_CUBIC_MODE: number;
  98639. /** Projection coordinates mode */
  98640. static readonly TEXTURE_PROJECTION_MODE: number;
  98641. /** Skybox coordinates mode */
  98642. static readonly TEXTURE_SKYBOX_MODE: number;
  98643. /** Inverse Cubic coordinates mode */
  98644. static readonly TEXTURE_INVCUBIC_MODE: number;
  98645. /** Equirectangular coordinates mode */
  98646. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  98647. /** Equirectangular Fixed coordinates mode */
  98648. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  98649. /** Equirectangular Fixed Mirrored coordinates mode */
  98650. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  98651. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  98652. static readonly SCALEMODE_FLOOR: number;
  98653. /** Defines that texture rescaling will look for the nearest power of 2 size */
  98654. static readonly SCALEMODE_NEAREST: number;
  98655. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  98656. static readonly SCALEMODE_CEILING: number;
  98657. /**
  98658. * Returns the current npm package of the sdk
  98659. */
  98660. static readonly NpmPackage: string;
  98661. /**
  98662. * Returns the current version of the framework
  98663. */
  98664. static readonly Version: string;
  98665. /** Gets the list of created engines */
  98666. static readonly Instances: Engine[];
  98667. /**
  98668. * Gets the latest created engine
  98669. */
  98670. static readonly LastCreatedEngine: Nullable<Engine>;
  98671. /**
  98672. * Gets the latest created scene
  98673. */
  98674. static readonly LastCreatedScene: Nullable<Scene>;
  98675. /**
  98676. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  98677. * @param flag defines which part of the materials must be marked as dirty
  98678. * @param predicate defines a predicate used to filter which materials should be affected
  98679. */
  98680. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98681. /**
  98682. * Method called to create the default loading screen.
  98683. * This can be overriden in your own app.
  98684. * @param canvas The rendering canvas element
  98685. * @returns The loading screen
  98686. */
  98687. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  98688. /**
  98689. * Method called to create the default rescale post process on each engine.
  98690. */
  98691. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  98692. /**
  98693. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  98694. **/
  98695. enableOfflineSupport: boolean;
  98696. /**
  98697. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  98698. **/
  98699. disableManifestCheck: boolean;
  98700. /**
  98701. * Gets the list of created scenes
  98702. */
  98703. scenes: Scene[];
  98704. /**
  98705. * Event raised when a new scene is created
  98706. */
  98707. onNewSceneAddedObservable: Observable<Scene>;
  98708. /**
  98709. * Gets the list of created postprocesses
  98710. */
  98711. postProcesses: PostProcess[];
  98712. /**
  98713. * Gets a boolean indicating if the pointer is currently locked
  98714. */
  98715. isPointerLock: boolean;
  98716. /**
  98717. * Observable event triggered each time the rendering canvas is resized
  98718. */
  98719. onResizeObservable: Observable<Engine>;
  98720. /**
  98721. * Observable event triggered each time the canvas loses focus
  98722. */
  98723. onCanvasBlurObservable: Observable<Engine>;
  98724. /**
  98725. * Observable event triggered each time the canvas gains focus
  98726. */
  98727. onCanvasFocusObservable: Observable<Engine>;
  98728. /**
  98729. * Observable event triggered each time the canvas receives pointerout event
  98730. */
  98731. onCanvasPointerOutObservable: Observable<PointerEvent>;
  98732. /**
  98733. * Observable raised when the engine begins a new frame
  98734. */
  98735. onBeginFrameObservable: Observable<Engine>;
  98736. /**
  98737. * If set, will be used to request the next animation frame for the render loop
  98738. */
  98739. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  98740. /**
  98741. * Observable raised when the engine ends the current frame
  98742. */
  98743. onEndFrameObservable: Observable<Engine>;
  98744. /**
  98745. * Observable raised when the engine is about to compile a shader
  98746. */
  98747. onBeforeShaderCompilationObservable: Observable<Engine>;
  98748. /**
  98749. * Observable raised when the engine has jsut compiled a shader
  98750. */
  98751. onAfterShaderCompilationObservable: Observable<Engine>;
  98752. /**
  98753. * Gets the audio engine
  98754. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98755. * @ignorenaming
  98756. */
  98757. static audioEngine: IAudioEngine;
  98758. /**
  98759. * Default AudioEngine factory responsible of creating the Audio Engine.
  98760. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  98761. */
  98762. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  98763. /**
  98764. * Default offline support factory responsible of creating a tool used to store data locally.
  98765. * By default, this will create a Database object if the workload has been embedded.
  98766. */
  98767. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  98768. private _loadingScreen;
  98769. private _pointerLockRequested;
  98770. private _dummyFramebuffer;
  98771. private _rescalePostProcess;
  98772. /** @hidden */
  98773. protected _alphaMode: number;
  98774. /** @hidden */
  98775. protected _alphaEquation: number;
  98776. private _deterministicLockstep;
  98777. private _lockstepMaxSteps;
  98778. protected readonly _supportsHardwareTextureRescaling: boolean;
  98779. private _fps;
  98780. private _deltaTime;
  98781. /** @hidden */
  98782. _drawCalls: PerfCounter;
  98783. /**
  98784. * Turn this value on if you want to pause FPS computation when in background
  98785. */
  98786. disablePerformanceMonitorInBackground: boolean;
  98787. private _performanceMonitor;
  98788. /**
  98789. * Gets the performance monitor attached to this engine
  98790. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  98791. */
  98792. readonly performanceMonitor: PerformanceMonitor;
  98793. private _onFocus;
  98794. private _onBlur;
  98795. private _onCanvasPointerOut;
  98796. private _onCanvasBlur;
  98797. private _onCanvasFocus;
  98798. private _onFullscreenChange;
  98799. private _onPointerLockChange;
  98800. /**
  98801. * Creates a new engine
  98802. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  98803. * @param antialias defines enable antialiasing (default: false)
  98804. * @param options defines further options to be sent to the getContext() function
  98805. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  98806. */
  98807. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  98808. /**
  98809. * Gets current aspect ratio
  98810. * @param viewportOwner defines the camera to use to get the aspect ratio
  98811. * @param useScreen defines if screen size must be used (or the current render target if any)
  98812. * @returns a number defining the aspect ratio
  98813. */
  98814. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  98815. /**
  98816. * Gets current screen aspect ratio
  98817. * @returns a number defining the aspect ratio
  98818. */
  98819. getScreenAspectRatio(): number;
  98820. /**
  98821. * Gets host document
  98822. * @returns the host document object
  98823. */
  98824. getHostDocument(): Document;
  98825. /**
  98826. * Gets the client rect of the HTML canvas attached with the current webGL context
  98827. * @returns a client rectanglee
  98828. */
  98829. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  98830. /**
  98831. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  98832. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98833. * @returns true if engine is in deterministic lock step mode
  98834. */
  98835. isDeterministicLockStep(): boolean;
  98836. /**
  98837. * Gets the max steps when engine is running in deterministic lock step
  98838. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98839. * @returns the max steps
  98840. */
  98841. getLockstepMaxSteps(): number;
  98842. /**
  98843. * Force the mipmap generation for the given render target texture
  98844. * @param texture defines the render target texture to use
  98845. */
  98846. generateMipMapsForCubemap(texture: InternalTexture): void;
  98847. /** States */
  98848. /**
  98849. * Set various states to the webGL context
  98850. * @param culling defines backface culling state
  98851. * @param zOffset defines the value to apply to zOffset (0 by default)
  98852. * @param force defines if states must be applied even if cache is up to date
  98853. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  98854. */
  98855. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  98856. /**
  98857. * Set the z offset to apply to current rendering
  98858. * @param value defines the offset to apply
  98859. */
  98860. setZOffset(value: number): void;
  98861. /**
  98862. * Gets the current value of the zOffset
  98863. * @returns the current zOffset state
  98864. */
  98865. getZOffset(): number;
  98866. /**
  98867. * Enable or disable depth buffering
  98868. * @param enable defines the state to set
  98869. */
  98870. setDepthBuffer(enable: boolean): void;
  98871. /**
  98872. * Gets a boolean indicating if depth writing is enabled
  98873. * @returns the current depth writing state
  98874. */
  98875. getDepthWrite(): boolean;
  98876. /**
  98877. * Enable or disable depth writing
  98878. * @param enable defines the state to set
  98879. */
  98880. setDepthWrite(enable: boolean): void;
  98881. /**
  98882. * Enable or disable color writing
  98883. * @param enable defines the state to set
  98884. */
  98885. setColorWrite(enable: boolean): void;
  98886. /**
  98887. * Gets a boolean indicating if color writing is enabled
  98888. * @returns the current color writing state
  98889. */
  98890. getColorWrite(): boolean;
  98891. /**
  98892. * Sets alpha constants used by some alpha blending modes
  98893. * @param r defines the red component
  98894. * @param g defines the green component
  98895. * @param b defines the blue component
  98896. * @param a defines the alpha component
  98897. */
  98898. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  98899. /**
  98900. * Sets the current alpha mode
  98901. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  98902. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  98903. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  98904. */
  98905. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  98906. /**
  98907. * Gets the current alpha mode
  98908. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  98909. * @returns the current alpha mode
  98910. */
  98911. getAlphaMode(): number;
  98912. /**
  98913. * Sets the current alpha equation
  98914. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  98915. */
  98916. setAlphaEquation(equation: number): void;
  98917. /**
  98918. * Gets the current alpha equation.
  98919. * @returns the current alpha equation
  98920. */
  98921. getAlphaEquation(): number;
  98922. /**
  98923. * Gets a boolean indicating if stencil buffer is enabled
  98924. * @returns the current stencil buffer state
  98925. */
  98926. getStencilBuffer(): boolean;
  98927. /**
  98928. * Enable or disable the stencil buffer
  98929. * @param enable defines if the stencil buffer must be enabled or disabled
  98930. */
  98931. setStencilBuffer(enable: boolean): void;
  98932. /**
  98933. * Gets the current stencil mask
  98934. * @returns a number defining the new stencil mask to use
  98935. */
  98936. getStencilMask(): number;
  98937. /**
  98938. * Sets the current stencil mask
  98939. * @param mask defines the new stencil mask to use
  98940. */
  98941. setStencilMask(mask: number): void;
  98942. /**
  98943. * Gets the current stencil function
  98944. * @returns a number defining the stencil function to use
  98945. */
  98946. getStencilFunction(): number;
  98947. /**
  98948. * Gets the current stencil reference value
  98949. * @returns a number defining the stencil reference value to use
  98950. */
  98951. getStencilFunctionReference(): number;
  98952. /**
  98953. * Gets the current stencil mask
  98954. * @returns a number defining the stencil mask to use
  98955. */
  98956. getStencilFunctionMask(): number;
  98957. /**
  98958. * Sets the current stencil function
  98959. * @param stencilFunc defines the new stencil function to use
  98960. */
  98961. setStencilFunction(stencilFunc: number): void;
  98962. /**
  98963. * Sets the current stencil reference
  98964. * @param reference defines the new stencil reference to use
  98965. */
  98966. setStencilFunctionReference(reference: number): void;
  98967. /**
  98968. * Sets the current stencil mask
  98969. * @param mask defines the new stencil mask to use
  98970. */
  98971. setStencilFunctionMask(mask: number): void;
  98972. /**
  98973. * Gets the current stencil operation when stencil fails
  98974. * @returns a number defining stencil operation to use when stencil fails
  98975. */
  98976. getStencilOperationFail(): number;
  98977. /**
  98978. * Gets the current stencil operation when depth fails
  98979. * @returns a number defining stencil operation to use when depth fails
  98980. */
  98981. getStencilOperationDepthFail(): number;
  98982. /**
  98983. * Gets the current stencil operation when stencil passes
  98984. * @returns a number defining stencil operation to use when stencil passes
  98985. */
  98986. getStencilOperationPass(): number;
  98987. /**
  98988. * Sets the stencil operation to use when stencil fails
  98989. * @param operation defines the stencil operation to use when stencil fails
  98990. */
  98991. setStencilOperationFail(operation: number): void;
  98992. /**
  98993. * Sets the stencil operation to use when depth fails
  98994. * @param operation defines the stencil operation to use when depth fails
  98995. */
  98996. setStencilOperationDepthFail(operation: number): void;
  98997. /**
  98998. * Sets the stencil operation to use when stencil passes
  98999. * @param operation defines the stencil operation to use when stencil passes
  99000. */
  99001. setStencilOperationPass(operation: number): void;
  99002. /**
  99003. * Sets a boolean indicating if the dithering state is enabled or disabled
  99004. * @param value defines the dithering state
  99005. */
  99006. setDitheringState(value: boolean): void;
  99007. /**
  99008. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99009. * @param value defines the rasterizer state
  99010. */
  99011. setRasterizerState(value: boolean): void;
  99012. /**
  99013. * Gets the current depth function
  99014. * @returns a number defining the depth function
  99015. */
  99016. getDepthFunction(): Nullable<number>;
  99017. /**
  99018. * Sets the current depth function
  99019. * @param depthFunc defines the function to use
  99020. */
  99021. setDepthFunction(depthFunc: number): void;
  99022. /**
  99023. * Sets the current depth function to GREATER
  99024. */
  99025. setDepthFunctionToGreater(): void;
  99026. /**
  99027. * Sets the current depth function to GEQUAL
  99028. */
  99029. setDepthFunctionToGreaterOrEqual(): void;
  99030. /**
  99031. * Sets the current depth function to LESS
  99032. */
  99033. setDepthFunctionToLess(): void;
  99034. /**
  99035. * Sets the current depth function to LEQUAL
  99036. */
  99037. setDepthFunctionToLessOrEqual(): void;
  99038. private _cachedStencilBuffer;
  99039. private _cachedStencilFunction;
  99040. private _cachedStencilMask;
  99041. private _cachedStencilOperationPass;
  99042. private _cachedStencilOperationFail;
  99043. private _cachedStencilOperationDepthFail;
  99044. private _cachedStencilReference;
  99045. /**
  99046. * Caches the the state of the stencil buffer
  99047. */
  99048. cacheStencilState(): void;
  99049. /**
  99050. * Restores the state of the stencil buffer
  99051. */
  99052. restoreStencilState(): void;
  99053. /**
  99054. * Directly set the WebGL Viewport
  99055. * @param x defines the x coordinate of the viewport (in screen space)
  99056. * @param y defines the y coordinate of the viewport (in screen space)
  99057. * @param width defines the width of the viewport (in screen space)
  99058. * @param height defines the height of the viewport (in screen space)
  99059. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  99060. */
  99061. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99062. /**
  99063. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99064. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99065. * @param y defines the y-coordinate of the corner of the clear rectangle
  99066. * @param width defines the width of the clear rectangle
  99067. * @param height defines the height of the clear rectangle
  99068. * @param clearColor defines the clear color
  99069. */
  99070. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99071. /**
  99072. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99073. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99074. * @param y defines the y-coordinate of the corner of the clear rectangle
  99075. * @param width defines the width of the clear rectangle
  99076. * @param height defines the height of the clear rectangle
  99077. */
  99078. enableScissor(x: number, y: number, width: number, height: number): void;
  99079. /**
  99080. * Disable previously set scissor test rectangle
  99081. */
  99082. disableScissor(): void;
  99083. protected _reportDrawCall(): void;
  99084. /**
  99085. * Initializes a webVR display and starts listening to display change events
  99086. * The onVRDisplayChangedObservable will be notified upon these changes
  99087. * @returns The onVRDisplayChangedObservable
  99088. */
  99089. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99090. /** @hidden */
  99091. _prepareVRComponent(): void;
  99092. /** @hidden */
  99093. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99094. /** @hidden */
  99095. _submitVRFrame(): void;
  99096. /**
  99097. * Call this function to leave webVR mode
  99098. * Will do nothing if webVR is not supported or if there is no webVR device
  99099. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99100. */
  99101. disableVR(): void;
  99102. /**
  99103. * Gets a boolean indicating that the system is in VR mode and is presenting
  99104. * @returns true if VR mode is engaged
  99105. */
  99106. isVRPresenting(): boolean;
  99107. /** @hidden */
  99108. _requestVRFrame(): void;
  99109. /** @hidden */
  99110. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99111. /**
  99112. * Gets the source code of the vertex shader associated with a specific webGL program
  99113. * @param program defines the program to use
  99114. * @returns a string containing the source code of the vertex shader associated with the program
  99115. */
  99116. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99117. /**
  99118. * Gets the source code of the fragment shader associated with a specific webGL program
  99119. * @param program defines the program to use
  99120. * @returns a string containing the source code of the fragment shader associated with the program
  99121. */
  99122. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99123. /**
  99124. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99125. * @param x defines the x coordinate of the rectangle where pixels must be read
  99126. * @param y defines the y coordinate of the rectangle where pixels must be read
  99127. * @param width defines the width of the rectangle where pixels must be read
  99128. * @param height defines the height of the rectangle where pixels must be read
  99129. * @returns a Uint8Array containing RGBA colors
  99130. */
  99131. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99132. /**
  99133. * Sets a depth stencil texture from a render target to the according uniform.
  99134. * @param channel The texture channel
  99135. * @param uniform The uniform to set
  99136. * @param texture The render target texture containing the depth stencil texture to apply
  99137. */
  99138. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99139. /**
  99140. * Sets a texture to the webGL context from a postprocess
  99141. * @param channel defines the channel to use
  99142. * @param postProcess defines the source postprocess
  99143. */
  99144. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99145. /**
  99146. * Binds the output of the passed in post process to the texture channel specified
  99147. * @param channel The channel the texture should be bound to
  99148. * @param postProcess The post process which's output should be bound
  99149. */
  99150. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99151. /** @hidden */
  99152. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99153. protected _rebuildBuffers(): void;
  99154. _renderLoop(): void;
  99155. /**
  99156. * Toggle full screen mode
  99157. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99158. */
  99159. switchFullscreen(requestPointerLock: boolean): void;
  99160. /**
  99161. * Enters full screen mode
  99162. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99163. */
  99164. enterFullscreen(requestPointerLock: boolean): void;
  99165. /**
  99166. * Exits full screen mode
  99167. */
  99168. exitFullscreen(): void;
  99169. /**
  99170. * Enters Pointerlock mode
  99171. */
  99172. enterPointerlock(): void;
  99173. /**
  99174. * Exits Pointerlock mode
  99175. */
  99176. exitPointerlock(): void;
  99177. /**
  99178. * Begin a new frame
  99179. */
  99180. beginFrame(): void;
  99181. /**
  99182. * Enf the current frame
  99183. */
  99184. endFrame(): void;
  99185. resize(): void;
  99186. /**
  99187. * Set the compressed texture format to use, based on the formats you have, and the formats
  99188. * supported by the hardware / browser.
  99189. *
  99190. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  99191. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  99192. * to API arguments needed to compressed textures. This puts the burden on the container
  99193. * generator to house the arcane code for determining these for current & future formats.
  99194. *
  99195. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99196. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99197. *
  99198. * Note: The result of this call is not taken into account when a texture is base64.
  99199. *
  99200. * @param formatsAvailable defines the list of those format families you have created
  99201. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  99202. *
  99203. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  99204. * @returns The extension selected.
  99205. */
  99206. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  99207. /**
  99208. * Force a specific size of the canvas
  99209. * @param width defines the new canvas' width
  99210. * @param height defines the new canvas' height
  99211. */
  99212. setSize(width: number, height: number): void;
  99213. /**
  99214. * Updates a dynamic vertex buffer.
  99215. * @param vertexBuffer the vertex buffer to update
  99216. * @param data the data used to update the vertex buffer
  99217. * @param byteOffset the byte offset of the data
  99218. * @param byteLength the byte length of the data
  99219. */
  99220. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  99221. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  99222. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99223. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99224. _releaseTexture(texture: InternalTexture): void;
  99225. /**
  99226. * @hidden
  99227. * Rescales a texture
  99228. * @param source input texutre
  99229. * @param destination destination texture
  99230. * @param scene scene to use to render the resize
  99231. * @param internalFormat format to use when resizing
  99232. * @param onComplete callback to be called when resize has completed
  99233. */
  99234. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  99235. /**
  99236. * Gets the current framerate
  99237. * @returns a number representing the framerate
  99238. */
  99239. getFps(): number;
  99240. /**
  99241. * Gets the time spent between current and previous frame
  99242. * @returns a number representing the delta time in ms
  99243. */
  99244. getDeltaTime(): number;
  99245. private _measureFps;
  99246. /** @hidden */
  99247. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  99248. /**
  99249. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  99250. * @param renderTarget The render target to set the frame buffer for
  99251. */
  99252. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  99253. /**
  99254. * Update a dynamic index buffer
  99255. * @param indexBuffer defines the target index buffer
  99256. * @param indices defines the data to update
  99257. * @param offset defines the offset in the target index buffer where update should start
  99258. */
  99259. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  99260. /**
  99261. * Updates the sample count of a render target texture
  99262. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  99263. * @param texture defines the texture to update
  99264. * @param samples defines the sample count to set
  99265. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  99266. */
  99267. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  99268. /**
  99269. * Updates a depth texture Comparison Mode and Function.
  99270. * If the comparison Function is equal to 0, the mode will be set to none.
  99271. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  99272. * @param texture The texture to set the comparison function for
  99273. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  99274. */
  99275. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  99276. /**
  99277. * Creates a webGL buffer to use with instanciation
  99278. * @param capacity defines the size of the buffer
  99279. * @returns the webGL buffer
  99280. */
  99281. createInstancesBuffer(capacity: number): DataBuffer;
  99282. /**
  99283. * Delete a webGL buffer used with instanciation
  99284. * @param buffer defines the webGL buffer to delete
  99285. */
  99286. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  99287. /** @hidden */
  99288. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  99289. dispose(): void;
  99290. private _disableTouchAction;
  99291. /**
  99292. * Display the loading screen
  99293. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99294. */
  99295. displayLoadingUI(): void;
  99296. /**
  99297. * Hide the loading screen
  99298. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99299. */
  99300. hideLoadingUI(): void;
  99301. /**
  99302. * Gets the current loading screen object
  99303. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99304. */
  99305. /**
  99306. * Sets the current loading screen object
  99307. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99308. */
  99309. loadingScreen: ILoadingScreen;
  99310. /**
  99311. * Sets the current loading screen text
  99312. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99313. */
  99314. loadingUIText: string;
  99315. /**
  99316. * Sets the current loading screen background color
  99317. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99318. */
  99319. loadingUIBackgroundColor: string;
  99320. /** Pointerlock and fullscreen */
  99321. /**
  99322. * Ask the browser to promote the current element to pointerlock mode
  99323. * @param element defines the DOM element to promote
  99324. */
  99325. static _RequestPointerlock(element: HTMLElement): void;
  99326. /**
  99327. * Asks the browser to exit pointerlock mode
  99328. */
  99329. static _ExitPointerlock(): void;
  99330. /**
  99331. * Ask the browser to promote the current element to fullscreen rendering mode
  99332. * @param element defines the DOM element to promote
  99333. */
  99334. static _RequestFullscreen(element: HTMLElement): void;
  99335. /**
  99336. * Asks the browser to exit fullscreen mode
  99337. */
  99338. static _ExitFullscreen(): void;
  99339. }
  99340. }
  99341. declare module BABYLON {
  99342. /**
  99343. * The engine store class is responsible to hold all the instances of Engine and Scene created
  99344. * during the life time of the application.
  99345. */
  99346. export class EngineStore {
  99347. /** Gets the list of created engines */
  99348. static Instances: Engine[];
  99349. /** @hidden */
  99350. static _LastCreatedScene: Nullable<Scene>;
  99351. /**
  99352. * Gets the latest created engine
  99353. */
  99354. static readonly LastCreatedEngine: Nullable<Engine>;
  99355. /**
  99356. * Gets the latest created scene
  99357. */
  99358. static readonly LastCreatedScene: Nullable<Scene>;
  99359. /**
  99360. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99361. * @ignorenaming
  99362. */
  99363. static UseFallbackTexture: boolean;
  99364. /**
  99365. * Texture content used if a texture cannot loaded
  99366. * @ignorenaming
  99367. */
  99368. static FallbackTexture: string;
  99369. }
  99370. }
  99371. declare module BABYLON {
  99372. /**
  99373. * Helper class that provides a small promise polyfill
  99374. */
  99375. export class PromisePolyfill {
  99376. /**
  99377. * Static function used to check if the polyfill is required
  99378. * If this is the case then the function will inject the polyfill to window.Promise
  99379. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  99380. */
  99381. static Apply(force?: boolean): void;
  99382. }
  99383. }
  99384. declare module BABYLON {
  99385. /**
  99386. * Interface for screenshot methods with describe argument called `size` as object with options
  99387. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  99388. */
  99389. export interface IScreenshotSize {
  99390. /**
  99391. * number in pixels for canvas height
  99392. */
  99393. height?: number;
  99394. /**
  99395. * multiplier allowing render at a higher or lower resolution
  99396. * If value is defined then height and width will be ignored and taken from camera
  99397. */
  99398. precision?: number;
  99399. /**
  99400. * number in pixels for canvas width
  99401. */
  99402. width?: number;
  99403. }
  99404. }
  99405. declare module BABYLON {
  99406. interface IColor4Like {
  99407. r: float;
  99408. g: float;
  99409. b: float;
  99410. a: float;
  99411. }
  99412. /**
  99413. * Class containing a set of static utilities functions
  99414. */
  99415. export class Tools {
  99416. /**
  99417. * Gets or sets the base URL to use to load assets
  99418. */
  99419. static BaseUrl: string;
  99420. /**
  99421. * Enable/Disable Custom HTTP Request Headers globally.
  99422. * default = false
  99423. * @see CustomRequestHeaders
  99424. */
  99425. static UseCustomRequestHeaders: boolean;
  99426. /**
  99427. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  99428. * i.e. when loading files, where the server/service expects an Authorization header
  99429. */
  99430. static CustomRequestHeaders: {
  99431. [key: string]: string;
  99432. };
  99433. /**
  99434. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  99435. */
  99436. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  99437. /**
  99438. * Default behaviour for cors in the application.
  99439. * It can be a string if the expected behavior is identical in the entire app.
  99440. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  99441. */
  99442. static CorsBehavior: string | ((url: string | string[]) => string);
  99443. /**
  99444. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99445. * @ignorenaming
  99446. */
  99447. static UseFallbackTexture: boolean;
  99448. /**
  99449. * Use this object to register external classes like custom textures or material
  99450. * to allow the laoders to instantiate them
  99451. */
  99452. static RegisteredExternalClasses: {
  99453. [key: string]: Object;
  99454. };
  99455. /**
  99456. * Texture content used if a texture cannot loaded
  99457. * @ignorenaming
  99458. */
  99459. static fallbackTexture: string;
  99460. /**
  99461. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  99462. * @param u defines the coordinate on X axis
  99463. * @param v defines the coordinate on Y axis
  99464. * @param width defines the width of the source data
  99465. * @param height defines the height of the source data
  99466. * @param pixels defines the source byte array
  99467. * @param color defines the output color
  99468. */
  99469. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  99470. /**
  99471. * Interpolates between a and b via alpha
  99472. * @param a The lower value (returned when alpha = 0)
  99473. * @param b The upper value (returned when alpha = 1)
  99474. * @param alpha The interpolation-factor
  99475. * @return The mixed value
  99476. */
  99477. static Mix(a: number, b: number, alpha: number): number;
  99478. /**
  99479. * Tries to instantiate a new object from a given class name
  99480. * @param className defines the class name to instantiate
  99481. * @returns the new object or null if the system was not able to do the instantiation
  99482. */
  99483. static Instantiate(className: string): any;
  99484. /**
  99485. * Provides a slice function that will work even on IE
  99486. * @param data defines the array to slice
  99487. * @param start defines the start of the data (optional)
  99488. * @param end defines the end of the data (optional)
  99489. * @returns the new sliced array
  99490. */
  99491. static Slice<T>(data: T, start?: number, end?: number): T;
  99492. /**
  99493. * Polyfill for setImmediate
  99494. * @param action defines the action to execute after the current execution block
  99495. */
  99496. static SetImmediate(action: () => void): void;
  99497. /**
  99498. * Function indicating if a number is an exponent of 2
  99499. * @param value defines the value to test
  99500. * @returns true if the value is an exponent of 2
  99501. */
  99502. static IsExponentOfTwo(value: number): boolean;
  99503. private static _tmpFloatArray;
  99504. /**
  99505. * Returns the nearest 32-bit single precision float representation of a Number
  99506. * @param value A Number. If the parameter is of a different type, it will get converted
  99507. * to a number or to NaN if it cannot be converted
  99508. * @returns number
  99509. */
  99510. static FloatRound(value: number): number;
  99511. /**
  99512. * Extracts the filename from a path
  99513. * @param path defines the path to use
  99514. * @returns the filename
  99515. */
  99516. static GetFilename(path: string): string;
  99517. /**
  99518. * Extracts the "folder" part of a path (everything before the filename).
  99519. * @param uri The URI to extract the info from
  99520. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  99521. * @returns The "folder" part of the path
  99522. */
  99523. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  99524. /**
  99525. * Extracts text content from a DOM element hierarchy
  99526. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  99527. */
  99528. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  99529. /**
  99530. * Convert an angle in radians to degrees
  99531. * @param angle defines the angle to convert
  99532. * @returns the angle in degrees
  99533. */
  99534. static ToDegrees(angle: number): number;
  99535. /**
  99536. * Convert an angle in degrees to radians
  99537. * @param angle defines the angle to convert
  99538. * @returns the angle in radians
  99539. */
  99540. static ToRadians(angle: number): number;
  99541. /**
  99542. * Returns an array if obj is not an array
  99543. * @param obj defines the object to evaluate as an array
  99544. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  99545. * @returns either obj directly if obj is an array or a new array containing obj
  99546. */
  99547. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  99548. /**
  99549. * Gets the pointer prefix to use
  99550. * @returns "pointer" if touch is enabled. Else returns "mouse"
  99551. */
  99552. static GetPointerPrefix(): string;
  99553. /**
  99554. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  99555. * @param url define the url we are trying
  99556. * @param element define the dom element where to configure the cors policy
  99557. */
  99558. static SetCorsBehavior(url: string | string[], element: {
  99559. crossOrigin: string | null;
  99560. }): void;
  99561. /**
  99562. * Removes unwanted characters from an url
  99563. * @param url defines the url to clean
  99564. * @returns the cleaned url
  99565. */
  99566. static CleanUrl(url: string): string;
  99567. /**
  99568. * Gets or sets a function used to pre-process url before using them to load assets
  99569. */
  99570. static PreprocessUrl: (url: string) => string;
  99571. /**
  99572. * Loads an image as an HTMLImageElement.
  99573. * @param input url string, ArrayBuffer, or Blob to load
  99574. * @param onLoad callback called when the image successfully loads
  99575. * @param onError callback called when the image fails to load
  99576. * @param offlineProvider offline provider for caching
  99577. * @param mimeType optional mime type
  99578. * @returns the HTMLImageElement of the loaded image
  99579. */
  99580. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  99581. /**
  99582. * Loads a file from a url
  99583. * @param url url string, ArrayBuffer, or Blob to load
  99584. * @param onSuccess callback called when the file successfully loads
  99585. * @param onProgress callback called while file is loading (if the server supports this mode)
  99586. * @param offlineProvider defines the offline provider for caching
  99587. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  99588. * @param onError callback called when the file fails to load
  99589. * @returns a file request object
  99590. */
  99591. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  99592. /**
  99593. * Loads a file from a url
  99594. * @param url the file url to load
  99595. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  99596. */
  99597. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  99598. /**
  99599. * Load a script (identified by an url). When the url returns, the
  99600. * content of this file is added into a new script element, attached to the DOM (body element)
  99601. * @param scriptUrl defines the url of the script to laod
  99602. * @param onSuccess defines the callback called when the script is loaded
  99603. * @param onError defines the callback to call if an error occurs
  99604. * @param scriptId defines the id of the script element
  99605. */
  99606. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  99607. /**
  99608. * Load an asynchronous script (identified by an url). When the url returns, the
  99609. * content of this file is added into a new script element, attached to the DOM (body element)
  99610. * @param scriptUrl defines the url of the script to laod
  99611. * @param scriptId defines the id of the script element
  99612. * @returns a promise request object
  99613. */
  99614. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  99615. /**
  99616. * Loads a file from a blob
  99617. * @param fileToLoad defines the blob to use
  99618. * @param callback defines the callback to call when data is loaded
  99619. * @param progressCallback defines the callback to call during loading process
  99620. * @returns a file request object
  99621. */
  99622. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  99623. /**
  99624. * Reads a file from a File object
  99625. * @param file defines the file to load
  99626. * @param onSuccess defines the callback to call when data is loaded
  99627. * @param onProgress defines the callback to call during loading process
  99628. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  99629. * @param onError defines the callback to call when an error occurs
  99630. * @returns a file request object
  99631. */
  99632. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  99633. /**
  99634. * Creates a data url from a given string content
  99635. * @param content defines the content to convert
  99636. * @returns the new data url link
  99637. */
  99638. static FileAsURL(content: string): string;
  99639. /**
  99640. * Format the given number to a specific decimal format
  99641. * @param value defines the number to format
  99642. * @param decimals defines the number of decimals to use
  99643. * @returns the formatted string
  99644. */
  99645. static Format(value: number, decimals?: number): string;
  99646. /**
  99647. * Tries to copy an object by duplicating every property
  99648. * @param source defines the source object
  99649. * @param destination defines the target object
  99650. * @param doNotCopyList defines a list of properties to avoid
  99651. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  99652. */
  99653. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  99654. /**
  99655. * Gets a boolean indicating if the given object has no own property
  99656. * @param obj defines the object to test
  99657. * @returns true if object has no own property
  99658. */
  99659. static IsEmpty(obj: any): boolean;
  99660. /**
  99661. * Function used to register events at window level
  99662. * @param windowElement defines the Window object to use
  99663. * @param events defines the events to register
  99664. */
  99665. static RegisterTopRootEvents(windowElement: Window, events: {
  99666. name: string;
  99667. handler: Nullable<(e: FocusEvent) => any>;
  99668. }[]): void;
  99669. /**
  99670. * Function used to unregister events from window level
  99671. * @param windowElement defines the Window object to use
  99672. * @param events defines the events to unregister
  99673. */
  99674. static UnregisterTopRootEvents(windowElement: Window, events: {
  99675. name: string;
  99676. handler: Nullable<(e: FocusEvent) => any>;
  99677. }[]): void;
  99678. /**
  99679. * @ignore
  99680. */
  99681. static _ScreenshotCanvas: HTMLCanvasElement;
  99682. /**
  99683. * Dumps the current bound framebuffer
  99684. * @param width defines the rendering width
  99685. * @param height defines the rendering height
  99686. * @param engine defines the hosting engine
  99687. * @param successCallback defines the callback triggered once the data are available
  99688. * @param mimeType defines the mime type of the result
  99689. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  99690. */
  99691. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99692. /**
  99693. * Converts the canvas data to blob.
  99694. * This acts as a polyfill for browsers not supporting the to blob function.
  99695. * @param canvas Defines the canvas to extract the data from
  99696. * @param successCallback Defines the callback triggered once the data are available
  99697. * @param mimeType Defines the mime type of the result
  99698. */
  99699. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  99700. /**
  99701. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  99702. * @param successCallback defines the callback triggered once the data are available
  99703. * @param mimeType defines the mime type of the result
  99704. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  99705. */
  99706. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99707. /**
  99708. * Downloads a blob in the browser
  99709. * @param blob defines the blob to download
  99710. * @param fileName defines the name of the downloaded file
  99711. */
  99712. static Download(blob: Blob, fileName: string): void;
  99713. /**
  99714. * Captures a screenshot of the current rendering
  99715. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99716. * @param engine defines the rendering engine
  99717. * @param camera defines the source camera
  99718. * @param size This parameter can be set to a single number or to an object with the
  99719. * following (optional) properties: precision, width, height. If a single number is passed,
  99720. * it will be used for both width and height. If an object is passed, the screenshot size
  99721. * will be derived from the parameters. The precision property is a multiplier allowing
  99722. * rendering at a higher or lower resolution
  99723. * @param successCallback defines the callback receives a single parameter which contains the
  99724. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  99725. * src parameter of an <img> to display it
  99726. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  99727. * Check your browser for supported MIME types
  99728. */
  99729. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  99730. /**
  99731. * Captures a screenshot of the current rendering
  99732. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99733. * @param engine defines the rendering engine
  99734. * @param camera defines the source camera
  99735. * @param size This parameter can be set to a single number or to an object with the
  99736. * following (optional) properties: precision, width, height. If a single number is passed,
  99737. * it will be used for both width and height. If an object is passed, the screenshot size
  99738. * will be derived from the parameters. The precision property is a multiplier allowing
  99739. * rendering at a higher or lower resolution
  99740. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  99741. * Check your browser for supported MIME types
  99742. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  99743. * to the src parameter of an <img> to display it
  99744. */
  99745. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  99746. /**
  99747. * Generates an image screenshot from the specified camera.
  99748. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99749. * @param engine The engine to use for rendering
  99750. * @param camera The camera to use for rendering
  99751. * @param size This parameter can be set to a single number or to an object with the
  99752. * following (optional) properties: precision, width, height. If a single number is passed,
  99753. * it will be used for both width and height. If an object is passed, the screenshot size
  99754. * will be derived from the parameters. The precision property is a multiplier allowing
  99755. * rendering at a higher or lower resolution
  99756. * @param successCallback The callback receives a single parameter which contains the
  99757. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  99758. * src parameter of an <img> to display it
  99759. * @param mimeType The MIME type of the screenshot image (default: image/png).
  99760. * Check your browser for supported MIME types
  99761. * @param samples Texture samples (default: 1)
  99762. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  99763. * @param fileName A name for for the downloaded file.
  99764. */
  99765. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  99766. /**
  99767. * Generates an image screenshot from the specified camera.
  99768. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99769. * @param engine The engine to use for rendering
  99770. * @param camera The camera to use for rendering
  99771. * @param size This parameter can be set to a single number or to an object with the
  99772. * following (optional) properties: precision, width, height. If a single number is passed,
  99773. * it will be used for both width and height. If an object is passed, the screenshot size
  99774. * will be derived from the parameters. The precision property is a multiplier allowing
  99775. * rendering at a higher or lower resolution
  99776. * @param mimeType The MIME type of the screenshot image (default: image/png).
  99777. * Check your browser for supported MIME types
  99778. * @param samples Texture samples (default: 1)
  99779. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  99780. * @param fileName A name for for the downloaded file.
  99781. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  99782. * to the src parameter of an <img> to display it
  99783. */
  99784. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  99785. /**
  99786. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  99787. * Be aware Math.random() could cause collisions, but:
  99788. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  99789. * @returns a pseudo random id
  99790. */
  99791. static RandomId(): string;
  99792. /**
  99793. * Test if the given uri is a base64 string
  99794. * @param uri The uri to test
  99795. * @return True if the uri is a base64 string or false otherwise
  99796. */
  99797. static IsBase64(uri: string): boolean;
  99798. /**
  99799. * Decode the given base64 uri.
  99800. * @param uri The uri to decode
  99801. * @return The decoded base64 data.
  99802. */
  99803. static DecodeBase64(uri: string): ArrayBuffer;
  99804. /**
  99805. * Gets the absolute url.
  99806. * @param url the input url
  99807. * @return the absolute url
  99808. */
  99809. static GetAbsoluteUrl(url: string): string;
  99810. /**
  99811. * No log
  99812. */
  99813. static readonly NoneLogLevel: number;
  99814. /**
  99815. * Only message logs
  99816. */
  99817. static readonly MessageLogLevel: number;
  99818. /**
  99819. * Only warning logs
  99820. */
  99821. static readonly WarningLogLevel: number;
  99822. /**
  99823. * Only error logs
  99824. */
  99825. static readonly ErrorLogLevel: number;
  99826. /**
  99827. * All logs
  99828. */
  99829. static readonly AllLogLevel: number;
  99830. /**
  99831. * Gets a value indicating the number of loading errors
  99832. * @ignorenaming
  99833. */
  99834. static readonly errorsCount: number;
  99835. /**
  99836. * Callback called when a new log is added
  99837. */
  99838. static OnNewCacheEntry: (entry: string) => void;
  99839. /**
  99840. * Log a message to the console
  99841. * @param message defines the message to log
  99842. */
  99843. static Log(message: string): void;
  99844. /**
  99845. * Write a warning message to the console
  99846. * @param message defines the message to log
  99847. */
  99848. static Warn(message: string): void;
  99849. /**
  99850. * Write an error message to the console
  99851. * @param message defines the message to log
  99852. */
  99853. static Error(message: string): void;
  99854. /**
  99855. * Gets current log cache (list of logs)
  99856. */
  99857. static readonly LogCache: string;
  99858. /**
  99859. * Clears the log cache
  99860. */
  99861. static ClearLogCache(): void;
  99862. /**
  99863. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  99864. */
  99865. static LogLevels: number;
  99866. /**
  99867. * Checks if the window object exists
  99868. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  99869. */
  99870. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  99871. /**
  99872. * No performance log
  99873. */
  99874. static readonly PerformanceNoneLogLevel: number;
  99875. /**
  99876. * Use user marks to log performance
  99877. */
  99878. static readonly PerformanceUserMarkLogLevel: number;
  99879. /**
  99880. * Log performance to the console
  99881. */
  99882. static readonly PerformanceConsoleLogLevel: number;
  99883. private static _performance;
  99884. /**
  99885. * Sets the current performance log level
  99886. */
  99887. static PerformanceLogLevel: number;
  99888. private static _StartPerformanceCounterDisabled;
  99889. private static _EndPerformanceCounterDisabled;
  99890. private static _StartUserMark;
  99891. private static _EndUserMark;
  99892. private static _StartPerformanceConsole;
  99893. private static _EndPerformanceConsole;
  99894. /**
  99895. * Starts a performance counter
  99896. */
  99897. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  99898. /**
  99899. * Ends a specific performance coutner
  99900. */
  99901. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  99902. /**
  99903. * Gets either window.performance.now() if supported or Date.now() else
  99904. */
  99905. static readonly Now: number;
  99906. /**
  99907. * This method will return the name of the class used to create the instance of the given object.
  99908. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  99909. * @param object the object to get the class name from
  99910. * @param isType defines if the object is actually a type
  99911. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  99912. */
  99913. static GetClassName(object: any, isType?: boolean): string;
  99914. /**
  99915. * Gets the first element of an array satisfying a given predicate
  99916. * @param array defines the array to browse
  99917. * @param predicate defines the predicate to use
  99918. * @returns null if not found or the element
  99919. */
  99920. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  99921. /**
  99922. * This method will return the name of the full name of the class, including its owning module (if any).
  99923. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  99924. * @param object the object to get the class name from
  99925. * @param isType defines if the object is actually a type
  99926. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  99927. * @ignorenaming
  99928. */
  99929. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  99930. /**
  99931. * Returns a promise that resolves after the given amount of time.
  99932. * @param delay Number of milliseconds to delay
  99933. * @returns Promise that resolves after the given amount of time
  99934. */
  99935. static DelayAsync(delay: number): Promise<void>;
  99936. }
  99937. /**
  99938. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  99939. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  99940. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  99941. * @param name The name of the class, case should be preserved
  99942. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  99943. */
  99944. export function className(name: string, module?: string): (target: Object) => void;
  99945. /**
  99946. * An implementation of a loop for asynchronous functions.
  99947. */
  99948. export class AsyncLoop {
  99949. /**
  99950. * Defines the number of iterations for the loop
  99951. */
  99952. iterations: number;
  99953. /**
  99954. * Defines the current index of the loop.
  99955. */
  99956. index: number;
  99957. private _done;
  99958. private _fn;
  99959. private _successCallback;
  99960. /**
  99961. * Constructor.
  99962. * @param iterations the number of iterations.
  99963. * @param func the function to run each iteration
  99964. * @param successCallback the callback that will be called upon succesful execution
  99965. * @param offset starting offset.
  99966. */
  99967. constructor(
  99968. /**
  99969. * Defines the number of iterations for the loop
  99970. */
  99971. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  99972. /**
  99973. * Execute the next iteration. Must be called after the last iteration was finished.
  99974. */
  99975. executeNext(): void;
  99976. /**
  99977. * Break the loop and run the success callback.
  99978. */
  99979. breakLoop(): void;
  99980. /**
  99981. * Create and run an async loop.
  99982. * @param iterations the number of iterations.
  99983. * @param fn the function to run each iteration
  99984. * @param successCallback the callback that will be called upon succesful execution
  99985. * @param offset starting offset.
  99986. * @returns the created async loop object
  99987. */
  99988. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  99989. /**
  99990. * A for-loop that will run a given number of iterations synchronous and the rest async.
  99991. * @param iterations total number of iterations
  99992. * @param syncedIterations number of synchronous iterations in each async iteration.
  99993. * @param fn the function to call each iteration.
  99994. * @param callback a success call back that will be called when iterating stops.
  99995. * @param breakFunction a break condition (optional)
  99996. * @param timeout timeout settings for the setTimeout function. default - 0.
  99997. * @returns the created async loop object
  99998. */
  99999. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100000. }
  100001. }
  100002. declare module BABYLON {
  100003. /**
  100004. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100005. * The underlying implementation relies on an associative array to ensure the best performances.
  100006. * The value can be anything including 'null' but except 'undefined'
  100007. */
  100008. export class StringDictionary<T> {
  100009. /**
  100010. * This will clear this dictionary and copy the content from the 'source' one.
  100011. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100012. * @param source the dictionary to take the content from and copy to this dictionary
  100013. */
  100014. copyFrom(source: StringDictionary<T>): void;
  100015. /**
  100016. * Get a value based from its key
  100017. * @param key the given key to get the matching value from
  100018. * @return the value if found, otherwise undefined is returned
  100019. */
  100020. get(key: string): T | undefined;
  100021. /**
  100022. * Get a value from its key or add it if it doesn't exist.
  100023. * This method will ensure you that a given key/data will be present in the dictionary.
  100024. * @param key the given key to get the matching value from
  100025. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100026. * The factory will only be invoked if there's no data for the given key.
  100027. * @return the value corresponding to the key.
  100028. */
  100029. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100030. /**
  100031. * Get a value from its key if present in the dictionary otherwise add it
  100032. * @param key the key to get the value from
  100033. * @param val if there's no such key/value pair in the dictionary add it with this value
  100034. * @return the value corresponding to the key
  100035. */
  100036. getOrAdd(key: string, val: T): T;
  100037. /**
  100038. * Check if there's a given key in the dictionary
  100039. * @param key the key to check for
  100040. * @return true if the key is present, false otherwise
  100041. */
  100042. contains(key: string): boolean;
  100043. /**
  100044. * Add a new key and its corresponding value
  100045. * @param key the key to add
  100046. * @param value the value corresponding to the key
  100047. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  100048. */
  100049. add(key: string, value: T): boolean;
  100050. /**
  100051. * Update a specific value associated to a key
  100052. * @param key defines the key to use
  100053. * @param value defines the value to store
  100054. * @returns true if the value was updated (or false if the key was not found)
  100055. */
  100056. set(key: string, value: T): boolean;
  100057. /**
  100058. * Get the element of the given key and remove it from the dictionary
  100059. * @param key defines the key to search
  100060. * @returns the value associated with the key or null if not found
  100061. */
  100062. getAndRemove(key: string): Nullable<T>;
  100063. /**
  100064. * Remove a key/value from the dictionary.
  100065. * @param key the key to remove
  100066. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100067. */
  100068. remove(key: string): boolean;
  100069. /**
  100070. * Clear the whole content of the dictionary
  100071. */
  100072. clear(): void;
  100073. /**
  100074. * Gets the current count
  100075. */
  100076. readonly count: number;
  100077. /**
  100078. * Execute a callback on each key/val of the dictionary.
  100079. * Note that you can remove any element in this dictionary in the callback implementation
  100080. * @param callback the callback to execute on a given key/value pair
  100081. */
  100082. forEach(callback: (key: string, val: T) => void): void;
  100083. /**
  100084. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100085. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100086. * Note that you can remove any element in this dictionary in the callback implementation
  100087. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100088. * @returns the first item
  100089. */
  100090. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100091. private _count;
  100092. private _data;
  100093. }
  100094. }
  100095. declare module BABYLON {
  100096. /** @hidden */
  100097. export interface ICollisionCoordinator {
  100098. createCollider(): Collider;
  100099. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100100. init(scene: Scene): void;
  100101. }
  100102. /** @hidden */
  100103. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100104. private _scene;
  100105. private _scaledPosition;
  100106. private _scaledVelocity;
  100107. private _finalPosition;
  100108. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100109. createCollider(): Collider;
  100110. init(scene: Scene): void;
  100111. private _collideWithWorld;
  100112. }
  100113. }
  100114. declare module BABYLON {
  100115. /**
  100116. * Class used to manage all inputs for the scene.
  100117. */
  100118. export class InputManager {
  100119. /** The distance in pixel that you have to move to prevent some events */
  100120. static DragMovementThreshold: number;
  100121. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100122. static LongPressDelay: number;
  100123. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100124. static DoubleClickDelay: number;
  100125. /** If you need to check double click without raising a single click at first click, enable this flag */
  100126. static ExclusiveDoubleClickMode: boolean;
  100127. private _wheelEventName;
  100128. private _onPointerMove;
  100129. private _onPointerDown;
  100130. private _onPointerUp;
  100131. private _initClickEvent;
  100132. private _initActionManager;
  100133. private _delayedSimpleClick;
  100134. private _delayedSimpleClickTimeout;
  100135. private _previousDelayedSimpleClickTimeout;
  100136. private _meshPickProceed;
  100137. private _previousButtonPressed;
  100138. private _currentPickResult;
  100139. private _previousPickResult;
  100140. private _totalPointersPressed;
  100141. private _doubleClickOccured;
  100142. private _pointerOverMesh;
  100143. private _pickedDownMesh;
  100144. private _pickedUpMesh;
  100145. private _pointerX;
  100146. private _pointerY;
  100147. private _unTranslatedPointerX;
  100148. private _unTranslatedPointerY;
  100149. private _startingPointerPosition;
  100150. private _previousStartingPointerPosition;
  100151. private _startingPointerTime;
  100152. private _previousStartingPointerTime;
  100153. private _pointerCaptures;
  100154. private _onKeyDown;
  100155. private _onKeyUp;
  100156. private _onCanvasFocusObserver;
  100157. private _onCanvasBlurObserver;
  100158. private _scene;
  100159. /**
  100160. * Creates a new InputManager
  100161. * @param scene defines the hosting scene
  100162. */
  100163. constructor(scene: Scene);
  100164. /**
  100165. * Gets the mesh that is currently under the pointer
  100166. */
  100167. readonly meshUnderPointer: Nullable<AbstractMesh>;
  100168. /**
  100169. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  100170. */
  100171. readonly unTranslatedPointer: Vector2;
  100172. /**
  100173. * Gets or sets the current on-screen X position of the pointer
  100174. */
  100175. pointerX: number;
  100176. /**
  100177. * Gets or sets the current on-screen Y position of the pointer
  100178. */
  100179. pointerY: number;
  100180. private _updatePointerPosition;
  100181. private _processPointerMove;
  100182. private _setRayOnPointerInfo;
  100183. private _checkPrePointerObservable;
  100184. /**
  100185. * Use this method to simulate a pointer move on a mesh
  100186. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100187. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100188. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100189. */
  100190. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100191. /**
  100192. * Use this method to simulate a pointer down on a mesh
  100193. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100194. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100195. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100196. */
  100197. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100198. private _processPointerDown;
  100199. /** @hidden */
  100200. _isPointerSwiping(): boolean;
  100201. /**
  100202. * Use this method to simulate a pointer up on a mesh
  100203. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100204. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100205. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100206. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  100207. */
  100208. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  100209. private _processPointerUp;
  100210. /**
  100211. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  100212. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  100213. * @returns true if the pointer was captured
  100214. */
  100215. isPointerCaptured(pointerId?: number): boolean;
  100216. /**
  100217. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  100218. * @param attachUp defines if you want to attach events to pointerup
  100219. * @param attachDown defines if you want to attach events to pointerdown
  100220. * @param attachMove defines if you want to attach events to pointermove
  100221. */
  100222. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  100223. /**
  100224. * Detaches all event handlers
  100225. */
  100226. detachControl(): void;
  100227. /**
  100228. * Force the value of meshUnderPointer
  100229. * @param mesh defines the mesh to use
  100230. */
  100231. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100232. /**
  100233. * Gets the mesh under the pointer
  100234. * @returns a Mesh or null if no mesh is under the pointer
  100235. */
  100236. getPointerOverMesh(): Nullable<AbstractMesh>;
  100237. }
  100238. }
  100239. declare module BABYLON {
  100240. /**
  100241. * Helper class used to generate session unique ID
  100242. */
  100243. export class UniqueIdGenerator {
  100244. private static _UniqueIdCounter;
  100245. /**
  100246. * Gets an unique (relatively to the current scene) Id
  100247. */
  100248. static readonly UniqueId: number;
  100249. }
  100250. }
  100251. declare module BABYLON {
  100252. /**
  100253. * This class defines the direct association between an animation and a target
  100254. */
  100255. export class TargetedAnimation {
  100256. /**
  100257. * Animation to perform
  100258. */
  100259. animation: Animation;
  100260. /**
  100261. * Target to animate
  100262. */
  100263. target: any;
  100264. /**
  100265. * Serialize the object
  100266. * @returns the JSON object representing the current entity
  100267. */
  100268. serialize(): any;
  100269. }
  100270. /**
  100271. * Use this class to create coordinated animations on multiple targets
  100272. */
  100273. export class AnimationGroup implements IDisposable {
  100274. /** The name of the animation group */
  100275. name: string;
  100276. private _scene;
  100277. private _targetedAnimations;
  100278. private _animatables;
  100279. private _from;
  100280. private _to;
  100281. private _isStarted;
  100282. private _isPaused;
  100283. private _speedRatio;
  100284. private _loopAnimation;
  100285. /**
  100286. * Gets or sets the unique id of the node
  100287. */
  100288. uniqueId: number;
  100289. /**
  100290. * This observable will notify when one animation have ended
  100291. */
  100292. onAnimationEndObservable: Observable<TargetedAnimation>;
  100293. /**
  100294. * Observer raised when one animation loops
  100295. */
  100296. onAnimationLoopObservable: Observable<TargetedAnimation>;
  100297. /**
  100298. * Observer raised when all animations have looped
  100299. */
  100300. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  100301. /**
  100302. * This observable will notify when all animations have ended.
  100303. */
  100304. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  100305. /**
  100306. * This observable will notify when all animations have paused.
  100307. */
  100308. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  100309. /**
  100310. * This observable will notify when all animations are playing.
  100311. */
  100312. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  100313. /**
  100314. * Gets the first frame
  100315. */
  100316. readonly from: number;
  100317. /**
  100318. * Gets the last frame
  100319. */
  100320. readonly to: number;
  100321. /**
  100322. * Define if the animations are started
  100323. */
  100324. readonly isStarted: boolean;
  100325. /**
  100326. * Gets a value indicating that the current group is playing
  100327. */
  100328. readonly isPlaying: boolean;
  100329. /**
  100330. * Gets or sets the speed ratio to use for all animations
  100331. */
  100332. /**
  100333. * Gets or sets the speed ratio to use for all animations
  100334. */
  100335. speedRatio: number;
  100336. /**
  100337. * Gets or sets if all animations should loop or not
  100338. */
  100339. loopAnimation: boolean;
  100340. /**
  100341. * Gets the targeted animations for this animation group
  100342. */
  100343. readonly targetedAnimations: Array<TargetedAnimation>;
  100344. /**
  100345. * returning the list of animatables controlled by this animation group.
  100346. */
  100347. readonly animatables: Array<Animatable>;
  100348. /**
  100349. * Instantiates a new Animation Group.
  100350. * This helps managing several animations at once.
  100351. * @see http://doc.babylonjs.com/how_to/group
  100352. * @param name Defines the name of the group
  100353. * @param scene Defines the scene the group belongs to
  100354. */
  100355. constructor(
  100356. /** The name of the animation group */
  100357. name: string, scene?: Nullable<Scene>);
  100358. /**
  100359. * Add an animation (with its target) in the group
  100360. * @param animation defines the animation we want to add
  100361. * @param target defines the target of the animation
  100362. * @returns the TargetedAnimation object
  100363. */
  100364. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  100365. /**
  100366. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  100367. * It can add constant keys at begin or end
  100368. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  100369. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  100370. * @returns the animation group
  100371. */
  100372. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  100373. private _animationLoopCount;
  100374. private _animationLoopFlags;
  100375. private _processLoop;
  100376. /**
  100377. * Start all animations on given targets
  100378. * @param loop defines if animations must loop
  100379. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  100380. * @param from defines the from key (optional)
  100381. * @param to defines the to key (optional)
  100382. * @returns the current animation group
  100383. */
  100384. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  100385. /**
  100386. * Pause all animations
  100387. * @returns the animation group
  100388. */
  100389. pause(): AnimationGroup;
  100390. /**
  100391. * Play all animations to initial state
  100392. * This function will start() the animations if they were not started or will restart() them if they were paused
  100393. * @param loop defines if animations must loop
  100394. * @returns the animation group
  100395. */
  100396. play(loop?: boolean): AnimationGroup;
  100397. /**
  100398. * Reset all animations to initial state
  100399. * @returns the animation group
  100400. */
  100401. reset(): AnimationGroup;
  100402. /**
  100403. * Restart animations from key 0
  100404. * @returns the animation group
  100405. */
  100406. restart(): AnimationGroup;
  100407. /**
  100408. * Stop all animations
  100409. * @returns the animation group
  100410. */
  100411. stop(): AnimationGroup;
  100412. /**
  100413. * Set animation weight for all animatables
  100414. * @param weight defines the weight to use
  100415. * @return the animationGroup
  100416. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100417. */
  100418. setWeightForAllAnimatables(weight: number): AnimationGroup;
  100419. /**
  100420. * Synchronize and normalize all animatables with a source animatable
  100421. * @param root defines the root animatable to synchronize with
  100422. * @return the animationGroup
  100423. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100424. */
  100425. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  100426. /**
  100427. * Goes to a specific frame in this animation group
  100428. * @param frame the frame number to go to
  100429. * @return the animationGroup
  100430. */
  100431. goToFrame(frame: number): AnimationGroup;
  100432. /**
  100433. * Dispose all associated resources
  100434. */
  100435. dispose(): void;
  100436. private _checkAnimationGroupEnded;
  100437. /**
  100438. * Clone the current animation group and returns a copy
  100439. * @param newName defines the name of the new group
  100440. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  100441. * @returns the new aniamtion group
  100442. */
  100443. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  100444. /**
  100445. * Serializes the animationGroup to an object
  100446. * @returns Serialized object
  100447. */
  100448. serialize(): any;
  100449. /**
  100450. * Returns a new AnimationGroup object parsed from the source provided.
  100451. * @param parsedAnimationGroup defines the source
  100452. * @param scene defines the scene that will receive the animationGroup
  100453. * @returns a new AnimationGroup
  100454. */
  100455. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  100456. /**
  100457. * Returns the string "AnimationGroup"
  100458. * @returns "AnimationGroup"
  100459. */
  100460. getClassName(): string;
  100461. /**
  100462. * Creates a detailled string about the object
  100463. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  100464. * @returns a string representing the object
  100465. */
  100466. toString(fullDetails?: boolean): string;
  100467. }
  100468. }
  100469. declare module BABYLON {
  100470. /**
  100471. * Define an interface for all classes that will hold resources
  100472. */
  100473. export interface IDisposable {
  100474. /**
  100475. * Releases all held resources
  100476. */
  100477. dispose(): void;
  100478. }
  100479. /** Interface defining initialization parameters for Scene class */
  100480. export interface SceneOptions {
  100481. /**
  100482. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  100483. * It will improve performance when the number of geometries becomes important.
  100484. */
  100485. useGeometryUniqueIdsMap?: boolean;
  100486. /**
  100487. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  100488. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100489. */
  100490. useMaterialMeshMap?: boolean;
  100491. /**
  100492. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  100493. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100494. */
  100495. useClonedMeshhMap?: boolean;
  100496. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  100497. virtual?: boolean;
  100498. }
  100499. /**
  100500. * Represents a scene to be rendered by the engine.
  100501. * @see http://doc.babylonjs.com/features/scene
  100502. */
  100503. export class Scene extends AbstractScene implements IAnimatable {
  100504. /** The fog is deactivated */
  100505. static readonly FOGMODE_NONE: number;
  100506. /** The fog density is following an exponential function */
  100507. static readonly FOGMODE_EXP: number;
  100508. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  100509. static readonly FOGMODE_EXP2: number;
  100510. /** The fog density is following a linear function. */
  100511. static readonly FOGMODE_LINEAR: number;
  100512. /**
  100513. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  100514. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100515. */
  100516. static MinDeltaTime: number;
  100517. /**
  100518. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  100519. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100520. */
  100521. static MaxDeltaTime: number;
  100522. /**
  100523. * Factory used to create the default material.
  100524. * @param name The name of the material to create
  100525. * @param scene The scene to create the material for
  100526. * @returns The default material
  100527. */
  100528. static DefaultMaterialFactory(scene: Scene): Material;
  100529. /**
  100530. * Factory used to create the a collision coordinator.
  100531. * @returns The collision coordinator
  100532. */
  100533. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  100534. /** @hidden */
  100535. _inputManager: InputManager;
  100536. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  100537. cameraToUseForPointers: Nullable<Camera>;
  100538. /** @hidden */
  100539. readonly _isScene: boolean;
  100540. /**
  100541. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  100542. */
  100543. autoClear: boolean;
  100544. /**
  100545. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  100546. */
  100547. autoClearDepthAndStencil: boolean;
  100548. /**
  100549. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  100550. */
  100551. clearColor: Color4;
  100552. /**
  100553. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  100554. */
  100555. ambientColor: Color3;
  100556. /**
  100557. * This is use to store the default BRDF lookup for PBR materials in your scene.
  100558. * It should only be one of the following (if not the default embedded one):
  100559. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  100560. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  100561. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  100562. * The material properties need to be setup according to the type of texture in use.
  100563. */
  100564. environmentBRDFTexture: BaseTexture;
  100565. /** @hidden */
  100566. protected _environmentTexture: Nullable<BaseTexture>;
  100567. /**
  100568. * Texture used in all pbr material as the reflection texture.
  100569. * As in the majority of the scene they are the same (exception for multi room and so on),
  100570. * this is easier to reference from here than from all the materials.
  100571. */
  100572. /**
  100573. * Texture used in all pbr material as the reflection texture.
  100574. * As in the majority of the scene they are the same (exception for multi room and so on),
  100575. * this is easier to set here than in all the materials.
  100576. */
  100577. environmentTexture: Nullable<BaseTexture>;
  100578. /** @hidden */
  100579. protected _environmentIntensity: number;
  100580. /**
  100581. * Intensity of the environment in all pbr material.
  100582. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100583. * As in the majority of the scene they are the same (exception for multi room and so on),
  100584. * this is easier to reference from here than from all the materials.
  100585. */
  100586. /**
  100587. * Intensity of the environment in all pbr material.
  100588. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100589. * As in the majority of the scene they are the same (exception for multi room and so on),
  100590. * this is easier to set here than in all the materials.
  100591. */
  100592. environmentIntensity: number;
  100593. /** @hidden */
  100594. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  100595. /**
  100596. * Default image processing configuration used either in the rendering
  100597. * Forward main pass or through the imageProcessingPostProcess if present.
  100598. * As in the majority of the scene they are the same (exception for multi camera),
  100599. * this is easier to reference from here than from all the materials and post process.
  100600. *
  100601. * No setter as we it is a shared configuration, you can set the values instead.
  100602. */
  100603. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  100604. private _forceWireframe;
  100605. /**
  100606. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  100607. */
  100608. forceWireframe: boolean;
  100609. private _forcePointsCloud;
  100610. /**
  100611. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  100612. */
  100613. forcePointsCloud: boolean;
  100614. /**
  100615. * Gets or sets the active clipplane 1
  100616. */
  100617. clipPlane: Nullable<Plane>;
  100618. /**
  100619. * Gets or sets the active clipplane 2
  100620. */
  100621. clipPlane2: Nullable<Plane>;
  100622. /**
  100623. * Gets or sets the active clipplane 3
  100624. */
  100625. clipPlane3: Nullable<Plane>;
  100626. /**
  100627. * Gets or sets the active clipplane 4
  100628. */
  100629. clipPlane4: Nullable<Plane>;
  100630. /**
  100631. * Gets or sets a boolean indicating if animations are enabled
  100632. */
  100633. animationsEnabled: boolean;
  100634. private _animationPropertiesOverride;
  100635. /**
  100636. * Gets or sets the animation properties override
  100637. */
  100638. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  100639. /**
  100640. * Gets or sets a boolean indicating if a constant deltatime has to be used
  100641. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  100642. */
  100643. useConstantAnimationDeltaTime: boolean;
  100644. /**
  100645. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  100646. * Please note that it requires to run a ray cast through the scene on every frame
  100647. */
  100648. constantlyUpdateMeshUnderPointer: boolean;
  100649. /**
  100650. * Defines the HTML cursor to use when hovering over interactive elements
  100651. */
  100652. hoverCursor: string;
  100653. /**
  100654. * Defines the HTML default cursor to use (empty by default)
  100655. */
  100656. defaultCursor: string;
  100657. /**
  100658. * Defines wether cursors are handled by the scene.
  100659. */
  100660. doNotHandleCursors: boolean;
  100661. /**
  100662. * This is used to call preventDefault() on pointer down
  100663. * in order to block unwanted artifacts like system double clicks
  100664. */
  100665. preventDefaultOnPointerDown: boolean;
  100666. /**
  100667. * This is used to call preventDefault() on pointer up
  100668. * in order to block unwanted artifacts like system double clicks
  100669. */
  100670. preventDefaultOnPointerUp: boolean;
  100671. /**
  100672. * Gets or sets user defined metadata
  100673. */
  100674. metadata: any;
  100675. /**
  100676. * For internal use only. Please do not use.
  100677. */
  100678. reservedDataStore: any;
  100679. /**
  100680. * Gets the name of the plugin used to load this scene (null by default)
  100681. */
  100682. loadingPluginName: string;
  100683. /**
  100684. * Use this array to add regular expressions used to disable offline support for specific urls
  100685. */
  100686. disableOfflineSupportExceptionRules: RegExp[];
  100687. /**
  100688. * An event triggered when the scene is disposed.
  100689. */
  100690. onDisposeObservable: Observable<Scene>;
  100691. private _onDisposeObserver;
  100692. /** Sets a function to be executed when this scene is disposed. */
  100693. onDispose: () => void;
  100694. /**
  100695. * An event triggered before rendering the scene (right after animations and physics)
  100696. */
  100697. onBeforeRenderObservable: Observable<Scene>;
  100698. private _onBeforeRenderObserver;
  100699. /** Sets a function to be executed before rendering this scene */
  100700. beforeRender: Nullable<() => void>;
  100701. /**
  100702. * An event triggered after rendering the scene
  100703. */
  100704. onAfterRenderObservable: Observable<Scene>;
  100705. /**
  100706. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  100707. */
  100708. onAfterRenderCameraObservable: Observable<Camera>;
  100709. private _onAfterRenderObserver;
  100710. /** Sets a function to be executed after rendering this scene */
  100711. afterRender: Nullable<() => void>;
  100712. /**
  100713. * An event triggered before animating the scene
  100714. */
  100715. onBeforeAnimationsObservable: Observable<Scene>;
  100716. /**
  100717. * An event triggered after animations processing
  100718. */
  100719. onAfterAnimationsObservable: Observable<Scene>;
  100720. /**
  100721. * An event triggered before draw calls are ready to be sent
  100722. */
  100723. onBeforeDrawPhaseObservable: Observable<Scene>;
  100724. /**
  100725. * An event triggered after draw calls have been sent
  100726. */
  100727. onAfterDrawPhaseObservable: Observable<Scene>;
  100728. /**
  100729. * An event triggered when the scene is ready
  100730. */
  100731. onReadyObservable: Observable<Scene>;
  100732. /**
  100733. * An event triggered before rendering a camera
  100734. */
  100735. onBeforeCameraRenderObservable: Observable<Camera>;
  100736. private _onBeforeCameraRenderObserver;
  100737. /** Sets a function to be executed before rendering a camera*/
  100738. beforeCameraRender: () => void;
  100739. /**
  100740. * An event triggered after rendering a camera
  100741. */
  100742. onAfterCameraRenderObservable: Observable<Camera>;
  100743. private _onAfterCameraRenderObserver;
  100744. /** Sets a function to be executed after rendering a camera*/
  100745. afterCameraRender: () => void;
  100746. /**
  100747. * An event triggered when active meshes evaluation is about to start
  100748. */
  100749. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  100750. /**
  100751. * An event triggered when active meshes evaluation is done
  100752. */
  100753. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  100754. /**
  100755. * An event triggered when particles rendering is about to start
  100756. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  100757. */
  100758. onBeforeParticlesRenderingObservable: Observable<Scene>;
  100759. /**
  100760. * An event triggered when particles rendering is done
  100761. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  100762. */
  100763. onAfterParticlesRenderingObservable: Observable<Scene>;
  100764. /**
  100765. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  100766. */
  100767. onDataLoadedObservable: Observable<Scene>;
  100768. /**
  100769. * An event triggered when a camera is created
  100770. */
  100771. onNewCameraAddedObservable: Observable<Camera>;
  100772. /**
  100773. * An event triggered when a camera is removed
  100774. */
  100775. onCameraRemovedObservable: Observable<Camera>;
  100776. /**
  100777. * An event triggered when a light is created
  100778. */
  100779. onNewLightAddedObservable: Observable<Light>;
  100780. /**
  100781. * An event triggered when a light is removed
  100782. */
  100783. onLightRemovedObservable: Observable<Light>;
  100784. /**
  100785. * An event triggered when a geometry is created
  100786. */
  100787. onNewGeometryAddedObservable: Observable<Geometry>;
  100788. /**
  100789. * An event triggered when a geometry is removed
  100790. */
  100791. onGeometryRemovedObservable: Observable<Geometry>;
  100792. /**
  100793. * An event triggered when a transform node is created
  100794. */
  100795. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  100796. /**
  100797. * An event triggered when a transform node is removed
  100798. */
  100799. onTransformNodeRemovedObservable: Observable<TransformNode>;
  100800. /**
  100801. * An event triggered when a mesh is created
  100802. */
  100803. onNewMeshAddedObservable: Observable<AbstractMesh>;
  100804. /**
  100805. * An event triggered when a mesh is removed
  100806. */
  100807. onMeshRemovedObservable: Observable<AbstractMesh>;
  100808. /**
  100809. * An event triggered when a skeleton is created
  100810. */
  100811. onNewSkeletonAddedObservable: Observable<Skeleton>;
  100812. /**
  100813. * An event triggered when a skeleton is removed
  100814. */
  100815. onSkeletonRemovedObservable: Observable<Skeleton>;
  100816. /**
  100817. * An event triggered when a material is created
  100818. */
  100819. onNewMaterialAddedObservable: Observable<Material>;
  100820. /**
  100821. * An event triggered when a material is removed
  100822. */
  100823. onMaterialRemovedObservable: Observable<Material>;
  100824. /**
  100825. * An event triggered when a texture is created
  100826. */
  100827. onNewTextureAddedObservable: Observable<BaseTexture>;
  100828. /**
  100829. * An event triggered when a texture is removed
  100830. */
  100831. onTextureRemovedObservable: Observable<BaseTexture>;
  100832. /**
  100833. * An event triggered when render targets are about to be rendered
  100834. * Can happen multiple times per frame.
  100835. */
  100836. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  100837. /**
  100838. * An event triggered when render targets were rendered.
  100839. * Can happen multiple times per frame.
  100840. */
  100841. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  100842. /**
  100843. * An event triggered before calculating deterministic simulation step
  100844. */
  100845. onBeforeStepObservable: Observable<Scene>;
  100846. /**
  100847. * An event triggered after calculating deterministic simulation step
  100848. */
  100849. onAfterStepObservable: Observable<Scene>;
  100850. /**
  100851. * An event triggered when the activeCamera property is updated
  100852. */
  100853. onActiveCameraChanged: Observable<Scene>;
  100854. /**
  100855. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  100856. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  100857. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  100858. */
  100859. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  100860. /**
  100861. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  100862. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  100863. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  100864. */
  100865. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  100866. /**
  100867. * This Observable will when a mesh has been imported into the scene.
  100868. */
  100869. onMeshImportedObservable: Observable<AbstractMesh>;
  100870. /**
  100871. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  100872. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  100873. */
  100874. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  100875. /** @hidden */
  100876. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  100877. /**
  100878. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  100879. */
  100880. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  100881. /**
  100882. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  100883. */
  100884. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  100885. /**
  100886. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  100887. */
  100888. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  100889. /** Callback called when a pointer move is detected */
  100890. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  100891. /** Callback called when a pointer down is detected */
  100892. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  100893. /** Callback called when a pointer up is detected */
  100894. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  100895. /** Callback called when a pointer pick is detected */
  100896. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  100897. /**
  100898. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  100899. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  100900. */
  100901. onPrePointerObservable: Observable<PointerInfoPre>;
  100902. /**
  100903. * Observable event triggered each time an input event is received from the rendering canvas
  100904. */
  100905. onPointerObservable: Observable<PointerInfo>;
  100906. /**
  100907. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  100908. */
  100909. readonly unTranslatedPointer: Vector2;
  100910. /**
  100911. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  100912. */
  100913. static DragMovementThreshold: number;
  100914. /**
  100915. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  100916. */
  100917. static LongPressDelay: number;
  100918. /**
  100919. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  100920. */
  100921. static DoubleClickDelay: number;
  100922. /** If you need to check double click without raising a single click at first click, enable this flag */
  100923. static ExclusiveDoubleClickMode: boolean;
  100924. /** @hidden */
  100925. _mirroredCameraPosition: Nullable<Vector3>;
  100926. /**
  100927. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  100928. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  100929. */
  100930. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  100931. /**
  100932. * Observable event triggered each time an keyboard event is received from the hosting window
  100933. */
  100934. onKeyboardObservable: Observable<KeyboardInfo>;
  100935. private _useRightHandedSystem;
  100936. /**
  100937. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  100938. */
  100939. useRightHandedSystem: boolean;
  100940. private _timeAccumulator;
  100941. private _currentStepId;
  100942. private _currentInternalStep;
  100943. /**
  100944. * Sets the step Id used by deterministic lock step
  100945. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100946. * @param newStepId defines the step Id
  100947. */
  100948. setStepId(newStepId: number): void;
  100949. /**
  100950. * Gets the step Id used by deterministic lock step
  100951. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100952. * @returns the step Id
  100953. */
  100954. getStepId(): number;
  100955. /**
  100956. * Gets the internal step used by deterministic lock step
  100957. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100958. * @returns the internal step
  100959. */
  100960. getInternalStep(): number;
  100961. private _fogEnabled;
  100962. /**
  100963. * Gets or sets a boolean indicating if fog is enabled on this scene
  100964. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100965. * (Default is true)
  100966. */
  100967. fogEnabled: boolean;
  100968. private _fogMode;
  100969. /**
  100970. * Gets or sets the fog mode to use
  100971. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100972. * | mode | value |
  100973. * | --- | --- |
  100974. * | FOGMODE_NONE | 0 |
  100975. * | FOGMODE_EXP | 1 |
  100976. * | FOGMODE_EXP2 | 2 |
  100977. * | FOGMODE_LINEAR | 3 |
  100978. */
  100979. fogMode: number;
  100980. /**
  100981. * Gets or sets the fog color to use
  100982. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100983. * (Default is Color3(0.2, 0.2, 0.3))
  100984. */
  100985. fogColor: Color3;
  100986. /**
  100987. * Gets or sets the fog density to use
  100988. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100989. * (Default is 0.1)
  100990. */
  100991. fogDensity: number;
  100992. /**
  100993. * Gets or sets the fog start distance to use
  100994. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100995. * (Default is 0)
  100996. */
  100997. fogStart: number;
  100998. /**
  100999. * Gets or sets the fog end distance to use
  101000. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101001. * (Default is 1000)
  101002. */
  101003. fogEnd: number;
  101004. private _shadowsEnabled;
  101005. /**
  101006. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101007. */
  101008. shadowsEnabled: boolean;
  101009. private _lightsEnabled;
  101010. /**
  101011. * Gets or sets a boolean indicating if lights are enabled on this scene
  101012. */
  101013. lightsEnabled: boolean;
  101014. /** All of the active cameras added to this scene. */
  101015. activeCameras: Camera[];
  101016. /** @hidden */
  101017. _activeCamera: Nullable<Camera>;
  101018. /** Gets or sets the current active camera */
  101019. activeCamera: Nullable<Camera>;
  101020. private _defaultMaterial;
  101021. /** The default material used on meshes when no material is affected */
  101022. /** The default material used on meshes when no material is affected */
  101023. defaultMaterial: Material;
  101024. private _texturesEnabled;
  101025. /**
  101026. * Gets or sets a boolean indicating if textures are enabled on this scene
  101027. */
  101028. texturesEnabled: boolean;
  101029. /**
  101030. * Gets or sets a boolean indicating if particles are enabled on this scene
  101031. */
  101032. particlesEnabled: boolean;
  101033. /**
  101034. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101035. */
  101036. spritesEnabled: boolean;
  101037. private _skeletonsEnabled;
  101038. /**
  101039. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101040. */
  101041. skeletonsEnabled: boolean;
  101042. /**
  101043. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101044. */
  101045. lensFlaresEnabled: boolean;
  101046. /**
  101047. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101048. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101049. */
  101050. collisionsEnabled: boolean;
  101051. private _collisionCoordinator;
  101052. /** @hidden */
  101053. readonly collisionCoordinator: ICollisionCoordinator;
  101054. /**
  101055. * Defines the gravity applied to this scene (used only for collisions)
  101056. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101057. */
  101058. gravity: Vector3;
  101059. /**
  101060. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101061. */
  101062. postProcessesEnabled: boolean;
  101063. /**
  101064. * The list of postprocesses added to the scene
  101065. */
  101066. postProcesses: PostProcess[];
  101067. /**
  101068. * Gets the current postprocess manager
  101069. */
  101070. postProcessManager: PostProcessManager;
  101071. /**
  101072. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101073. */
  101074. renderTargetsEnabled: boolean;
  101075. /**
  101076. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101077. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101078. */
  101079. dumpNextRenderTargets: boolean;
  101080. /**
  101081. * The list of user defined render targets added to the scene
  101082. */
  101083. customRenderTargets: RenderTargetTexture[];
  101084. /**
  101085. * Defines if texture loading must be delayed
  101086. * If true, textures will only be loaded when they need to be rendered
  101087. */
  101088. useDelayedTextureLoading: boolean;
  101089. /**
  101090. * Gets the list of meshes imported to the scene through SceneLoader
  101091. */
  101092. importedMeshesFiles: String[];
  101093. /**
  101094. * Gets or sets a boolean indicating if probes are enabled on this scene
  101095. */
  101096. probesEnabled: boolean;
  101097. /**
  101098. * Gets or sets the current offline provider to use to store scene data
  101099. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101100. */
  101101. offlineProvider: IOfflineProvider;
  101102. /**
  101103. * Gets or sets the action manager associated with the scene
  101104. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101105. */
  101106. actionManager: AbstractActionManager;
  101107. private _meshesForIntersections;
  101108. /**
  101109. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101110. */
  101111. proceduralTexturesEnabled: boolean;
  101112. private _engine;
  101113. private _totalVertices;
  101114. /** @hidden */
  101115. _activeIndices: PerfCounter;
  101116. /** @hidden */
  101117. _activeParticles: PerfCounter;
  101118. /** @hidden */
  101119. _activeBones: PerfCounter;
  101120. private _animationRatio;
  101121. /** @hidden */
  101122. _animationTimeLast: number;
  101123. /** @hidden */
  101124. _animationTime: number;
  101125. /**
  101126. * Gets or sets a general scale for animation speed
  101127. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101128. */
  101129. animationTimeScale: number;
  101130. /** @hidden */
  101131. _cachedMaterial: Nullable<Material>;
  101132. /** @hidden */
  101133. _cachedEffect: Nullable<Effect>;
  101134. /** @hidden */
  101135. _cachedVisibility: Nullable<number>;
  101136. private _renderId;
  101137. private _frameId;
  101138. private _executeWhenReadyTimeoutId;
  101139. private _intermediateRendering;
  101140. private _viewUpdateFlag;
  101141. private _projectionUpdateFlag;
  101142. /** @hidden */
  101143. _toBeDisposed: Nullable<IDisposable>[];
  101144. private _activeRequests;
  101145. /** @hidden */
  101146. _pendingData: any[];
  101147. private _isDisposed;
  101148. /**
  101149. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101150. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101151. */
  101152. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101153. private _activeMeshes;
  101154. private _processedMaterials;
  101155. private _renderTargets;
  101156. /** @hidden */
  101157. _activeParticleSystems: SmartArray<IParticleSystem>;
  101158. private _activeSkeletons;
  101159. private _softwareSkinnedMeshes;
  101160. private _renderingManager;
  101161. /** @hidden */
  101162. _activeAnimatables: Animatable[];
  101163. private _transformMatrix;
  101164. private _sceneUbo;
  101165. /** @hidden */
  101166. _viewMatrix: Matrix;
  101167. private _projectionMatrix;
  101168. /** @hidden */
  101169. _forcedViewPosition: Nullable<Vector3>;
  101170. /** @hidden */
  101171. _frustumPlanes: Plane[];
  101172. /**
  101173. * Gets the list of frustum planes (built from the active camera)
  101174. */
  101175. readonly frustumPlanes: Plane[];
  101176. /**
  101177. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  101178. * This is useful if there are more lights that the maximum simulteanous authorized
  101179. */
  101180. requireLightSorting: boolean;
  101181. /** @hidden */
  101182. readonly useMaterialMeshMap: boolean;
  101183. /** @hidden */
  101184. readonly useClonedMeshhMap: boolean;
  101185. private _externalData;
  101186. private _uid;
  101187. /**
  101188. * @hidden
  101189. * Backing store of defined scene components.
  101190. */
  101191. _components: ISceneComponent[];
  101192. /**
  101193. * @hidden
  101194. * Backing store of defined scene components.
  101195. */
  101196. _serializableComponents: ISceneSerializableComponent[];
  101197. /**
  101198. * List of components to register on the next registration step.
  101199. */
  101200. private _transientComponents;
  101201. /**
  101202. * Registers the transient components if needed.
  101203. */
  101204. private _registerTransientComponents;
  101205. /**
  101206. * @hidden
  101207. * Add a component to the scene.
  101208. * Note that the ccomponent could be registered on th next frame if this is called after
  101209. * the register component stage.
  101210. * @param component Defines the component to add to the scene
  101211. */
  101212. _addComponent(component: ISceneComponent): void;
  101213. /**
  101214. * @hidden
  101215. * Gets a component from the scene.
  101216. * @param name defines the name of the component to retrieve
  101217. * @returns the component or null if not present
  101218. */
  101219. _getComponent(name: string): Nullable<ISceneComponent>;
  101220. /**
  101221. * @hidden
  101222. * Defines the actions happening before camera updates.
  101223. */
  101224. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  101225. /**
  101226. * @hidden
  101227. * Defines the actions happening before clear the canvas.
  101228. */
  101229. _beforeClearStage: Stage<SimpleStageAction>;
  101230. /**
  101231. * @hidden
  101232. * Defines the actions when collecting render targets for the frame.
  101233. */
  101234. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101235. /**
  101236. * @hidden
  101237. * Defines the actions happening for one camera in the frame.
  101238. */
  101239. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101240. /**
  101241. * @hidden
  101242. * Defines the actions happening during the per mesh ready checks.
  101243. */
  101244. _isReadyForMeshStage: Stage<MeshStageAction>;
  101245. /**
  101246. * @hidden
  101247. * Defines the actions happening before evaluate active mesh checks.
  101248. */
  101249. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  101250. /**
  101251. * @hidden
  101252. * Defines the actions happening during the evaluate sub mesh checks.
  101253. */
  101254. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  101255. /**
  101256. * @hidden
  101257. * Defines the actions happening during the active mesh stage.
  101258. */
  101259. _activeMeshStage: Stage<ActiveMeshStageAction>;
  101260. /**
  101261. * @hidden
  101262. * Defines the actions happening during the per camera render target step.
  101263. */
  101264. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  101265. /**
  101266. * @hidden
  101267. * Defines the actions happening just before the active camera is drawing.
  101268. */
  101269. _beforeCameraDrawStage: Stage<CameraStageAction>;
  101270. /**
  101271. * @hidden
  101272. * Defines the actions happening just before a render target is drawing.
  101273. */
  101274. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101275. /**
  101276. * @hidden
  101277. * Defines the actions happening just before a rendering group is drawing.
  101278. */
  101279. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101280. /**
  101281. * @hidden
  101282. * Defines the actions happening just before a mesh is drawing.
  101283. */
  101284. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101285. /**
  101286. * @hidden
  101287. * Defines the actions happening just after a mesh has been drawn.
  101288. */
  101289. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101290. /**
  101291. * @hidden
  101292. * Defines the actions happening just after a rendering group has been drawn.
  101293. */
  101294. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101295. /**
  101296. * @hidden
  101297. * Defines the actions happening just after the active camera has been drawn.
  101298. */
  101299. _afterCameraDrawStage: Stage<CameraStageAction>;
  101300. /**
  101301. * @hidden
  101302. * Defines the actions happening just after a render target has been drawn.
  101303. */
  101304. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101305. /**
  101306. * @hidden
  101307. * Defines the actions happening just after rendering all cameras and computing intersections.
  101308. */
  101309. _afterRenderStage: Stage<SimpleStageAction>;
  101310. /**
  101311. * @hidden
  101312. * Defines the actions happening when a pointer move event happens.
  101313. */
  101314. _pointerMoveStage: Stage<PointerMoveStageAction>;
  101315. /**
  101316. * @hidden
  101317. * Defines the actions happening when a pointer down event happens.
  101318. */
  101319. _pointerDownStage: Stage<PointerUpDownStageAction>;
  101320. /**
  101321. * @hidden
  101322. * Defines the actions happening when a pointer up event happens.
  101323. */
  101324. _pointerUpStage: Stage<PointerUpDownStageAction>;
  101325. /**
  101326. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  101327. */
  101328. private geometriesByUniqueId;
  101329. /**
  101330. * Creates a new Scene
  101331. * @param engine defines the engine to use to render this scene
  101332. * @param options defines the scene options
  101333. */
  101334. constructor(engine: Engine, options?: SceneOptions);
  101335. /**
  101336. * Gets a string idenfifying the name of the class
  101337. * @returns "Scene" string
  101338. */
  101339. getClassName(): string;
  101340. private _defaultMeshCandidates;
  101341. /**
  101342. * @hidden
  101343. */
  101344. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  101345. private _defaultSubMeshCandidates;
  101346. /**
  101347. * @hidden
  101348. */
  101349. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  101350. /**
  101351. * Sets the default candidate providers for the scene.
  101352. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  101353. * and getCollidingSubMeshCandidates to their default function
  101354. */
  101355. setDefaultCandidateProviders(): void;
  101356. /**
  101357. * Gets the mesh that is currently under the pointer
  101358. */
  101359. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101360. /**
  101361. * Gets or sets the current on-screen X position of the pointer
  101362. */
  101363. pointerX: number;
  101364. /**
  101365. * Gets or sets the current on-screen Y position of the pointer
  101366. */
  101367. pointerY: number;
  101368. /**
  101369. * Gets the cached material (ie. the latest rendered one)
  101370. * @returns the cached material
  101371. */
  101372. getCachedMaterial(): Nullable<Material>;
  101373. /**
  101374. * Gets the cached effect (ie. the latest rendered one)
  101375. * @returns the cached effect
  101376. */
  101377. getCachedEffect(): Nullable<Effect>;
  101378. /**
  101379. * Gets the cached visibility state (ie. the latest rendered one)
  101380. * @returns the cached visibility state
  101381. */
  101382. getCachedVisibility(): Nullable<number>;
  101383. /**
  101384. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  101385. * @param material defines the current material
  101386. * @param effect defines the current effect
  101387. * @param visibility defines the current visibility state
  101388. * @returns true if one parameter is not cached
  101389. */
  101390. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  101391. /**
  101392. * Gets the engine associated with the scene
  101393. * @returns an Engine
  101394. */
  101395. getEngine(): Engine;
  101396. /**
  101397. * Gets the total number of vertices rendered per frame
  101398. * @returns the total number of vertices rendered per frame
  101399. */
  101400. getTotalVertices(): number;
  101401. /**
  101402. * Gets the performance counter for total vertices
  101403. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101404. */
  101405. readonly totalVerticesPerfCounter: PerfCounter;
  101406. /**
  101407. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  101408. * @returns the total number of active indices rendered per frame
  101409. */
  101410. getActiveIndices(): number;
  101411. /**
  101412. * Gets the performance counter for active indices
  101413. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101414. */
  101415. readonly totalActiveIndicesPerfCounter: PerfCounter;
  101416. /**
  101417. * Gets the total number of active particles rendered per frame
  101418. * @returns the total number of active particles rendered per frame
  101419. */
  101420. getActiveParticles(): number;
  101421. /**
  101422. * Gets the performance counter for active particles
  101423. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101424. */
  101425. readonly activeParticlesPerfCounter: PerfCounter;
  101426. /**
  101427. * Gets the total number of active bones rendered per frame
  101428. * @returns the total number of active bones rendered per frame
  101429. */
  101430. getActiveBones(): number;
  101431. /**
  101432. * Gets the performance counter for active bones
  101433. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101434. */
  101435. readonly activeBonesPerfCounter: PerfCounter;
  101436. /**
  101437. * Gets the array of active meshes
  101438. * @returns an array of AbstractMesh
  101439. */
  101440. getActiveMeshes(): SmartArray<AbstractMesh>;
  101441. /**
  101442. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  101443. * @returns a number
  101444. */
  101445. getAnimationRatio(): number;
  101446. /**
  101447. * Gets an unique Id for the current render phase
  101448. * @returns a number
  101449. */
  101450. getRenderId(): number;
  101451. /**
  101452. * Gets an unique Id for the current frame
  101453. * @returns a number
  101454. */
  101455. getFrameId(): number;
  101456. /** Call this function if you want to manually increment the render Id*/
  101457. incrementRenderId(): void;
  101458. private _createUbo;
  101459. /**
  101460. * Use this method to simulate a pointer move on a mesh
  101461. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101462. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101463. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101464. * @returns the current scene
  101465. */
  101466. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101467. /**
  101468. * Use this method to simulate a pointer down on a mesh
  101469. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101470. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101471. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101472. * @returns the current scene
  101473. */
  101474. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101475. /**
  101476. * Use this method to simulate a pointer up on a mesh
  101477. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101478. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101479. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101480. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101481. * @returns the current scene
  101482. */
  101483. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  101484. /**
  101485. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101486. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101487. * @returns true if the pointer was captured
  101488. */
  101489. isPointerCaptured(pointerId?: number): boolean;
  101490. /**
  101491. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101492. * @param attachUp defines if you want to attach events to pointerup
  101493. * @param attachDown defines if you want to attach events to pointerdown
  101494. * @param attachMove defines if you want to attach events to pointermove
  101495. */
  101496. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101497. /** Detaches all event handlers*/
  101498. detachControl(): void;
  101499. /**
  101500. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  101501. * Delay loaded resources are not taking in account
  101502. * @return true if all required resources are ready
  101503. */
  101504. isReady(): boolean;
  101505. /** Resets all cached information relative to material (including effect and visibility) */
  101506. resetCachedMaterial(): void;
  101507. /**
  101508. * Registers a function to be called before every frame render
  101509. * @param func defines the function to register
  101510. */
  101511. registerBeforeRender(func: () => void): void;
  101512. /**
  101513. * Unregisters a function called before every frame render
  101514. * @param func defines the function to unregister
  101515. */
  101516. unregisterBeforeRender(func: () => void): void;
  101517. /**
  101518. * Registers a function to be called after every frame render
  101519. * @param func defines the function to register
  101520. */
  101521. registerAfterRender(func: () => void): void;
  101522. /**
  101523. * Unregisters a function called after every frame render
  101524. * @param func defines the function to unregister
  101525. */
  101526. unregisterAfterRender(func: () => void): void;
  101527. private _executeOnceBeforeRender;
  101528. /**
  101529. * The provided function will run before render once and will be disposed afterwards.
  101530. * A timeout delay can be provided so that the function will be executed in N ms.
  101531. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  101532. * @param func The function to be executed.
  101533. * @param timeout optional delay in ms
  101534. */
  101535. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  101536. /** @hidden */
  101537. _addPendingData(data: any): void;
  101538. /** @hidden */
  101539. _removePendingData(data: any): void;
  101540. /**
  101541. * Returns the number of items waiting to be loaded
  101542. * @returns the number of items waiting to be loaded
  101543. */
  101544. getWaitingItemsCount(): number;
  101545. /**
  101546. * Returns a boolean indicating if the scene is still loading data
  101547. */
  101548. readonly isLoading: boolean;
  101549. /**
  101550. * Registers a function to be executed when the scene is ready
  101551. * @param {Function} func - the function to be executed
  101552. */
  101553. executeWhenReady(func: () => void): void;
  101554. /**
  101555. * Returns a promise that resolves when the scene is ready
  101556. * @returns A promise that resolves when the scene is ready
  101557. */
  101558. whenReadyAsync(): Promise<void>;
  101559. /** @hidden */
  101560. _checkIsReady(): void;
  101561. /**
  101562. * Gets all animatable attached to the scene
  101563. */
  101564. readonly animatables: Animatable[];
  101565. /**
  101566. * Resets the last animation time frame.
  101567. * Useful to override when animations start running when loading a scene for the first time.
  101568. */
  101569. resetLastAnimationTimeFrame(): void;
  101570. /**
  101571. * Gets the current view matrix
  101572. * @returns a Matrix
  101573. */
  101574. getViewMatrix(): Matrix;
  101575. /**
  101576. * Gets the current projection matrix
  101577. * @returns a Matrix
  101578. */
  101579. getProjectionMatrix(): Matrix;
  101580. /**
  101581. * Gets the current transform matrix
  101582. * @returns a Matrix made of View * Projection
  101583. */
  101584. getTransformMatrix(): Matrix;
  101585. /**
  101586. * Sets the current transform matrix
  101587. * @param viewL defines the View matrix to use
  101588. * @param projectionL defines the Projection matrix to use
  101589. * @param viewR defines the right View matrix to use (if provided)
  101590. * @param projectionR defines the right Projection matrix to use (if provided)
  101591. */
  101592. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  101593. /**
  101594. * Gets the uniform buffer used to store scene data
  101595. * @returns a UniformBuffer
  101596. */
  101597. getSceneUniformBuffer(): UniformBuffer;
  101598. /**
  101599. * Gets an unique (relatively to the current scene) Id
  101600. * @returns an unique number for the scene
  101601. */
  101602. getUniqueId(): number;
  101603. /**
  101604. * Add a mesh to the list of scene's meshes
  101605. * @param newMesh defines the mesh to add
  101606. * @param recursive if all child meshes should also be added to the scene
  101607. */
  101608. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  101609. /**
  101610. * Remove a mesh for the list of scene's meshes
  101611. * @param toRemove defines the mesh to remove
  101612. * @param recursive if all child meshes should also be removed from the scene
  101613. * @returns the index where the mesh was in the mesh list
  101614. */
  101615. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  101616. /**
  101617. * Add a transform node to the list of scene's transform nodes
  101618. * @param newTransformNode defines the transform node to add
  101619. */
  101620. addTransformNode(newTransformNode: TransformNode): void;
  101621. /**
  101622. * Remove a transform node for the list of scene's transform nodes
  101623. * @param toRemove defines the transform node to remove
  101624. * @returns the index where the transform node was in the transform node list
  101625. */
  101626. removeTransformNode(toRemove: TransformNode): number;
  101627. /**
  101628. * Remove a skeleton for the list of scene's skeletons
  101629. * @param toRemove defines the skeleton to remove
  101630. * @returns the index where the skeleton was in the skeleton list
  101631. */
  101632. removeSkeleton(toRemove: Skeleton): number;
  101633. /**
  101634. * Remove a morph target for the list of scene's morph targets
  101635. * @param toRemove defines the morph target to remove
  101636. * @returns the index where the morph target was in the morph target list
  101637. */
  101638. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  101639. /**
  101640. * Remove a light for the list of scene's lights
  101641. * @param toRemove defines the light to remove
  101642. * @returns the index where the light was in the light list
  101643. */
  101644. removeLight(toRemove: Light): number;
  101645. /**
  101646. * Remove a camera for the list of scene's cameras
  101647. * @param toRemove defines the camera to remove
  101648. * @returns the index where the camera was in the camera list
  101649. */
  101650. removeCamera(toRemove: Camera): number;
  101651. /**
  101652. * Remove a particle system for the list of scene's particle systems
  101653. * @param toRemove defines the particle system to remove
  101654. * @returns the index where the particle system was in the particle system list
  101655. */
  101656. removeParticleSystem(toRemove: IParticleSystem): number;
  101657. /**
  101658. * Remove a animation for the list of scene's animations
  101659. * @param toRemove defines the animation to remove
  101660. * @returns the index where the animation was in the animation list
  101661. */
  101662. removeAnimation(toRemove: Animation): number;
  101663. /**
  101664. * Will stop the animation of the given target
  101665. * @param target - the target
  101666. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  101667. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  101668. */
  101669. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  101670. /**
  101671. * Removes the given animation group from this scene.
  101672. * @param toRemove The animation group to remove
  101673. * @returns The index of the removed animation group
  101674. */
  101675. removeAnimationGroup(toRemove: AnimationGroup): number;
  101676. /**
  101677. * Removes the given multi-material from this scene.
  101678. * @param toRemove The multi-material to remove
  101679. * @returns The index of the removed multi-material
  101680. */
  101681. removeMultiMaterial(toRemove: MultiMaterial): number;
  101682. /**
  101683. * Removes the given material from this scene.
  101684. * @param toRemove The material to remove
  101685. * @returns The index of the removed material
  101686. */
  101687. removeMaterial(toRemove: Material): number;
  101688. /**
  101689. * Removes the given action manager from this scene.
  101690. * @param toRemove The action manager to remove
  101691. * @returns The index of the removed action manager
  101692. */
  101693. removeActionManager(toRemove: AbstractActionManager): number;
  101694. /**
  101695. * Removes the given texture from this scene.
  101696. * @param toRemove The texture to remove
  101697. * @returns The index of the removed texture
  101698. */
  101699. removeTexture(toRemove: BaseTexture): number;
  101700. /**
  101701. * Adds the given light to this scene
  101702. * @param newLight The light to add
  101703. */
  101704. addLight(newLight: Light): void;
  101705. /**
  101706. * Sorts the list list based on light priorities
  101707. */
  101708. sortLightsByPriority(): void;
  101709. /**
  101710. * Adds the given camera to this scene
  101711. * @param newCamera The camera to add
  101712. */
  101713. addCamera(newCamera: Camera): void;
  101714. /**
  101715. * Adds the given skeleton to this scene
  101716. * @param newSkeleton The skeleton to add
  101717. */
  101718. addSkeleton(newSkeleton: Skeleton): void;
  101719. /**
  101720. * Adds the given particle system to this scene
  101721. * @param newParticleSystem The particle system to add
  101722. */
  101723. addParticleSystem(newParticleSystem: IParticleSystem): void;
  101724. /**
  101725. * Adds the given animation to this scene
  101726. * @param newAnimation The animation to add
  101727. */
  101728. addAnimation(newAnimation: Animation): void;
  101729. /**
  101730. * Adds the given animation group to this scene.
  101731. * @param newAnimationGroup The animation group to add
  101732. */
  101733. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  101734. /**
  101735. * Adds the given multi-material to this scene
  101736. * @param newMultiMaterial The multi-material to add
  101737. */
  101738. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  101739. /**
  101740. * Adds the given material to this scene
  101741. * @param newMaterial The material to add
  101742. */
  101743. addMaterial(newMaterial: Material): void;
  101744. /**
  101745. * Adds the given morph target to this scene
  101746. * @param newMorphTargetManager The morph target to add
  101747. */
  101748. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  101749. /**
  101750. * Adds the given geometry to this scene
  101751. * @param newGeometry The geometry to add
  101752. */
  101753. addGeometry(newGeometry: Geometry): void;
  101754. /**
  101755. * Adds the given action manager to this scene
  101756. * @param newActionManager The action manager to add
  101757. */
  101758. addActionManager(newActionManager: AbstractActionManager): void;
  101759. /**
  101760. * Adds the given texture to this scene.
  101761. * @param newTexture The texture to add
  101762. */
  101763. addTexture(newTexture: BaseTexture): void;
  101764. /**
  101765. * Switch active camera
  101766. * @param newCamera defines the new active camera
  101767. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  101768. */
  101769. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  101770. /**
  101771. * sets the active camera of the scene using its ID
  101772. * @param id defines the camera's ID
  101773. * @return the new active camera or null if none found.
  101774. */
  101775. setActiveCameraByID(id: string): Nullable<Camera>;
  101776. /**
  101777. * sets the active camera of the scene using its name
  101778. * @param name defines the camera's name
  101779. * @returns the new active camera or null if none found.
  101780. */
  101781. setActiveCameraByName(name: string): Nullable<Camera>;
  101782. /**
  101783. * get an animation group using its name
  101784. * @param name defines the material's name
  101785. * @return the animation group or null if none found.
  101786. */
  101787. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  101788. /**
  101789. * Get a material using its unique id
  101790. * @param uniqueId defines the material's unique id
  101791. * @return the material or null if none found.
  101792. */
  101793. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  101794. /**
  101795. * get a material using its id
  101796. * @param id defines the material's ID
  101797. * @return the material or null if none found.
  101798. */
  101799. getMaterialByID(id: string): Nullable<Material>;
  101800. /**
  101801. * Gets a the last added material using a given id
  101802. * @param id defines the material's ID
  101803. * @return the last material with the given id or null if none found.
  101804. */
  101805. getLastMaterialByID(id: string): Nullable<Material>;
  101806. /**
  101807. * Gets a material using its name
  101808. * @param name defines the material's name
  101809. * @return the material or null if none found.
  101810. */
  101811. getMaterialByName(name: string): Nullable<Material>;
  101812. /**
  101813. * Get a texture using its unique id
  101814. * @param uniqueId defines the texture's unique id
  101815. * @return the texture or null if none found.
  101816. */
  101817. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  101818. /**
  101819. * Gets a camera using its id
  101820. * @param id defines the id to look for
  101821. * @returns the camera or null if not found
  101822. */
  101823. getCameraByID(id: string): Nullable<Camera>;
  101824. /**
  101825. * Gets a camera using its unique id
  101826. * @param uniqueId defines the unique id to look for
  101827. * @returns the camera or null if not found
  101828. */
  101829. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  101830. /**
  101831. * Gets a camera using its name
  101832. * @param name defines the camera's name
  101833. * @return the camera or null if none found.
  101834. */
  101835. getCameraByName(name: string): Nullable<Camera>;
  101836. /**
  101837. * Gets a bone using its id
  101838. * @param id defines the bone's id
  101839. * @return the bone or null if not found
  101840. */
  101841. getBoneByID(id: string): Nullable<Bone>;
  101842. /**
  101843. * Gets a bone using its id
  101844. * @param name defines the bone's name
  101845. * @return the bone or null if not found
  101846. */
  101847. getBoneByName(name: string): Nullable<Bone>;
  101848. /**
  101849. * Gets a light node using its name
  101850. * @param name defines the the light's name
  101851. * @return the light or null if none found.
  101852. */
  101853. getLightByName(name: string): Nullable<Light>;
  101854. /**
  101855. * Gets a light node using its id
  101856. * @param id defines the light's id
  101857. * @return the light or null if none found.
  101858. */
  101859. getLightByID(id: string): Nullable<Light>;
  101860. /**
  101861. * Gets a light node using its scene-generated unique ID
  101862. * @param uniqueId defines the light's unique id
  101863. * @return the light or null if none found.
  101864. */
  101865. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  101866. /**
  101867. * Gets a particle system by id
  101868. * @param id defines the particle system id
  101869. * @return the corresponding system or null if none found
  101870. */
  101871. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  101872. /**
  101873. * Gets a geometry using its ID
  101874. * @param id defines the geometry's id
  101875. * @return the geometry or null if none found.
  101876. */
  101877. getGeometryByID(id: string): Nullable<Geometry>;
  101878. private _getGeometryByUniqueID;
  101879. /**
  101880. * Add a new geometry to this scene
  101881. * @param geometry defines the geometry to be added to the scene.
  101882. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  101883. * @return a boolean defining if the geometry was added or not
  101884. */
  101885. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  101886. /**
  101887. * Removes an existing geometry
  101888. * @param geometry defines the geometry to be removed from the scene
  101889. * @return a boolean defining if the geometry was removed or not
  101890. */
  101891. removeGeometry(geometry: Geometry): boolean;
  101892. /**
  101893. * Gets the list of geometries attached to the scene
  101894. * @returns an array of Geometry
  101895. */
  101896. getGeometries(): Geometry[];
  101897. /**
  101898. * Gets the first added mesh found of a given ID
  101899. * @param id defines the id to search for
  101900. * @return the mesh found or null if not found at all
  101901. */
  101902. getMeshByID(id: string): Nullable<AbstractMesh>;
  101903. /**
  101904. * Gets a list of meshes using their id
  101905. * @param id defines the id to search for
  101906. * @returns a list of meshes
  101907. */
  101908. getMeshesByID(id: string): Array<AbstractMesh>;
  101909. /**
  101910. * Gets the first added transform node found of a given ID
  101911. * @param id defines the id to search for
  101912. * @return the found transform node or null if not found at all.
  101913. */
  101914. getTransformNodeByID(id: string): Nullable<TransformNode>;
  101915. /**
  101916. * Gets a transform node with its auto-generated unique id
  101917. * @param uniqueId efines the unique id to search for
  101918. * @return the found transform node or null if not found at all.
  101919. */
  101920. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  101921. /**
  101922. * Gets a list of transform nodes using their id
  101923. * @param id defines the id to search for
  101924. * @returns a list of transform nodes
  101925. */
  101926. getTransformNodesByID(id: string): Array<TransformNode>;
  101927. /**
  101928. * Gets a mesh with its auto-generated unique id
  101929. * @param uniqueId defines the unique id to search for
  101930. * @return the found mesh or null if not found at all.
  101931. */
  101932. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  101933. /**
  101934. * Gets a the last added mesh using a given id
  101935. * @param id defines the id to search for
  101936. * @return the found mesh or null if not found at all.
  101937. */
  101938. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  101939. /**
  101940. * Gets a the last added node (Mesh, Camera, Light) using a given id
  101941. * @param id defines the id to search for
  101942. * @return the found node or null if not found at all
  101943. */
  101944. getLastEntryByID(id: string): Nullable<Node>;
  101945. /**
  101946. * Gets a node (Mesh, Camera, Light) using a given id
  101947. * @param id defines the id to search for
  101948. * @return the found node or null if not found at all
  101949. */
  101950. getNodeByID(id: string): Nullable<Node>;
  101951. /**
  101952. * Gets a node (Mesh, Camera, Light) using a given name
  101953. * @param name defines the name to search for
  101954. * @return the found node or null if not found at all.
  101955. */
  101956. getNodeByName(name: string): Nullable<Node>;
  101957. /**
  101958. * Gets a mesh using a given name
  101959. * @param name defines the name to search for
  101960. * @return the found mesh or null if not found at all.
  101961. */
  101962. getMeshByName(name: string): Nullable<AbstractMesh>;
  101963. /**
  101964. * Gets a transform node using a given name
  101965. * @param name defines the name to search for
  101966. * @return the found transform node or null if not found at all.
  101967. */
  101968. getTransformNodeByName(name: string): Nullable<TransformNode>;
  101969. /**
  101970. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  101971. * @param id defines the id to search for
  101972. * @return the found skeleton or null if not found at all.
  101973. */
  101974. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  101975. /**
  101976. * Gets a skeleton using a given auto generated unique id
  101977. * @param uniqueId defines the unique id to search for
  101978. * @return the found skeleton or null if not found at all.
  101979. */
  101980. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  101981. /**
  101982. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  101983. * @param id defines the id to search for
  101984. * @return the found skeleton or null if not found at all.
  101985. */
  101986. getSkeletonById(id: string): Nullable<Skeleton>;
  101987. /**
  101988. * Gets a skeleton using a given name
  101989. * @param name defines the name to search for
  101990. * @return the found skeleton or null if not found at all.
  101991. */
  101992. getSkeletonByName(name: string): Nullable<Skeleton>;
  101993. /**
  101994. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  101995. * @param id defines the id to search for
  101996. * @return the found morph target manager or null if not found at all.
  101997. */
  101998. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  101999. /**
  102000. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  102001. * @param id defines the id to search for
  102002. * @return the found morph target or null if not found at all.
  102003. */
  102004. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102005. /**
  102006. * Gets a boolean indicating if the given mesh is active
  102007. * @param mesh defines the mesh to look for
  102008. * @returns true if the mesh is in the active list
  102009. */
  102010. isActiveMesh(mesh: AbstractMesh): boolean;
  102011. /**
  102012. * Return a unique id as a string which can serve as an identifier for the scene
  102013. */
  102014. readonly uid: string;
  102015. /**
  102016. * Add an externaly attached data from its key.
  102017. * This method call will fail and return false, if such key already exists.
  102018. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102019. * @param key the unique key that identifies the data
  102020. * @param data the data object to associate to the key for this Engine instance
  102021. * @return true if no such key were already present and the data was added successfully, false otherwise
  102022. */
  102023. addExternalData<T>(key: string, data: T): boolean;
  102024. /**
  102025. * Get an externaly attached data from its key
  102026. * @param key the unique key that identifies the data
  102027. * @return the associated data, if present (can be null), or undefined if not present
  102028. */
  102029. getExternalData<T>(key: string): Nullable<T>;
  102030. /**
  102031. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102032. * @param key the unique key that identifies the data
  102033. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102034. * @return the associated data, can be null if the factory returned null.
  102035. */
  102036. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102037. /**
  102038. * Remove an externaly attached data from the Engine instance
  102039. * @param key the unique key that identifies the data
  102040. * @return true if the data was successfully removed, false if it doesn't exist
  102041. */
  102042. removeExternalData(key: string): boolean;
  102043. private _evaluateSubMesh;
  102044. /**
  102045. * Clear the processed materials smart array preventing retention point in material dispose.
  102046. */
  102047. freeProcessedMaterials(): void;
  102048. private _preventFreeActiveMeshesAndRenderingGroups;
  102049. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102050. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102051. * when disposing several meshes in a row or a hierarchy of meshes.
  102052. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102053. */
  102054. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102055. /**
  102056. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102057. */
  102058. freeActiveMeshes(): void;
  102059. /**
  102060. * Clear the info related to rendering groups preventing retention points during dispose.
  102061. */
  102062. freeRenderingGroups(): void;
  102063. /** @hidden */
  102064. _isInIntermediateRendering(): boolean;
  102065. /**
  102066. * Lambda returning the list of potentially active meshes.
  102067. */
  102068. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102069. /**
  102070. * Lambda returning the list of potentially active sub meshes.
  102071. */
  102072. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102073. /**
  102074. * Lambda returning the list of potentially intersecting sub meshes.
  102075. */
  102076. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102077. /**
  102078. * Lambda returning the list of potentially colliding sub meshes.
  102079. */
  102080. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102081. private _activeMeshesFrozen;
  102082. /**
  102083. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102084. * @returns the current scene
  102085. */
  102086. freezeActiveMeshes(): Scene;
  102087. /**
  102088. * Use this function to restart evaluating active meshes on every frame
  102089. * @returns the current scene
  102090. */
  102091. unfreezeActiveMeshes(): Scene;
  102092. private _evaluateActiveMeshes;
  102093. private _activeMesh;
  102094. /**
  102095. * Update the transform matrix to update from the current active camera
  102096. * @param force defines a boolean used to force the update even if cache is up to date
  102097. */
  102098. updateTransformMatrix(force?: boolean): void;
  102099. private _bindFrameBuffer;
  102100. /** @hidden */
  102101. _allowPostProcessClearColor: boolean;
  102102. /** @hidden */
  102103. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102104. private _processSubCameras;
  102105. private _checkIntersections;
  102106. /** @hidden */
  102107. _advancePhysicsEngineStep(step: number): void;
  102108. /**
  102109. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102110. */
  102111. getDeterministicFrameTime: () => number;
  102112. /** @hidden */
  102113. _animate(): void;
  102114. /** Execute all animations (for a frame) */
  102115. animate(): void;
  102116. /**
  102117. * Render the scene
  102118. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102119. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102120. */
  102121. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102122. /**
  102123. * Freeze all materials
  102124. * A frozen material will not be updatable but should be faster to render
  102125. */
  102126. freezeMaterials(): void;
  102127. /**
  102128. * Unfreeze all materials
  102129. * A frozen material will not be updatable but should be faster to render
  102130. */
  102131. unfreezeMaterials(): void;
  102132. /**
  102133. * Releases all held ressources
  102134. */
  102135. dispose(): void;
  102136. /**
  102137. * Gets if the scene is already disposed
  102138. */
  102139. readonly isDisposed: boolean;
  102140. /**
  102141. * Call this function to reduce memory footprint of the scene.
  102142. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102143. */
  102144. clearCachedVertexData(): void;
  102145. /**
  102146. * This function will remove the local cached buffer data from texture.
  102147. * It will save memory but will prevent the texture from being rebuilt
  102148. */
  102149. cleanCachedTextureBuffer(): void;
  102150. /**
  102151. * Get the world extend vectors with an optional filter
  102152. *
  102153. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102154. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102155. */
  102156. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102157. min: Vector3;
  102158. max: Vector3;
  102159. };
  102160. /**
  102161. * Creates a ray that can be used to pick in the scene
  102162. * @param x defines the x coordinate of the origin (on-screen)
  102163. * @param y defines the y coordinate of the origin (on-screen)
  102164. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102165. * @param camera defines the camera to use for the picking
  102166. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102167. * @returns a Ray
  102168. */
  102169. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  102170. /**
  102171. * Creates a ray that can be used to pick in the scene
  102172. * @param x defines the x coordinate of the origin (on-screen)
  102173. * @param y defines the y coordinate of the origin (on-screen)
  102174. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102175. * @param result defines the ray where to store the picking ray
  102176. * @param camera defines the camera to use for the picking
  102177. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102178. * @returns the current scene
  102179. */
  102180. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  102181. /**
  102182. * Creates a ray that can be used to pick in the scene
  102183. * @param x defines the x coordinate of the origin (on-screen)
  102184. * @param y defines the y coordinate of the origin (on-screen)
  102185. * @param camera defines the camera to use for the picking
  102186. * @returns a Ray
  102187. */
  102188. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  102189. /**
  102190. * Creates a ray that can be used to pick in the scene
  102191. * @param x defines the x coordinate of the origin (on-screen)
  102192. * @param y defines the y coordinate of the origin (on-screen)
  102193. * @param result defines the ray where to store the picking ray
  102194. * @param camera defines the camera to use for the picking
  102195. * @returns the current scene
  102196. */
  102197. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  102198. /** Launch a ray to try to pick a mesh in the scene
  102199. * @param x position on screen
  102200. * @param y position on screen
  102201. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  102202. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  102203. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102204. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102205. * @returns a PickingInfo
  102206. */
  102207. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102208. /** Use the given ray to pick a mesh in the scene
  102209. * @param ray The ray to use to pick meshes
  102210. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  102211. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  102212. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102213. * @returns a PickingInfo
  102214. */
  102215. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102216. /**
  102217. * Launch a ray to try to pick a mesh in the scene
  102218. * @param x X position on screen
  102219. * @param y Y position on screen
  102220. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  102221. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102222. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102223. * @returns an array of PickingInfo
  102224. */
  102225. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102226. /**
  102227. * Launch a ray to try to pick a mesh in the scene
  102228. * @param ray Ray to use
  102229. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  102230. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102231. * @returns an array of PickingInfo
  102232. */
  102233. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102234. /**
  102235. * Force the value of meshUnderPointer
  102236. * @param mesh defines the mesh to use
  102237. */
  102238. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  102239. /**
  102240. * Gets the mesh under the pointer
  102241. * @returns a Mesh or null if no mesh is under the pointer
  102242. */
  102243. getPointerOverMesh(): Nullable<AbstractMesh>;
  102244. /** @hidden */
  102245. _rebuildGeometries(): void;
  102246. /** @hidden */
  102247. _rebuildTextures(): void;
  102248. private _getByTags;
  102249. /**
  102250. * Get a list of meshes by tags
  102251. * @param tagsQuery defines the tags query to use
  102252. * @param forEach defines a predicate used to filter results
  102253. * @returns an array of Mesh
  102254. */
  102255. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  102256. /**
  102257. * Get a list of cameras by tags
  102258. * @param tagsQuery defines the tags query to use
  102259. * @param forEach defines a predicate used to filter results
  102260. * @returns an array of Camera
  102261. */
  102262. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  102263. /**
  102264. * Get a list of lights by tags
  102265. * @param tagsQuery defines the tags query to use
  102266. * @param forEach defines a predicate used to filter results
  102267. * @returns an array of Light
  102268. */
  102269. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  102270. /**
  102271. * Get a list of materials by tags
  102272. * @param tagsQuery defines the tags query to use
  102273. * @param forEach defines a predicate used to filter results
  102274. * @returns an array of Material
  102275. */
  102276. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  102277. /**
  102278. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  102279. * This allowed control for front to back rendering or reversly depending of the special needs.
  102280. *
  102281. * @param renderingGroupId The rendering group id corresponding to its index
  102282. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  102283. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  102284. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  102285. */
  102286. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  102287. /**
  102288. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  102289. *
  102290. * @param renderingGroupId The rendering group id corresponding to its index
  102291. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  102292. * @param depth Automatically clears depth between groups if true and autoClear is true.
  102293. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  102294. */
  102295. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  102296. /**
  102297. * Gets the current auto clear configuration for one rendering group of the rendering
  102298. * manager.
  102299. * @param index the rendering group index to get the information for
  102300. * @returns The auto clear setup for the requested rendering group
  102301. */
  102302. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  102303. private _blockMaterialDirtyMechanism;
  102304. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  102305. blockMaterialDirtyMechanism: boolean;
  102306. /**
  102307. * Will flag all materials as dirty to trigger new shader compilation
  102308. * @param flag defines the flag used to specify which material part must be marked as dirty
  102309. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  102310. */
  102311. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  102312. /** @hidden */
  102313. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  102314. /** @hidden */
  102315. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102316. /** @hidden */
  102317. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  102318. /** @hidden */
  102319. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  102320. /** @hidden */
  102321. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  102322. /** @hidden */
  102323. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102324. }
  102325. }
  102326. declare module BABYLON {
  102327. /**
  102328. * Set of assets to keep when moving a scene into an asset container.
  102329. */
  102330. export class KeepAssets extends AbstractScene {
  102331. }
  102332. /**
  102333. * Container with a set of assets that can be added or removed from a scene.
  102334. */
  102335. export class AssetContainer extends AbstractScene {
  102336. /**
  102337. * The scene the AssetContainer belongs to.
  102338. */
  102339. scene: Scene;
  102340. /**
  102341. * Instantiates an AssetContainer.
  102342. * @param scene The scene the AssetContainer belongs to.
  102343. */
  102344. constructor(scene: Scene);
  102345. /**
  102346. * Adds all the assets from the container to the scene.
  102347. */
  102348. addAllToScene(): void;
  102349. /**
  102350. * Removes all the assets in the container from the scene
  102351. */
  102352. removeAllFromScene(): void;
  102353. /**
  102354. * Disposes all the assets in the container
  102355. */
  102356. dispose(): void;
  102357. private _moveAssets;
  102358. /**
  102359. * Removes all the assets contained in the scene and adds them to the container.
  102360. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  102361. */
  102362. moveAllFromScene(keepAssets?: KeepAssets): void;
  102363. /**
  102364. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  102365. * @returns the root mesh
  102366. */
  102367. createRootMesh(): Mesh;
  102368. }
  102369. }
  102370. declare module BABYLON {
  102371. /**
  102372. * Defines how the parser contract is defined.
  102373. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  102374. */
  102375. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  102376. /**
  102377. * Defines how the individual parser contract is defined.
  102378. * These parser can parse an individual asset
  102379. */
  102380. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  102381. /**
  102382. * Base class of the scene acting as a container for the different elements composing a scene.
  102383. * This class is dynamically extended by the different components of the scene increasing
  102384. * flexibility and reducing coupling
  102385. */
  102386. export abstract class AbstractScene {
  102387. /**
  102388. * Stores the list of available parsers in the application.
  102389. */
  102390. private static _BabylonFileParsers;
  102391. /**
  102392. * Stores the list of available individual parsers in the application.
  102393. */
  102394. private static _IndividualBabylonFileParsers;
  102395. /**
  102396. * Adds a parser in the list of available ones
  102397. * @param name Defines the name of the parser
  102398. * @param parser Defines the parser to add
  102399. */
  102400. static AddParser(name: string, parser: BabylonFileParser): void;
  102401. /**
  102402. * Gets a general parser from the list of avaialble ones
  102403. * @param name Defines the name of the parser
  102404. * @returns the requested parser or null
  102405. */
  102406. static GetParser(name: string): Nullable<BabylonFileParser>;
  102407. /**
  102408. * Adds n individual parser in the list of available ones
  102409. * @param name Defines the name of the parser
  102410. * @param parser Defines the parser to add
  102411. */
  102412. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  102413. /**
  102414. * Gets an individual parser from the list of avaialble ones
  102415. * @param name Defines the name of the parser
  102416. * @returns the requested parser or null
  102417. */
  102418. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  102419. /**
  102420. * Parser json data and populate both a scene and its associated container object
  102421. * @param jsonData Defines the data to parse
  102422. * @param scene Defines the scene to parse the data for
  102423. * @param container Defines the container attached to the parsing sequence
  102424. * @param rootUrl Defines the root url of the data
  102425. */
  102426. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  102427. /**
  102428. * Gets the list of root nodes (ie. nodes with no parent)
  102429. */
  102430. rootNodes: Node[];
  102431. /** All of the cameras added to this scene
  102432. * @see http://doc.babylonjs.com/babylon101/cameras
  102433. */
  102434. cameras: Camera[];
  102435. /**
  102436. * All of the lights added to this scene
  102437. * @see http://doc.babylonjs.com/babylon101/lights
  102438. */
  102439. lights: Light[];
  102440. /**
  102441. * All of the (abstract) meshes added to this scene
  102442. */
  102443. meshes: AbstractMesh[];
  102444. /**
  102445. * The list of skeletons added to the scene
  102446. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  102447. */
  102448. skeletons: Skeleton[];
  102449. /**
  102450. * All of the particle systems added to this scene
  102451. * @see http://doc.babylonjs.com/babylon101/particles
  102452. */
  102453. particleSystems: IParticleSystem[];
  102454. /**
  102455. * Gets a list of Animations associated with the scene
  102456. */
  102457. animations: Animation[];
  102458. /**
  102459. * All of the animation groups added to this scene
  102460. * @see http://doc.babylonjs.com/how_to/group
  102461. */
  102462. animationGroups: AnimationGroup[];
  102463. /**
  102464. * All of the multi-materials added to this scene
  102465. * @see http://doc.babylonjs.com/how_to/multi_materials
  102466. */
  102467. multiMaterials: MultiMaterial[];
  102468. /**
  102469. * All of the materials added to this scene
  102470. * In the context of a Scene, it is not supposed to be modified manually.
  102471. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  102472. * Note also that the order of the Material wihin the array is not significant and might change.
  102473. * @see http://doc.babylonjs.com/babylon101/materials
  102474. */
  102475. materials: Material[];
  102476. /**
  102477. * The list of morph target managers added to the scene
  102478. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  102479. */
  102480. morphTargetManagers: MorphTargetManager[];
  102481. /**
  102482. * The list of geometries used in the scene.
  102483. */
  102484. geometries: Geometry[];
  102485. /**
  102486. * All of the tranform nodes added to this scene
  102487. * In the context of a Scene, it is not supposed to be modified manually.
  102488. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  102489. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  102490. * @see http://doc.babylonjs.com/how_to/transformnode
  102491. */
  102492. transformNodes: TransformNode[];
  102493. /**
  102494. * ActionManagers available on the scene.
  102495. */
  102496. actionManagers: AbstractActionManager[];
  102497. /**
  102498. * Textures to keep.
  102499. */
  102500. textures: BaseTexture[];
  102501. /**
  102502. * Environment texture for the scene
  102503. */
  102504. environmentTexture: Nullable<BaseTexture>;
  102505. }
  102506. }
  102507. declare module BABYLON {
  102508. /**
  102509. * Interface used to define options for Sound class
  102510. */
  102511. export interface ISoundOptions {
  102512. /**
  102513. * Does the sound autoplay once loaded.
  102514. */
  102515. autoplay?: boolean;
  102516. /**
  102517. * Does the sound loop after it finishes playing once.
  102518. */
  102519. loop?: boolean;
  102520. /**
  102521. * Sound's volume
  102522. */
  102523. volume?: number;
  102524. /**
  102525. * Is it a spatial sound?
  102526. */
  102527. spatialSound?: boolean;
  102528. /**
  102529. * Maximum distance to hear that sound
  102530. */
  102531. maxDistance?: number;
  102532. /**
  102533. * Uses user defined attenuation function
  102534. */
  102535. useCustomAttenuation?: boolean;
  102536. /**
  102537. * Define the roll off factor of spatial sounds.
  102538. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102539. */
  102540. rolloffFactor?: number;
  102541. /**
  102542. * Define the reference distance the sound should be heard perfectly.
  102543. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102544. */
  102545. refDistance?: number;
  102546. /**
  102547. * Define the distance attenuation model the sound will follow.
  102548. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102549. */
  102550. distanceModel?: string;
  102551. /**
  102552. * Defines the playback speed (1 by default)
  102553. */
  102554. playbackRate?: number;
  102555. /**
  102556. * Defines if the sound is from a streaming source
  102557. */
  102558. streaming?: boolean;
  102559. /**
  102560. * Defines an optional length (in seconds) inside the sound file
  102561. */
  102562. length?: number;
  102563. /**
  102564. * Defines an optional offset (in seconds) inside the sound file
  102565. */
  102566. offset?: number;
  102567. /**
  102568. * If true, URLs will not be required to state the audio file codec to use.
  102569. */
  102570. skipCodecCheck?: boolean;
  102571. }
  102572. /**
  102573. * Defines a sound that can be played in the application.
  102574. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  102575. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  102576. */
  102577. export class Sound {
  102578. /**
  102579. * The name of the sound in the scene.
  102580. */
  102581. name: string;
  102582. /**
  102583. * Does the sound autoplay once loaded.
  102584. */
  102585. autoplay: boolean;
  102586. /**
  102587. * Does the sound loop after it finishes playing once.
  102588. */
  102589. loop: boolean;
  102590. /**
  102591. * Does the sound use a custom attenuation curve to simulate the falloff
  102592. * happening when the source gets further away from the camera.
  102593. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102594. */
  102595. useCustomAttenuation: boolean;
  102596. /**
  102597. * The sound track id this sound belongs to.
  102598. */
  102599. soundTrackId: number;
  102600. /**
  102601. * Is this sound currently played.
  102602. */
  102603. isPlaying: boolean;
  102604. /**
  102605. * Is this sound currently paused.
  102606. */
  102607. isPaused: boolean;
  102608. /**
  102609. * Does this sound enables spatial sound.
  102610. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102611. */
  102612. spatialSound: boolean;
  102613. /**
  102614. * Define the reference distance the sound should be heard perfectly.
  102615. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102616. */
  102617. refDistance: number;
  102618. /**
  102619. * Define the roll off factor of spatial sounds.
  102620. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102621. */
  102622. rolloffFactor: number;
  102623. /**
  102624. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  102625. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102626. */
  102627. maxDistance: number;
  102628. /**
  102629. * Define the distance attenuation model the sound will follow.
  102630. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102631. */
  102632. distanceModel: string;
  102633. /**
  102634. * @hidden
  102635. * Back Compat
  102636. **/
  102637. onended: () => any;
  102638. /**
  102639. * Observable event when the current playing sound finishes.
  102640. */
  102641. onEndedObservable: Observable<Sound>;
  102642. private _panningModel;
  102643. private _playbackRate;
  102644. private _streaming;
  102645. private _startTime;
  102646. private _startOffset;
  102647. private _position;
  102648. /** @hidden */
  102649. _positionInEmitterSpace: boolean;
  102650. private _localDirection;
  102651. private _volume;
  102652. private _isReadyToPlay;
  102653. private _isDirectional;
  102654. private _readyToPlayCallback;
  102655. private _audioBuffer;
  102656. private _soundSource;
  102657. private _streamingSource;
  102658. private _soundPanner;
  102659. private _soundGain;
  102660. private _inputAudioNode;
  102661. private _outputAudioNode;
  102662. private _coneInnerAngle;
  102663. private _coneOuterAngle;
  102664. private _coneOuterGain;
  102665. private _scene;
  102666. private _connectedTransformNode;
  102667. private _customAttenuationFunction;
  102668. private _registerFunc;
  102669. private _isOutputConnected;
  102670. private _htmlAudioElement;
  102671. private _urlType;
  102672. private _length?;
  102673. private _offset?;
  102674. /** @hidden */
  102675. static _SceneComponentInitialization: (scene: Scene) => void;
  102676. /**
  102677. * Create a sound and attach it to a scene
  102678. * @param name Name of your sound
  102679. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  102680. * @param scene defines the scene the sound belongs to
  102681. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  102682. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  102683. */
  102684. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  102685. /**
  102686. * Release the sound and its associated resources
  102687. */
  102688. dispose(): void;
  102689. /**
  102690. * Gets if the sounds is ready to be played or not.
  102691. * @returns true if ready, otherwise false
  102692. */
  102693. isReady(): boolean;
  102694. private _soundLoaded;
  102695. /**
  102696. * Sets the data of the sound from an audiobuffer
  102697. * @param audioBuffer The audioBuffer containing the data
  102698. */
  102699. setAudioBuffer(audioBuffer: AudioBuffer): void;
  102700. /**
  102701. * Updates the current sounds options such as maxdistance, loop...
  102702. * @param options A JSON object containing values named as the object properties
  102703. */
  102704. updateOptions(options: ISoundOptions): void;
  102705. private _createSpatialParameters;
  102706. private _updateSpatialParameters;
  102707. /**
  102708. * Switch the panning model to HRTF:
  102709. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  102710. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102711. */
  102712. switchPanningModelToHRTF(): void;
  102713. /**
  102714. * Switch the panning model to Equal Power:
  102715. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  102716. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102717. */
  102718. switchPanningModelToEqualPower(): void;
  102719. private _switchPanningModel;
  102720. /**
  102721. * Connect this sound to a sound track audio node like gain...
  102722. * @param soundTrackAudioNode the sound track audio node to connect to
  102723. */
  102724. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  102725. /**
  102726. * Transform this sound into a directional source
  102727. * @param coneInnerAngle Size of the inner cone in degree
  102728. * @param coneOuterAngle Size of the outer cone in degree
  102729. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  102730. */
  102731. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  102732. /**
  102733. * Gets or sets the inner angle for the directional cone.
  102734. */
  102735. /**
  102736. * Gets or sets the inner angle for the directional cone.
  102737. */
  102738. directionalConeInnerAngle: number;
  102739. /**
  102740. * Gets or sets the outer angle for the directional cone.
  102741. */
  102742. /**
  102743. * Gets or sets the outer angle for the directional cone.
  102744. */
  102745. directionalConeOuterAngle: number;
  102746. /**
  102747. * Sets the position of the emitter if spatial sound is enabled
  102748. * @param newPosition Defines the new posisiton
  102749. */
  102750. setPosition(newPosition: Vector3): void;
  102751. /**
  102752. * Sets the local direction of the emitter if spatial sound is enabled
  102753. * @param newLocalDirection Defines the new local direction
  102754. */
  102755. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  102756. private _updateDirection;
  102757. /** @hidden */
  102758. updateDistanceFromListener(): void;
  102759. /**
  102760. * Sets a new custom attenuation function for the sound.
  102761. * @param callback Defines the function used for the attenuation
  102762. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102763. */
  102764. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  102765. /**
  102766. * Play the sound
  102767. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  102768. * @param offset (optional) Start the sound at a specific time in seconds
  102769. * @param length (optional) Sound duration (in seconds)
  102770. */
  102771. play(time?: number, offset?: number, length?: number): void;
  102772. private _onended;
  102773. /**
  102774. * Stop the sound
  102775. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  102776. */
  102777. stop(time?: number): void;
  102778. /**
  102779. * Put the sound in pause
  102780. */
  102781. pause(): void;
  102782. /**
  102783. * Sets a dedicated volume for this sounds
  102784. * @param newVolume Define the new volume of the sound
  102785. * @param time Define time for gradual change to new volume
  102786. */
  102787. setVolume(newVolume: number, time?: number): void;
  102788. /**
  102789. * Set the sound play back rate
  102790. * @param newPlaybackRate Define the playback rate the sound should be played at
  102791. */
  102792. setPlaybackRate(newPlaybackRate: number): void;
  102793. /**
  102794. * Gets the volume of the sound.
  102795. * @returns the volume of the sound
  102796. */
  102797. getVolume(): number;
  102798. /**
  102799. * Attach the sound to a dedicated mesh
  102800. * @param transformNode The transform node to connect the sound with
  102801. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  102802. */
  102803. attachToMesh(transformNode: TransformNode): void;
  102804. /**
  102805. * Detach the sound from the previously attached mesh
  102806. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  102807. */
  102808. detachFromMesh(): void;
  102809. private _onRegisterAfterWorldMatrixUpdate;
  102810. /**
  102811. * Clone the current sound in the scene.
  102812. * @returns the new sound clone
  102813. */
  102814. clone(): Nullable<Sound>;
  102815. /**
  102816. * Gets the current underlying audio buffer containing the data
  102817. * @returns the audio buffer
  102818. */
  102819. getAudioBuffer(): Nullable<AudioBuffer>;
  102820. /**
  102821. * Serializes the Sound in a JSON representation
  102822. * @returns the JSON representation of the sound
  102823. */
  102824. serialize(): any;
  102825. /**
  102826. * Parse a JSON representation of a sound to innstantiate in a given scene
  102827. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  102828. * @param scene Define the scene the new parsed sound should be created in
  102829. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  102830. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  102831. * @returns the newly parsed sound
  102832. */
  102833. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  102834. }
  102835. }
  102836. declare module BABYLON {
  102837. /**
  102838. * This defines an action helpful to play a defined sound on a triggered action.
  102839. */
  102840. export class PlaySoundAction extends Action {
  102841. private _sound;
  102842. /**
  102843. * Instantiate the action
  102844. * @param triggerOptions defines the trigger options
  102845. * @param sound defines the sound to play
  102846. * @param condition defines the trigger related conditions
  102847. */
  102848. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  102849. /** @hidden */
  102850. _prepare(): void;
  102851. /**
  102852. * Execute the action and play the sound.
  102853. */
  102854. execute(): void;
  102855. /**
  102856. * Serializes the actions and its related information.
  102857. * @param parent defines the object to serialize in
  102858. * @returns the serialized object
  102859. */
  102860. serialize(parent: any): any;
  102861. }
  102862. /**
  102863. * This defines an action helpful to stop a defined sound on a triggered action.
  102864. */
  102865. export class StopSoundAction extends Action {
  102866. private _sound;
  102867. /**
  102868. * Instantiate the action
  102869. * @param triggerOptions defines the trigger options
  102870. * @param sound defines the sound to stop
  102871. * @param condition defines the trigger related conditions
  102872. */
  102873. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  102874. /** @hidden */
  102875. _prepare(): void;
  102876. /**
  102877. * Execute the action and stop the sound.
  102878. */
  102879. execute(): void;
  102880. /**
  102881. * Serializes the actions and its related information.
  102882. * @param parent defines the object to serialize in
  102883. * @returns the serialized object
  102884. */
  102885. serialize(parent: any): any;
  102886. }
  102887. }
  102888. declare module BABYLON {
  102889. /**
  102890. * This defines an action responsible to change the value of a property
  102891. * by interpolating between its current value and the newly set one once triggered.
  102892. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102893. */
  102894. export class InterpolateValueAction extends Action {
  102895. /**
  102896. * Defines the path of the property where the value should be interpolated
  102897. */
  102898. propertyPath: string;
  102899. /**
  102900. * Defines the target value at the end of the interpolation.
  102901. */
  102902. value: any;
  102903. /**
  102904. * Defines the time it will take for the property to interpolate to the value.
  102905. */
  102906. duration: number;
  102907. /**
  102908. * Defines if the other scene animations should be stopped when the action has been triggered
  102909. */
  102910. stopOtherAnimations?: boolean;
  102911. /**
  102912. * Defines a callback raised once the interpolation animation has been done.
  102913. */
  102914. onInterpolationDone?: () => void;
  102915. /**
  102916. * Observable triggered once the interpolation animation has been done.
  102917. */
  102918. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  102919. private _target;
  102920. private _effectiveTarget;
  102921. private _property;
  102922. /**
  102923. * Instantiate the action
  102924. * @param triggerOptions defines the trigger options
  102925. * @param target defines the object containing the value to interpolate
  102926. * @param propertyPath defines the path to the property in the target object
  102927. * @param value defines the target value at the end of the interpolation
  102928. * @param duration deines the time it will take for the property to interpolate to the value.
  102929. * @param condition defines the trigger related conditions
  102930. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  102931. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  102932. */
  102933. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  102934. /** @hidden */
  102935. _prepare(): void;
  102936. /**
  102937. * Execute the action starts the value interpolation.
  102938. */
  102939. execute(): void;
  102940. /**
  102941. * Serializes the actions and its related information.
  102942. * @param parent defines the object to serialize in
  102943. * @returns the serialized object
  102944. */
  102945. serialize(parent: any): any;
  102946. }
  102947. }
  102948. declare module BABYLON {
  102949. /**
  102950. * Options allowed during the creation of a sound track.
  102951. */
  102952. export interface ISoundTrackOptions {
  102953. /**
  102954. * The volume the sound track should take during creation
  102955. */
  102956. volume?: number;
  102957. /**
  102958. * Define if the sound track is the main sound track of the scene
  102959. */
  102960. mainTrack?: boolean;
  102961. }
  102962. /**
  102963. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  102964. * It will be also used in a future release to apply effects on a specific track.
  102965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  102966. */
  102967. export class SoundTrack {
  102968. /**
  102969. * The unique identifier of the sound track in the scene.
  102970. */
  102971. id: number;
  102972. /**
  102973. * The list of sounds included in the sound track.
  102974. */
  102975. soundCollection: Array<Sound>;
  102976. private _outputAudioNode;
  102977. private _scene;
  102978. private _isMainTrack;
  102979. private _connectedAnalyser;
  102980. private _options;
  102981. private _isInitialized;
  102982. /**
  102983. * Creates a new sound track.
  102984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  102985. * @param scene Define the scene the sound track belongs to
  102986. * @param options
  102987. */
  102988. constructor(scene: Scene, options?: ISoundTrackOptions);
  102989. private _initializeSoundTrackAudioGraph;
  102990. /**
  102991. * Release the sound track and its associated resources
  102992. */
  102993. dispose(): void;
  102994. /**
  102995. * Adds a sound to this sound track
  102996. * @param sound define the cound to add
  102997. * @ignoreNaming
  102998. */
  102999. AddSound(sound: Sound): void;
  103000. /**
  103001. * Removes a sound to this sound track
  103002. * @param sound define the cound to remove
  103003. * @ignoreNaming
  103004. */
  103005. RemoveSound(sound: Sound): void;
  103006. /**
  103007. * Set a global volume for the full sound track.
  103008. * @param newVolume Define the new volume of the sound track
  103009. */
  103010. setVolume(newVolume: number): void;
  103011. /**
  103012. * Switch the panning model to HRTF:
  103013. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103014. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103015. */
  103016. switchPanningModelToHRTF(): void;
  103017. /**
  103018. * Switch the panning model to Equal Power:
  103019. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103020. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103021. */
  103022. switchPanningModelToEqualPower(): void;
  103023. /**
  103024. * Connect the sound track to an audio analyser allowing some amazing
  103025. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103026. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103027. * @param analyser The analyser to connect to the engine
  103028. */
  103029. connectToAnalyser(analyser: Analyser): void;
  103030. }
  103031. }
  103032. declare module BABYLON {
  103033. interface AbstractScene {
  103034. /**
  103035. * The list of sounds used in the scene.
  103036. */
  103037. sounds: Nullable<Array<Sound>>;
  103038. }
  103039. interface Scene {
  103040. /**
  103041. * @hidden
  103042. * Backing field
  103043. */
  103044. _mainSoundTrack: SoundTrack;
  103045. /**
  103046. * The main sound track played by the scene.
  103047. * It cotains your primary collection of sounds.
  103048. */
  103049. mainSoundTrack: SoundTrack;
  103050. /**
  103051. * The list of sound tracks added to the scene
  103052. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103053. */
  103054. soundTracks: Nullable<Array<SoundTrack>>;
  103055. /**
  103056. * Gets a sound using a given name
  103057. * @param name defines the name to search for
  103058. * @return the found sound or null if not found at all.
  103059. */
  103060. getSoundByName(name: string): Nullable<Sound>;
  103061. /**
  103062. * Gets or sets if audio support is enabled
  103063. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103064. */
  103065. audioEnabled: boolean;
  103066. /**
  103067. * Gets or sets if audio will be output to headphones
  103068. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103069. */
  103070. headphone: boolean;
  103071. /**
  103072. * Gets or sets custom audio listener position provider
  103073. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103074. */
  103075. audioListenerPositionProvider: Nullable<() => Vector3>;
  103076. /**
  103077. * Gets or sets a refresh rate when using 3D audio positioning
  103078. */
  103079. audioPositioningRefreshRate: number;
  103080. }
  103081. /**
  103082. * Defines the sound scene component responsible to manage any sounds
  103083. * in a given scene.
  103084. */
  103085. export class AudioSceneComponent implements ISceneSerializableComponent {
  103086. /**
  103087. * The component name helpfull to identify the component in the list of scene components.
  103088. */
  103089. readonly name: string;
  103090. /**
  103091. * The scene the component belongs to.
  103092. */
  103093. scene: Scene;
  103094. private _audioEnabled;
  103095. /**
  103096. * Gets whether audio is enabled or not.
  103097. * Please use related enable/disable method to switch state.
  103098. */
  103099. readonly audioEnabled: boolean;
  103100. private _headphone;
  103101. /**
  103102. * Gets whether audio is outputing to headphone or not.
  103103. * Please use the according Switch methods to change output.
  103104. */
  103105. readonly headphone: boolean;
  103106. /**
  103107. * Gets or sets a refresh rate when using 3D audio positioning
  103108. */
  103109. audioPositioningRefreshRate: number;
  103110. private _audioListenerPositionProvider;
  103111. /**
  103112. * Gets the current audio listener position provider
  103113. */
  103114. /**
  103115. * Sets a custom listener position for all sounds in the scene
  103116. * By default, this is the position of the first active camera
  103117. */
  103118. audioListenerPositionProvider: Nullable<() => Vector3>;
  103119. /**
  103120. * Creates a new instance of the component for the given scene
  103121. * @param scene Defines the scene to register the component in
  103122. */
  103123. constructor(scene: Scene);
  103124. /**
  103125. * Registers the component in a given scene
  103126. */
  103127. register(): void;
  103128. /**
  103129. * Rebuilds the elements related to this component in case of
  103130. * context lost for instance.
  103131. */
  103132. rebuild(): void;
  103133. /**
  103134. * Serializes the component data to the specified json object
  103135. * @param serializationObject The object to serialize to
  103136. */
  103137. serialize(serializationObject: any): void;
  103138. /**
  103139. * Adds all the elements from the container to the scene
  103140. * @param container the container holding the elements
  103141. */
  103142. addFromContainer(container: AbstractScene): void;
  103143. /**
  103144. * Removes all the elements in the container from the scene
  103145. * @param container contains the elements to remove
  103146. * @param dispose if the removed element should be disposed (default: false)
  103147. */
  103148. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  103149. /**
  103150. * Disposes the component and the associated ressources.
  103151. */
  103152. dispose(): void;
  103153. /**
  103154. * Disables audio in the associated scene.
  103155. */
  103156. disableAudio(): void;
  103157. /**
  103158. * Enables audio in the associated scene.
  103159. */
  103160. enableAudio(): void;
  103161. /**
  103162. * Switch audio to headphone output.
  103163. */
  103164. switchAudioModeForHeadphones(): void;
  103165. /**
  103166. * Switch audio to normal speakers.
  103167. */
  103168. switchAudioModeForNormalSpeakers(): void;
  103169. private _cachedCameraDirection;
  103170. private _cachedCameraPosition;
  103171. private _lastCheck;
  103172. private _afterRender;
  103173. }
  103174. }
  103175. declare module BABYLON {
  103176. /**
  103177. * Wraps one or more Sound objects and selects one with random weight for playback.
  103178. */
  103179. export class WeightedSound {
  103180. /** When true a Sound will be selected and played when the current playing Sound completes. */
  103181. loop: boolean;
  103182. private _coneInnerAngle;
  103183. private _coneOuterAngle;
  103184. private _volume;
  103185. /** A Sound is currently playing. */
  103186. isPlaying: boolean;
  103187. /** A Sound is currently paused. */
  103188. isPaused: boolean;
  103189. private _sounds;
  103190. private _weights;
  103191. private _currentIndex?;
  103192. /**
  103193. * Creates a new WeightedSound from the list of sounds given.
  103194. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  103195. * @param sounds Array of Sounds that will be selected from.
  103196. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  103197. */
  103198. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  103199. /**
  103200. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  103201. */
  103202. /**
  103203. * The size of cone in degress for a directional sound in which there will be no attenuation.
  103204. */
  103205. directionalConeInnerAngle: number;
  103206. /**
  103207. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103208. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103209. */
  103210. /**
  103211. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103212. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103213. */
  103214. directionalConeOuterAngle: number;
  103215. /**
  103216. * Playback volume.
  103217. */
  103218. /**
  103219. * Playback volume.
  103220. */
  103221. volume: number;
  103222. private _onended;
  103223. /**
  103224. * Suspend playback
  103225. */
  103226. pause(): void;
  103227. /**
  103228. * Stop playback
  103229. */
  103230. stop(): void;
  103231. /**
  103232. * Start playback.
  103233. * @param startOffset Position the clip head at a specific time in seconds.
  103234. */
  103235. play(startOffset?: number): void;
  103236. }
  103237. }
  103238. declare module BABYLON {
  103239. /**
  103240. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  103241. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  103242. */
  103243. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  103244. /**
  103245. * Gets the name of the behavior.
  103246. */
  103247. readonly name: string;
  103248. /**
  103249. * The easing function used by animations
  103250. */
  103251. static EasingFunction: BackEase;
  103252. /**
  103253. * The easing mode used by animations
  103254. */
  103255. static EasingMode: number;
  103256. /**
  103257. * The duration of the animation, in milliseconds
  103258. */
  103259. transitionDuration: number;
  103260. /**
  103261. * Length of the distance animated by the transition when lower radius is reached
  103262. */
  103263. lowerRadiusTransitionRange: number;
  103264. /**
  103265. * Length of the distance animated by the transition when upper radius is reached
  103266. */
  103267. upperRadiusTransitionRange: number;
  103268. private _autoTransitionRange;
  103269. /**
  103270. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103271. */
  103272. /**
  103273. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103274. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  103275. */
  103276. autoTransitionRange: boolean;
  103277. private _attachedCamera;
  103278. private _onAfterCheckInputsObserver;
  103279. private _onMeshTargetChangedObserver;
  103280. /**
  103281. * Initializes the behavior.
  103282. */
  103283. init(): void;
  103284. /**
  103285. * Attaches the behavior to its arc rotate camera.
  103286. * @param camera Defines the camera to attach the behavior to
  103287. */
  103288. attach(camera: ArcRotateCamera): void;
  103289. /**
  103290. * Detaches the behavior from its current arc rotate camera.
  103291. */
  103292. detach(): void;
  103293. private _radiusIsAnimating;
  103294. private _radiusBounceTransition;
  103295. private _animatables;
  103296. private _cachedWheelPrecision;
  103297. /**
  103298. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  103299. * @param radiusLimit The limit to check against.
  103300. * @return Bool to indicate if at limit.
  103301. */
  103302. private _isRadiusAtLimit;
  103303. /**
  103304. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  103305. * @param radiusDelta The delta by which to animate to. Can be negative.
  103306. */
  103307. private _applyBoundRadiusAnimation;
  103308. /**
  103309. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  103310. */
  103311. protected _clearAnimationLocks(): void;
  103312. /**
  103313. * Stops and removes all animations that have been applied to the camera
  103314. */
  103315. stopAllAnimations(): void;
  103316. }
  103317. }
  103318. declare module BABYLON {
  103319. /**
  103320. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  103321. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  103322. */
  103323. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  103324. /**
  103325. * Gets the name of the behavior.
  103326. */
  103327. readonly name: string;
  103328. private _mode;
  103329. private _radiusScale;
  103330. private _positionScale;
  103331. private _defaultElevation;
  103332. private _elevationReturnTime;
  103333. private _elevationReturnWaitTime;
  103334. private _zoomStopsAnimation;
  103335. private _framingTime;
  103336. /**
  103337. * The easing function used by animations
  103338. */
  103339. static EasingFunction: ExponentialEase;
  103340. /**
  103341. * The easing mode used by animations
  103342. */
  103343. static EasingMode: number;
  103344. /**
  103345. * Sets the current mode used by the behavior
  103346. */
  103347. /**
  103348. * Gets current mode used by the behavior.
  103349. */
  103350. mode: number;
  103351. /**
  103352. * Sets the scale applied to the radius (1 by default)
  103353. */
  103354. /**
  103355. * Gets the scale applied to the radius
  103356. */
  103357. radiusScale: number;
  103358. /**
  103359. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103360. */
  103361. /**
  103362. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103363. */
  103364. positionScale: number;
  103365. /**
  103366. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103367. * behaviour is triggered, in radians.
  103368. */
  103369. /**
  103370. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103371. * behaviour is triggered, in radians.
  103372. */
  103373. defaultElevation: number;
  103374. /**
  103375. * Sets the time (in milliseconds) taken to return to the default beta position.
  103376. * Negative value indicates camera should not return to default.
  103377. */
  103378. /**
  103379. * Gets the time (in milliseconds) taken to return to the default beta position.
  103380. * Negative value indicates camera should not return to default.
  103381. */
  103382. elevationReturnTime: number;
  103383. /**
  103384. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103385. */
  103386. /**
  103387. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103388. */
  103389. elevationReturnWaitTime: number;
  103390. /**
  103391. * Sets the flag that indicates if user zooming should stop animation.
  103392. */
  103393. /**
  103394. * Gets the flag that indicates if user zooming should stop animation.
  103395. */
  103396. zoomStopsAnimation: boolean;
  103397. /**
  103398. * Sets the transition time when framing the mesh, in milliseconds
  103399. */
  103400. /**
  103401. * Gets the transition time when framing the mesh, in milliseconds
  103402. */
  103403. framingTime: number;
  103404. /**
  103405. * Define if the behavior should automatically change the configured
  103406. * camera limits and sensibilities.
  103407. */
  103408. autoCorrectCameraLimitsAndSensibility: boolean;
  103409. private _onPrePointerObservableObserver;
  103410. private _onAfterCheckInputsObserver;
  103411. private _onMeshTargetChangedObserver;
  103412. private _attachedCamera;
  103413. private _isPointerDown;
  103414. private _lastInteractionTime;
  103415. /**
  103416. * Initializes the behavior.
  103417. */
  103418. init(): void;
  103419. /**
  103420. * Attaches the behavior to its arc rotate camera.
  103421. * @param camera Defines the camera to attach the behavior to
  103422. */
  103423. attach(camera: ArcRotateCamera): void;
  103424. /**
  103425. * Detaches the behavior from its current arc rotate camera.
  103426. */
  103427. detach(): void;
  103428. private _animatables;
  103429. private _betaIsAnimating;
  103430. private _betaTransition;
  103431. private _radiusTransition;
  103432. private _vectorTransition;
  103433. /**
  103434. * Targets the given mesh and updates zoom level accordingly.
  103435. * @param mesh The mesh to target.
  103436. * @param radius Optional. If a cached radius position already exists, overrides default.
  103437. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103438. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103439. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103440. */
  103441. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103442. /**
  103443. * Targets the given mesh with its children and updates zoom level accordingly.
  103444. * @param mesh The mesh to target.
  103445. * @param radius Optional. If a cached radius position already exists, overrides default.
  103446. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103447. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103448. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103449. */
  103450. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103451. /**
  103452. * Targets the given meshes with their children and updates zoom level accordingly.
  103453. * @param meshes The mesh to target.
  103454. * @param radius Optional. If a cached radius position already exists, overrides default.
  103455. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103456. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103457. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103458. */
  103459. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103460. /**
  103461. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  103462. * @param minimumWorld Determines the smaller position of the bounding box extend
  103463. * @param maximumWorld Determines the bigger position of the bounding box extend
  103464. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103465. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103466. */
  103467. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103468. /**
  103469. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  103470. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  103471. * frustum width.
  103472. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  103473. * to fully enclose the mesh in the viewing frustum.
  103474. */
  103475. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  103476. /**
  103477. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  103478. * is automatically returned to its default position (expected to be above ground plane).
  103479. */
  103480. private _maintainCameraAboveGround;
  103481. /**
  103482. * Returns the frustum slope based on the canvas ratio and camera FOV
  103483. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  103484. */
  103485. private _getFrustumSlope;
  103486. /**
  103487. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  103488. */
  103489. private _clearAnimationLocks;
  103490. /**
  103491. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  103492. */
  103493. private _applyUserInteraction;
  103494. /**
  103495. * Stops and removes all animations that have been applied to the camera
  103496. */
  103497. stopAllAnimations(): void;
  103498. /**
  103499. * Gets a value indicating if the user is moving the camera
  103500. */
  103501. readonly isUserIsMoving: boolean;
  103502. /**
  103503. * The camera can move all the way towards the mesh.
  103504. */
  103505. static IgnoreBoundsSizeMode: number;
  103506. /**
  103507. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  103508. */
  103509. static FitFrustumSidesMode: number;
  103510. }
  103511. }
  103512. declare module BABYLON {
  103513. /**
  103514. * Base class for Camera Pointer Inputs.
  103515. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  103516. * for example usage.
  103517. */
  103518. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  103519. /**
  103520. * Defines the camera the input is attached to.
  103521. */
  103522. abstract camera: Camera;
  103523. /**
  103524. * Whether keyboard modifier keys are pressed at time of last mouse event.
  103525. */
  103526. protected _altKey: boolean;
  103527. protected _ctrlKey: boolean;
  103528. protected _metaKey: boolean;
  103529. protected _shiftKey: boolean;
  103530. /**
  103531. * Which mouse buttons were pressed at time of last mouse event.
  103532. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  103533. */
  103534. protected _buttonsPressed: number;
  103535. /**
  103536. * Defines the buttons associated with the input to handle camera move.
  103537. */
  103538. buttons: number[];
  103539. /**
  103540. * Attach the input controls to a specific dom element to get the input from.
  103541. * @param element Defines the element the controls should be listened from
  103542. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103543. */
  103544. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103545. /**
  103546. * Detach the current controls from the specified dom element.
  103547. * @param element Defines the element to stop listening the inputs from
  103548. */
  103549. detachControl(element: Nullable<HTMLElement>): void;
  103550. /**
  103551. * Gets the class name of the current input.
  103552. * @returns the class name
  103553. */
  103554. getClassName(): string;
  103555. /**
  103556. * Get the friendly name associated with the input class.
  103557. * @returns the input friendly name
  103558. */
  103559. getSimpleName(): string;
  103560. /**
  103561. * Called on pointer POINTERDOUBLETAP event.
  103562. * Override this method to provide functionality on POINTERDOUBLETAP event.
  103563. */
  103564. protected onDoubleTap(type: string): void;
  103565. /**
  103566. * Called on pointer POINTERMOVE event if only a single touch is active.
  103567. * Override this method to provide functionality.
  103568. */
  103569. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103570. /**
  103571. * Called on pointer POINTERMOVE event if multiple touches are active.
  103572. * Override this method to provide functionality.
  103573. */
  103574. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103575. /**
  103576. * Called on JS contextmenu event.
  103577. * Override this method to provide functionality.
  103578. */
  103579. protected onContextMenu(evt: PointerEvent): void;
  103580. /**
  103581. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103582. * press.
  103583. * Override this method to provide functionality.
  103584. */
  103585. protected onButtonDown(evt: PointerEvent): void;
  103586. /**
  103587. * Called each time a new POINTERUP event occurs. Ie, for each button
  103588. * release.
  103589. * Override this method to provide functionality.
  103590. */
  103591. protected onButtonUp(evt: PointerEvent): void;
  103592. /**
  103593. * Called when window becomes inactive.
  103594. * Override this method to provide functionality.
  103595. */
  103596. protected onLostFocus(): void;
  103597. private _pointerInput;
  103598. private _observer;
  103599. private _onLostFocus;
  103600. private pointA;
  103601. private pointB;
  103602. }
  103603. }
  103604. declare module BABYLON {
  103605. /**
  103606. * Manage the pointers inputs to control an arc rotate camera.
  103607. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103608. */
  103609. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  103610. /**
  103611. * Defines the camera the input is attached to.
  103612. */
  103613. camera: ArcRotateCamera;
  103614. /**
  103615. * Gets the class name of the current input.
  103616. * @returns the class name
  103617. */
  103618. getClassName(): string;
  103619. /**
  103620. * Defines the buttons associated with the input to handle camera move.
  103621. */
  103622. buttons: number[];
  103623. /**
  103624. * Defines the pointer angular sensibility along the X axis or how fast is
  103625. * the camera rotating.
  103626. */
  103627. angularSensibilityX: number;
  103628. /**
  103629. * Defines the pointer angular sensibility along the Y axis or how fast is
  103630. * the camera rotating.
  103631. */
  103632. angularSensibilityY: number;
  103633. /**
  103634. * Defines the pointer pinch precision or how fast is the camera zooming.
  103635. */
  103636. pinchPrecision: number;
  103637. /**
  103638. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103639. * from 0.
  103640. * It defines the percentage of current camera.radius to use as delta when
  103641. * pinch zoom is used.
  103642. */
  103643. pinchDeltaPercentage: number;
  103644. /**
  103645. * Defines the pointer panning sensibility or how fast is the camera moving.
  103646. */
  103647. panningSensibility: number;
  103648. /**
  103649. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  103650. */
  103651. multiTouchPanning: boolean;
  103652. /**
  103653. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  103654. * zoom (pinch) through multitouch.
  103655. */
  103656. multiTouchPanAndZoom: boolean;
  103657. /**
  103658. * Revers pinch action direction.
  103659. */
  103660. pinchInwards: boolean;
  103661. private _isPanClick;
  103662. private _twoFingerActivityCount;
  103663. private _isPinching;
  103664. /**
  103665. * Called on pointer POINTERMOVE event if only a single touch is active.
  103666. */
  103667. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103668. /**
  103669. * Called on pointer POINTERDOUBLETAP event.
  103670. */
  103671. protected onDoubleTap(type: string): void;
  103672. /**
  103673. * Called on pointer POINTERMOVE event if multiple touches are active.
  103674. */
  103675. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103676. /**
  103677. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103678. * press.
  103679. */
  103680. protected onButtonDown(evt: PointerEvent): void;
  103681. /**
  103682. * Called each time a new POINTERUP event occurs. Ie, for each button
  103683. * release.
  103684. */
  103685. protected onButtonUp(evt: PointerEvent): void;
  103686. /**
  103687. * Called when window becomes inactive.
  103688. */
  103689. protected onLostFocus(): void;
  103690. }
  103691. }
  103692. declare module BABYLON {
  103693. /**
  103694. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  103695. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103696. */
  103697. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  103698. /**
  103699. * Defines the camera the input is attached to.
  103700. */
  103701. camera: ArcRotateCamera;
  103702. /**
  103703. * Defines the list of key codes associated with the up action (increase alpha)
  103704. */
  103705. keysUp: number[];
  103706. /**
  103707. * Defines the list of key codes associated with the down action (decrease alpha)
  103708. */
  103709. keysDown: number[];
  103710. /**
  103711. * Defines the list of key codes associated with the left action (increase beta)
  103712. */
  103713. keysLeft: number[];
  103714. /**
  103715. * Defines the list of key codes associated with the right action (decrease beta)
  103716. */
  103717. keysRight: number[];
  103718. /**
  103719. * Defines the list of key codes associated with the reset action.
  103720. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  103721. */
  103722. keysReset: number[];
  103723. /**
  103724. * Defines the panning sensibility of the inputs.
  103725. * (How fast is the camera paning)
  103726. */
  103727. panningSensibility: number;
  103728. /**
  103729. * Defines the zooming sensibility of the inputs.
  103730. * (How fast is the camera zooming)
  103731. */
  103732. zoomingSensibility: number;
  103733. /**
  103734. * Defines wether maintaining the alt key down switch the movement mode from
  103735. * orientation to zoom.
  103736. */
  103737. useAltToZoom: boolean;
  103738. /**
  103739. * Rotation speed of the camera
  103740. */
  103741. angularSpeed: number;
  103742. private _keys;
  103743. private _ctrlPressed;
  103744. private _altPressed;
  103745. private _onCanvasBlurObserver;
  103746. private _onKeyboardObserver;
  103747. private _engine;
  103748. private _scene;
  103749. /**
  103750. * Attach the input controls to a specific dom element to get the input from.
  103751. * @param element Defines the element the controls should be listened from
  103752. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103753. */
  103754. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103755. /**
  103756. * Detach the current controls from the specified dom element.
  103757. * @param element Defines the element to stop listening the inputs from
  103758. */
  103759. detachControl(element: Nullable<HTMLElement>): void;
  103760. /**
  103761. * Update the current camera state depending on the inputs that have been used this frame.
  103762. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103763. */
  103764. checkInputs(): void;
  103765. /**
  103766. * Gets the class name of the current intput.
  103767. * @returns the class name
  103768. */
  103769. getClassName(): string;
  103770. /**
  103771. * Get the friendly name associated with the input class.
  103772. * @returns the input friendly name
  103773. */
  103774. getSimpleName(): string;
  103775. }
  103776. }
  103777. declare module BABYLON {
  103778. /**
  103779. * Manage the mouse wheel inputs to control an arc rotate camera.
  103780. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103781. */
  103782. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  103783. /**
  103784. * Defines the camera the input is attached to.
  103785. */
  103786. camera: ArcRotateCamera;
  103787. /**
  103788. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  103789. */
  103790. wheelPrecision: number;
  103791. /**
  103792. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103793. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103794. */
  103795. wheelDeltaPercentage: number;
  103796. private _wheel;
  103797. private _observer;
  103798. private computeDeltaFromMouseWheelLegacyEvent;
  103799. /**
  103800. * Attach the input controls to a specific dom element to get the input from.
  103801. * @param element Defines the element the controls should be listened from
  103802. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103803. */
  103804. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103805. /**
  103806. * Detach the current controls from the specified dom element.
  103807. * @param element Defines the element to stop listening the inputs from
  103808. */
  103809. detachControl(element: Nullable<HTMLElement>): void;
  103810. /**
  103811. * Gets the class name of the current intput.
  103812. * @returns the class name
  103813. */
  103814. getClassName(): string;
  103815. /**
  103816. * Get the friendly name associated with the input class.
  103817. * @returns the input friendly name
  103818. */
  103819. getSimpleName(): string;
  103820. }
  103821. }
  103822. declare module BABYLON {
  103823. /**
  103824. * Default Inputs manager for the ArcRotateCamera.
  103825. * It groups all the default supported inputs for ease of use.
  103826. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103827. */
  103828. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  103829. /**
  103830. * Instantiates a new ArcRotateCameraInputsManager.
  103831. * @param camera Defines the camera the inputs belong to
  103832. */
  103833. constructor(camera: ArcRotateCamera);
  103834. /**
  103835. * Add mouse wheel input support to the input manager.
  103836. * @returns the current input manager
  103837. */
  103838. addMouseWheel(): ArcRotateCameraInputsManager;
  103839. /**
  103840. * Add pointers input support to the input manager.
  103841. * @returns the current input manager
  103842. */
  103843. addPointers(): ArcRotateCameraInputsManager;
  103844. /**
  103845. * Add keyboard input support to the input manager.
  103846. * @returns the current input manager
  103847. */
  103848. addKeyboard(): ArcRotateCameraInputsManager;
  103849. }
  103850. }
  103851. declare module BABYLON {
  103852. /**
  103853. * This represents an orbital type of camera.
  103854. *
  103855. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  103856. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  103857. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  103858. */
  103859. export class ArcRotateCamera extends TargetCamera {
  103860. /**
  103861. * Defines the rotation angle of the camera along the longitudinal axis.
  103862. */
  103863. alpha: number;
  103864. /**
  103865. * Defines the rotation angle of the camera along the latitudinal axis.
  103866. */
  103867. beta: number;
  103868. /**
  103869. * Defines the radius of the camera from it s target point.
  103870. */
  103871. radius: number;
  103872. protected _target: Vector3;
  103873. protected _targetHost: Nullable<AbstractMesh>;
  103874. /**
  103875. * Defines the target point of the camera.
  103876. * The camera looks towards it form the radius distance.
  103877. */
  103878. target: Vector3;
  103879. /**
  103880. * Define the current local position of the camera in the scene
  103881. */
  103882. position: Vector3;
  103883. protected _upVector: Vector3;
  103884. protected _upToYMatrix: Matrix;
  103885. protected _YToUpMatrix: Matrix;
  103886. /**
  103887. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  103888. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  103889. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  103890. */
  103891. upVector: Vector3;
  103892. /**
  103893. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  103894. */
  103895. setMatUp(): void;
  103896. /**
  103897. * Current inertia value on the longitudinal axis.
  103898. * The bigger this number the longer it will take for the camera to stop.
  103899. */
  103900. inertialAlphaOffset: number;
  103901. /**
  103902. * Current inertia value on the latitudinal axis.
  103903. * The bigger this number the longer it will take for the camera to stop.
  103904. */
  103905. inertialBetaOffset: number;
  103906. /**
  103907. * Current inertia value on the radius axis.
  103908. * The bigger this number the longer it will take for the camera to stop.
  103909. */
  103910. inertialRadiusOffset: number;
  103911. /**
  103912. * Minimum allowed angle on the longitudinal axis.
  103913. * This can help limiting how the Camera is able to move in the scene.
  103914. */
  103915. lowerAlphaLimit: Nullable<number>;
  103916. /**
  103917. * Maximum allowed angle on the longitudinal axis.
  103918. * This can help limiting how the Camera is able to move in the scene.
  103919. */
  103920. upperAlphaLimit: Nullable<number>;
  103921. /**
  103922. * Minimum allowed angle on the latitudinal axis.
  103923. * This can help limiting how the Camera is able to move in the scene.
  103924. */
  103925. lowerBetaLimit: number;
  103926. /**
  103927. * Maximum allowed angle on the latitudinal axis.
  103928. * This can help limiting how the Camera is able to move in the scene.
  103929. */
  103930. upperBetaLimit: number;
  103931. /**
  103932. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  103933. * This can help limiting how the Camera is able to move in the scene.
  103934. */
  103935. lowerRadiusLimit: Nullable<number>;
  103936. /**
  103937. * Maximum allowed distance of the camera to the target (The camera can not get further).
  103938. * This can help limiting how the Camera is able to move in the scene.
  103939. */
  103940. upperRadiusLimit: Nullable<number>;
  103941. /**
  103942. * Defines the current inertia value used during panning of the camera along the X axis.
  103943. */
  103944. inertialPanningX: number;
  103945. /**
  103946. * Defines the current inertia value used during panning of the camera along the Y axis.
  103947. */
  103948. inertialPanningY: number;
  103949. /**
  103950. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  103951. * Basically if your fingers moves away from more than this distance you will be considered
  103952. * in pinch mode.
  103953. */
  103954. pinchToPanMaxDistance: number;
  103955. /**
  103956. * Defines the maximum distance the camera can pan.
  103957. * This could help keeping the cammera always in your scene.
  103958. */
  103959. panningDistanceLimit: Nullable<number>;
  103960. /**
  103961. * Defines the target of the camera before paning.
  103962. */
  103963. panningOriginTarget: Vector3;
  103964. /**
  103965. * Defines the value of the inertia used during panning.
  103966. * 0 would mean stop inertia and one would mean no decelleration at all.
  103967. */
  103968. panningInertia: number;
  103969. /**
  103970. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  103971. */
  103972. angularSensibilityX: number;
  103973. /**
  103974. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  103975. */
  103976. angularSensibilityY: number;
  103977. /**
  103978. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  103979. */
  103980. pinchPrecision: number;
  103981. /**
  103982. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  103983. * It will be used instead of pinchDeltaPrecision if different from 0.
  103984. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  103985. */
  103986. pinchDeltaPercentage: number;
  103987. /**
  103988. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  103989. */
  103990. panningSensibility: number;
  103991. /**
  103992. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  103993. */
  103994. keysUp: number[];
  103995. /**
  103996. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  103997. */
  103998. keysDown: number[];
  103999. /**
  104000. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  104001. */
  104002. keysLeft: number[];
  104003. /**
  104004. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  104005. */
  104006. keysRight: number[];
  104007. /**
  104008. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104009. */
  104010. wheelPrecision: number;
  104011. /**
  104012. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104013. * It will be used instead of pinchDeltaPrecision if different from 0.
  104014. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104015. */
  104016. wheelDeltaPercentage: number;
  104017. /**
  104018. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104019. */
  104020. zoomOnFactor: number;
  104021. /**
  104022. * Defines a screen offset for the camera position.
  104023. */
  104024. targetScreenOffset: Vector2;
  104025. /**
  104026. * Allows the camera to be completely reversed.
  104027. * If false the camera can not arrive upside down.
  104028. */
  104029. allowUpsideDown: boolean;
  104030. /**
  104031. * Define if double tap/click is used to restore the previously saved state of the camera.
  104032. */
  104033. useInputToRestoreState: boolean;
  104034. /** @hidden */
  104035. _viewMatrix: Matrix;
  104036. /** @hidden */
  104037. _useCtrlForPanning: boolean;
  104038. /** @hidden */
  104039. _panningMouseButton: number;
  104040. /**
  104041. * Defines the input associated to the camera.
  104042. */
  104043. inputs: ArcRotateCameraInputsManager;
  104044. /** @hidden */
  104045. _reset: () => void;
  104046. /**
  104047. * Defines the allowed panning axis.
  104048. */
  104049. panningAxis: Vector3;
  104050. protected _localDirection: Vector3;
  104051. protected _transformedDirection: Vector3;
  104052. private _bouncingBehavior;
  104053. /**
  104054. * Gets the bouncing behavior of the camera if it has been enabled.
  104055. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104056. */
  104057. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104058. /**
  104059. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104060. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104061. */
  104062. useBouncingBehavior: boolean;
  104063. private _framingBehavior;
  104064. /**
  104065. * Gets the framing behavior of the camera if it has been enabled.
  104066. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104067. */
  104068. readonly framingBehavior: Nullable<FramingBehavior>;
  104069. /**
  104070. * Defines if the framing behavior of the camera is enabled on the camera.
  104071. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104072. */
  104073. useFramingBehavior: boolean;
  104074. private _autoRotationBehavior;
  104075. /**
  104076. * Gets the auto rotation behavior of the camera if it has been enabled.
  104077. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104078. */
  104079. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104080. /**
  104081. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104082. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104083. */
  104084. useAutoRotationBehavior: boolean;
  104085. /**
  104086. * Observable triggered when the mesh target has been changed on the camera.
  104087. */
  104088. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104089. /**
  104090. * Event raised when the camera is colliding with a mesh.
  104091. */
  104092. onCollide: (collidedMesh: AbstractMesh) => void;
  104093. /**
  104094. * Defines whether the camera should check collision with the objects oh the scene.
  104095. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104096. */
  104097. checkCollisions: boolean;
  104098. /**
  104099. * Defines the collision radius of the camera.
  104100. * This simulates a sphere around the camera.
  104101. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104102. */
  104103. collisionRadius: Vector3;
  104104. protected _collider: Collider;
  104105. protected _previousPosition: Vector3;
  104106. protected _collisionVelocity: Vector3;
  104107. protected _newPosition: Vector3;
  104108. protected _previousAlpha: number;
  104109. protected _previousBeta: number;
  104110. protected _previousRadius: number;
  104111. protected _collisionTriggered: boolean;
  104112. protected _targetBoundingCenter: Nullable<Vector3>;
  104113. private _computationVector;
  104114. /**
  104115. * Instantiates a new ArcRotateCamera in a given scene
  104116. * @param name Defines the name of the camera
  104117. * @param alpha Defines the camera rotation along the logitudinal axis
  104118. * @param beta Defines the camera rotation along the latitudinal axis
  104119. * @param radius Defines the camera distance from its target
  104120. * @param target Defines the camera target
  104121. * @param scene Defines the scene the camera belongs to
  104122. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104123. */
  104124. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104125. /** @hidden */
  104126. _initCache(): void;
  104127. /** @hidden */
  104128. _updateCache(ignoreParentClass?: boolean): void;
  104129. protected _getTargetPosition(): Vector3;
  104130. private _storedAlpha;
  104131. private _storedBeta;
  104132. private _storedRadius;
  104133. private _storedTarget;
  104134. private _storedTargetScreenOffset;
  104135. /**
  104136. * Stores the current state of the camera (alpha, beta, radius and target)
  104137. * @returns the camera itself
  104138. */
  104139. storeState(): Camera;
  104140. /**
  104141. * @hidden
  104142. * Restored camera state. You must call storeState() first
  104143. */
  104144. _restoreStateValues(): boolean;
  104145. /** @hidden */
  104146. _isSynchronizedViewMatrix(): boolean;
  104147. /**
  104148. * Attached controls to the current camera.
  104149. * @param element Defines the element the controls should be listened from
  104150. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104151. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  104152. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  104153. */
  104154. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  104155. /**
  104156. * Detach the current controls from the camera.
  104157. * The camera will stop reacting to inputs.
  104158. * @param element Defines the element to stop listening the inputs from
  104159. */
  104160. detachControl(element: HTMLElement): void;
  104161. /** @hidden */
  104162. _checkInputs(): void;
  104163. protected _checkLimits(): void;
  104164. /**
  104165. * Rebuilds angles (alpha, beta) and radius from the give position and target
  104166. */
  104167. rebuildAnglesAndRadius(): void;
  104168. /**
  104169. * Use a position to define the current camera related information like alpha, beta and radius
  104170. * @param position Defines the position to set the camera at
  104171. */
  104172. setPosition(position: Vector3): void;
  104173. /**
  104174. * Defines the target the camera should look at.
  104175. * This will automatically adapt alpha beta and radius to fit within the new target.
  104176. * @param target Defines the new target as a Vector or a mesh
  104177. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  104178. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  104179. */
  104180. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  104181. /** @hidden */
  104182. _getViewMatrix(): Matrix;
  104183. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  104184. /**
  104185. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  104186. * @param meshes Defines the mesh to zoom on
  104187. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  104188. */
  104189. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  104190. /**
  104191. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  104192. * The target will be changed but the radius
  104193. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  104194. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  104195. */
  104196. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  104197. min: Vector3;
  104198. max: Vector3;
  104199. distance: number;
  104200. }, doNotUpdateMaxZ?: boolean): void;
  104201. /**
  104202. * @override
  104203. * Override Camera.createRigCamera
  104204. */
  104205. createRigCamera(name: string, cameraIndex: number): Camera;
  104206. /**
  104207. * @hidden
  104208. * @override
  104209. * Override Camera._updateRigCameras
  104210. */
  104211. _updateRigCameras(): void;
  104212. /**
  104213. * Destroy the camera and release the current resources hold by it.
  104214. */
  104215. dispose(): void;
  104216. /**
  104217. * Gets the current object class name.
  104218. * @return the class name
  104219. */
  104220. getClassName(): string;
  104221. }
  104222. }
  104223. declare module BABYLON {
  104224. /**
  104225. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  104226. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104227. */
  104228. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  104229. /**
  104230. * Gets the name of the behavior.
  104231. */
  104232. readonly name: string;
  104233. private _zoomStopsAnimation;
  104234. private _idleRotationSpeed;
  104235. private _idleRotationWaitTime;
  104236. private _idleRotationSpinupTime;
  104237. /**
  104238. * Sets the flag that indicates if user zooming should stop animation.
  104239. */
  104240. /**
  104241. * Gets the flag that indicates if user zooming should stop animation.
  104242. */
  104243. zoomStopsAnimation: boolean;
  104244. /**
  104245. * Sets the default speed at which the camera rotates around the model.
  104246. */
  104247. /**
  104248. * Gets the default speed at which the camera rotates around the model.
  104249. */
  104250. idleRotationSpeed: number;
  104251. /**
  104252. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  104253. */
  104254. /**
  104255. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  104256. */
  104257. idleRotationWaitTime: number;
  104258. /**
  104259. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104260. */
  104261. /**
  104262. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104263. */
  104264. idleRotationSpinupTime: number;
  104265. /**
  104266. * Gets a value indicating if the camera is currently rotating because of this behavior
  104267. */
  104268. readonly rotationInProgress: boolean;
  104269. private _onPrePointerObservableObserver;
  104270. private _onAfterCheckInputsObserver;
  104271. private _attachedCamera;
  104272. private _isPointerDown;
  104273. private _lastFrameTime;
  104274. private _lastInteractionTime;
  104275. private _cameraRotationSpeed;
  104276. /**
  104277. * Initializes the behavior.
  104278. */
  104279. init(): void;
  104280. /**
  104281. * Attaches the behavior to its arc rotate camera.
  104282. * @param camera Defines the camera to attach the behavior to
  104283. */
  104284. attach(camera: ArcRotateCamera): void;
  104285. /**
  104286. * Detaches the behavior from its current arc rotate camera.
  104287. */
  104288. detach(): void;
  104289. /**
  104290. * Returns true if user is scrolling.
  104291. * @return true if user is scrolling.
  104292. */
  104293. private _userIsZooming;
  104294. private _lastFrameRadius;
  104295. private _shouldAnimationStopForInteraction;
  104296. /**
  104297. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104298. */
  104299. private _applyUserInteraction;
  104300. private _userIsMoving;
  104301. }
  104302. }
  104303. declare module BABYLON {
  104304. /**
  104305. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  104306. */
  104307. export class AttachToBoxBehavior implements Behavior<Mesh> {
  104308. private ui;
  104309. /**
  104310. * The name of the behavior
  104311. */
  104312. name: string;
  104313. /**
  104314. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  104315. */
  104316. distanceAwayFromFace: number;
  104317. /**
  104318. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  104319. */
  104320. distanceAwayFromBottomOfFace: number;
  104321. private _faceVectors;
  104322. private _target;
  104323. private _scene;
  104324. private _onRenderObserver;
  104325. private _tmpMatrix;
  104326. private _tmpVector;
  104327. /**
  104328. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  104329. * @param ui The transform node that should be attched to the mesh
  104330. */
  104331. constructor(ui: TransformNode);
  104332. /**
  104333. * Initializes the behavior
  104334. */
  104335. init(): void;
  104336. private _closestFace;
  104337. private _zeroVector;
  104338. private _lookAtTmpMatrix;
  104339. private _lookAtToRef;
  104340. /**
  104341. * Attaches the AttachToBoxBehavior to the passed in mesh
  104342. * @param target The mesh that the specified node will be attached to
  104343. */
  104344. attach(target: Mesh): void;
  104345. /**
  104346. * Detaches the behavior from the mesh
  104347. */
  104348. detach(): void;
  104349. }
  104350. }
  104351. declare module BABYLON {
  104352. /**
  104353. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  104354. */
  104355. export class FadeInOutBehavior implements Behavior<Mesh> {
  104356. /**
  104357. * Time in milliseconds to delay before fading in (Default: 0)
  104358. */
  104359. delay: number;
  104360. /**
  104361. * Time in milliseconds for the mesh to fade in (Default: 300)
  104362. */
  104363. fadeInTime: number;
  104364. private _millisecondsPerFrame;
  104365. private _hovered;
  104366. private _hoverValue;
  104367. private _ownerNode;
  104368. /**
  104369. * Instatiates the FadeInOutBehavior
  104370. */
  104371. constructor();
  104372. /**
  104373. * The name of the behavior
  104374. */
  104375. readonly name: string;
  104376. /**
  104377. * Initializes the behavior
  104378. */
  104379. init(): void;
  104380. /**
  104381. * Attaches the fade behavior on the passed in mesh
  104382. * @param ownerNode The mesh that will be faded in/out once attached
  104383. */
  104384. attach(ownerNode: Mesh): void;
  104385. /**
  104386. * Detaches the behavior from the mesh
  104387. */
  104388. detach(): void;
  104389. /**
  104390. * Triggers the mesh to begin fading in or out
  104391. * @param value if the object should fade in or out (true to fade in)
  104392. */
  104393. fadeIn(value: boolean): void;
  104394. private _update;
  104395. private _setAllVisibility;
  104396. }
  104397. }
  104398. declare module BABYLON {
  104399. /**
  104400. * Class containing a set of static utilities functions for managing Pivots
  104401. * @hidden
  104402. */
  104403. export class PivotTools {
  104404. private static _PivotCached;
  104405. private static _OldPivotPoint;
  104406. private static _PivotTranslation;
  104407. private static _PivotTmpVector;
  104408. /** @hidden */
  104409. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  104410. /** @hidden */
  104411. static _RestorePivotPoint(mesh: AbstractMesh): void;
  104412. }
  104413. }
  104414. declare module BABYLON {
  104415. /**
  104416. * Class containing static functions to help procedurally build meshes
  104417. */
  104418. export class PlaneBuilder {
  104419. /**
  104420. * Creates a plane mesh
  104421. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  104422. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  104423. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  104424. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104425. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  104426. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104427. * @param name defines the name of the mesh
  104428. * @param options defines the options used to create the mesh
  104429. * @param scene defines the hosting scene
  104430. * @returns the plane mesh
  104431. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  104432. */
  104433. static CreatePlane(name: string, options: {
  104434. size?: number;
  104435. width?: number;
  104436. height?: number;
  104437. sideOrientation?: number;
  104438. frontUVs?: Vector4;
  104439. backUVs?: Vector4;
  104440. updatable?: boolean;
  104441. sourcePlane?: Plane;
  104442. }, scene?: Nullable<Scene>): Mesh;
  104443. }
  104444. }
  104445. declare module BABYLON {
  104446. /**
  104447. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  104448. */
  104449. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  104450. private static _AnyMouseID;
  104451. /**
  104452. * Abstract mesh the behavior is set on
  104453. */
  104454. attachedNode: AbstractMesh;
  104455. private _dragPlane;
  104456. private _scene;
  104457. private _pointerObserver;
  104458. private _beforeRenderObserver;
  104459. private static _planeScene;
  104460. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  104461. /**
  104462. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  104463. */
  104464. maxDragAngle: number;
  104465. /**
  104466. * @hidden
  104467. */
  104468. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  104469. /**
  104470. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104471. */
  104472. currentDraggingPointerID: number;
  104473. /**
  104474. * The last position where the pointer hit the drag plane in world space
  104475. */
  104476. lastDragPosition: Vector3;
  104477. /**
  104478. * If the behavior is currently in a dragging state
  104479. */
  104480. dragging: boolean;
  104481. /**
  104482. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  104483. */
  104484. dragDeltaRatio: number;
  104485. /**
  104486. * If the drag plane orientation should be updated during the dragging (Default: true)
  104487. */
  104488. updateDragPlane: boolean;
  104489. private _debugMode;
  104490. private _moving;
  104491. /**
  104492. * Fires each time the attached mesh is dragged with the pointer
  104493. * * delta between last drag position and current drag position in world space
  104494. * * dragDistance along the drag axis
  104495. * * dragPlaneNormal normal of the current drag plane used during the drag
  104496. * * dragPlanePoint in world space where the drag intersects the drag plane
  104497. */
  104498. onDragObservable: Observable<{
  104499. delta: Vector3;
  104500. dragPlanePoint: Vector3;
  104501. dragPlaneNormal: Vector3;
  104502. dragDistance: number;
  104503. pointerId: number;
  104504. }>;
  104505. /**
  104506. * Fires each time a drag begins (eg. mouse down on mesh)
  104507. */
  104508. onDragStartObservable: Observable<{
  104509. dragPlanePoint: Vector3;
  104510. pointerId: number;
  104511. }>;
  104512. /**
  104513. * Fires each time a drag ends (eg. mouse release after drag)
  104514. */
  104515. onDragEndObservable: Observable<{
  104516. dragPlanePoint: Vector3;
  104517. pointerId: number;
  104518. }>;
  104519. /**
  104520. * If the attached mesh should be moved when dragged
  104521. */
  104522. moveAttached: boolean;
  104523. /**
  104524. * If the drag behavior will react to drag events (Default: true)
  104525. */
  104526. enabled: boolean;
  104527. /**
  104528. * If pointer events should start and release the drag (Default: true)
  104529. */
  104530. startAndReleaseDragOnPointerEvents: boolean;
  104531. /**
  104532. * If camera controls should be detached during the drag
  104533. */
  104534. detachCameraControls: boolean;
  104535. /**
  104536. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  104537. */
  104538. useObjectOrienationForDragging: boolean;
  104539. private _options;
  104540. /**
  104541. * Creates a pointer drag behavior that can be attached to a mesh
  104542. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  104543. */
  104544. constructor(options?: {
  104545. dragAxis?: Vector3;
  104546. dragPlaneNormal?: Vector3;
  104547. });
  104548. /**
  104549. * Predicate to determine if it is valid to move the object to a new position when it is moved
  104550. */
  104551. validateDrag: (targetPosition: Vector3) => boolean;
  104552. /**
  104553. * The name of the behavior
  104554. */
  104555. readonly name: string;
  104556. /**
  104557. * Initializes the behavior
  104558. */
  104559. init(): void;
  104560. private _tmpVector;
  104561. private _alternatePickedPoint;
  104562. private _worldDragAxis;
  104563. private _targetPosition;
  104564. private _attachedElement;
  104565. /**
  104566. * Attaches the drag behavior the passed in mesh
  104567. * @param ownerNode The mesh that will be dragged around once attached
  104568. * @param predicate Predicate to use for pick filtering
  104569. */
  104570. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  104571. /**
  104572. * Force relase the drag action by code.
  104573. */
  104574. releaseDrag(): void;
  104575. private _startDragRay;
  104576. private _lastPointerRay;
  104577. /**
  104578. * Simulates the start of a pointer drag event on the behavior
  104579. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  104580. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  104581. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  104582. */
  104583. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  104584. private _startDrag;
  104585. private _dragDelta;
  104586. private _moveDrag;
  104587. private _pickWithRayOnDragPlane;
  104588. private _pointA;
  104589. private _pointB;
  104590. private _pointC;
  104591. private _lineA;
  104592. private _lineB;
  104593. private _localAxis;
  104594. private _lookAt;
  104595. private _updateDragPlanePosition;
  104596. /**
  104597. * Detaches the behavior from the mesh
  104598. */
  104599. detach(): void;
  104600. }
  104601. }
  104602. declare module BABYLON {
  104603. /**
  104604. * A behavior that when attached to a mesh will allow the mesh to be scaled
  104605. */
  104606. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  104607. private _dragBehaviorA;
  104608. private _dragBehaviorB;
  104609. private _startDistance;
  104610. private _initialScale;
  104611. private _targetScale;
  104612. private _ownerNode;
  104613. private _sceneRenderObserver;
  104614. /**
  104615. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  104616. */
  104617. constructor();
  104618. /**
  104619. * The name of the behavior
  104620. */
  104621. readonly name: string;
  104622. /**
  104623. * Initializes the behavior
  104624. */
  104625. init(): void;
  104626. private _getCurrentDistance;
  104627. /**
  104628. * Attaches the scale behavior the passed in mesh
  104629. * @param ownerNode The mesh that will be scaled around once attached
  104630. */
  104631. attach(ownerNode: Mesh): void;
  104632. /**
  104633. * Detaches the behavior from the mesh
  104634. */
  104635. detach(): void;
  104636. }
  104637. }
  104638. declare module BABYLON {
  104639. /**
  104640. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  104641. */
  104642. export class SixDofDragBehavior implements Behavior<Mesh> {
  104643. private static _virtualScene;
  104644. private _ownerNode;
  104645. private _sceneRenderObserver;
  104646. private _scene;
  104647. private _targetPosition;
  104648. private _virtualOriginMesh;
  104649. private _virtualDragMesh;
  104650. private _pointerObserver;
  104651. private _moving;
  104652. private _startingOrientation;
  104653. /**
  104654. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  104655. */
  104656. private zDragFactor;
  104657. /**
  104658. * If the object should rotate to face the drag origin
  104659. */
  104660. rotateDraggedObject: boolean;
  104661. /**
  104662. * If the behavior is currently in a dragging state
  104663. */
  104664. dragging: boolean;
  104665. /**
  104666. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  104667. */
  104668. dragDeltaRatio: number;
  104669. /**
  104670. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104671. */
  104672. currentDraggingPointerID: number;
  104673. /**
  104674. * If camera controls should be detached during the drag
  104675. */
  104676. detachCameraControls: boolean;
  104677. /**
  104678. * Fires each time a drag starts
  104679. */
  104680. onDragStartObservable: Observable<{}>;
  104681. /**
  104682. * Fires each time a drag ends (eg. mouse release after drag)
  104683. */
  104684. onDragEndObservable: Observable<{}>;
  104685. /**
  104686. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  104687. */
  104688. constructor();
  104689. /**
  104690. * The name of the behavior
  104691. */
  104692. readonly name: string;
  104693. /**
  104694. * Initializes the behavior
  104695. */
  104696. init(): void;
  104697. /**
  104698. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  104699. */
  104700. private readonly _pointerCamera;
  104701. /**
  104702. * Attaches the scale behavior the passed in mesh
  104703. * @param ownerNode The mesh that will be scaled around once attached
  104704. */
  104705. attach(ownerNode: Mesh): void;
  104706. /**
  104707. * Detaches the behavior from the mesh
  104708. */
  104709. detach(): void;
  104710. }
  104711. }
  104712. declare module BABYLON {
  104713. /**
  104714. * Class used to apply inverse kinematics to bones
  104715. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  104716. */
  104717. export class BoneIKController {
  104718. private static _tmpVecs;
  104719. private static _tmpQuat;
  104720. private static _tmpMats;
  104721. /**
  104722. * Gets or sets the target mesh
  104723. */
  104724. targetMesh: AbstractMesh;
  104725. /** Gets or sets the mesh used as pole */
  104726. poleTargetMesh: AbstractMesh;
  104727. /**
  104728. * Gets or sets the bone used as pole
  104729. */
  104730. poleTargetBone: Nullable<Bone>;
  104731. /**
  104732. * Gets or sets the target position
  104733. */
  104734. targetPosition: Vector3;
  104735. /**
  104736. * Gets or sets the pole target position
  104737. */
  104738. poleTargetPosition: Vector3;
  104739. /**
  104740. * Gets or sets the pole target local offset
  104741. */
  104742. poleTargetLocalOffset: Vector3;
  104743. /**
  104744. * Gets or sets the pole angle
  104745. */
  104746. poleAngle: number;
  104747. /**
  104748. * Gets or sets the mesh associated with the controller
  104749. */
  104750. mesh: AbstractMesh;
  104751. /**
  104752. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  104753. */
  104754. slerpAmount: number;
  104755. private _bone1Quat;
  104756. private _bone1Mat;
  104757. private _bone2Ang;
  104758. private _bone1;
  104759. private _bone2;
  104760. private _bone1Length;
  104761. private _bone2Length;
  104762. private _maxAngle;
  104763. private _maxReach;
  104764. private _rightHandedSystem;
  104765. private _bendAxis;
  104766. private _slerping;
  104767. private _adjustRoll;
  104768. /**
  104769. * Gets or sets maximum allowed angle
  104770. */
  104771. maxAngle: number;
  104772. /**
  104773. * Creates a new BoneIKController
  104774. * @param mesh defines the mesh to control
  104775. * @param bone defines the bone to control
  104776. * @param options defines options to set up the controller
  104777. */
  104778. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  104779. targetMesh?: AbstractMesh;
  104780. poleTargetMesh?: AbstractMesh;
  104781. poleTargetBone?: Bone;
  104782. poleTargetLocalOffset?: Vector3;
  104783. poleAngle?: number;
  104784. bendAxis?: Vector3;
  104785. maxAngle?: number;
  104786. slerpAmount?: number;
  104787. });
  104788. private _setMaxAngle;
  104789. /**
  104790. * Force the controller to update the bones
  104791. */
  104792. update(): void;
  104793. }
  104794. }
  104795. declare module BABYLON {
  104796. /**
  104797. * Class used to make a bone look toward a point in space
  104798. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  104799. */
  104800. export class BoneLookController {
  104801. private static _tmpVecs;
  104802. private static _tmpQuat;
  104803. private static _tmpMats;
  104804. /**
  104805. * The target Vector3 that the bone will look at
  104806. */
  104807. target: Vector3;
  104808. /**
  104809. * The mesh that the bone is attached to
  104810. */
  104811. mesh: AbstractMesh;
  104812. /**
  104813. * The bone that will be looking to the target
  104814. */
  104815. bone: Bone;
  104816. /**
  104817. * The up axis of the coordinate system that is used when the bone is rotated
  104818. */
  104819. upAxis: Vector3;
  104820. /**
  104821. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  104822. */
  104823. upAxisSpace: Space;
  104824. /**
  104825. * Used to make an adjustment to the yaw of the bone
  104826. */
  104827. adjustYaw: number;
  104828. /**
  104829. * Used to make an adjustment to the pitch of the bone
  104830. */
  104831. adjustPitch: number;
  104832. /**
  104833. * Used to make an adjustment to the roll of the bone
  104834. */
  104835. adjustRoll: number;
  104836. /**
  104837. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  104838. */
  104839. slerpAmount: number;
  104840. private _minYaw;
  104841. private _maxYaw;
  104842. private _minPitch;
  104843. private _maxPitch;
  104844. private _minYawSin;
  104845. private _minYawCos;
  104846. private _maxYawSin;
  104847. private _maxYawCos;
  104848. private _midYawConstraint;
  104849. private _minPitchTan;
  104850. private _maxPitchTan;
  104851. private _boneQuat;
  104852. private _slerping;
  104853. private _transformYawPitch;
  104854. private _transformYawPitchInv;
  104855. private _firstFrameSkipped;
  104856. private _yawRange;
  104857. private _fowardAxis;
  104858. /**
  104859. * Gets or sets the minimum yaw angle that the bone can look to
  104860. */
  104861. minYaw: number;
  104862. /**
  104863. * Gets or sets the maximum yaw angle that the bone can look to
  104864. */
  104865. maxYaw: number;
  104866. /**
  104867. * Gets or sets the minimum pitch angle that the bone can look to
  104868. */
  104869. minPitch: number;
  104870. /**
  104871. * Gets or sets the maximum pitch angle that the bone can look to
  104872. */
  104873. maxPitch: number;
  104874. /**
  104875. * Create a BoneLookController
  104876. * @param mesh the mesh that the bone belongs to
  104877. * @param bone the bone that will be looking to the target
  104878. * @param target the target Vector3 to look at
  104879. * @param options optional settings:
  104880. * * maxYaw: the maximum angle the bone will yaw to
  104881. * * minYaw: the minimum angle the bone will yaw to
  104882. * * maxPitch: the maximum angle the bone will pitch to
  104883. * * minPitch: the minimum angle the bone will yaw to
  104884. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  104885. * * upAxis: the up axis of the coordinate system
  104886. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  104887. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  104888. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  104889. * * adjustYaw: used to make an adjustment to the yaw of the bone
  104890. * * adjustPitch: used to make an adjustment to the pitch of the bone
  104891. * * adjustRoll: used to make an adjustment to the roll of the bone
  104892. **/
  104893. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  104894. maxYaw?: number;
  104895. minYaw?: number;
  104896. maxPitch?: number;
  104897. minPitch?: number;
  104898. slerpAmount?: number;
  104899. upAxis?: Vector3;
  104900. upAxisSpace?: Space;
  104901. yawAxis?: Vector3;
  104902. pitchAxis?: Vector3;
  104903. adjustYaw?: number;
  104904. adjustPitch?: number;
  104905. adjustRoll?: number;
  104906. });
  104907. /**
  104908. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  104909. */
  104910. update(): void;
  104911. private _getAngleDiff;
  104912. private _getAngleBetween;
  104913. private _isAngleBetween;
  104914. }
  104915. }
  104916. declare module BABYLON {
  104917. /**
  104918. * Manage the gamepad inputs to control an arc rotate camera.
  104919. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104920. */
  104921. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  104922. /**
  104923. * Defines the camera the input is attached to.
  104924. */
  104925. camera: ArcRotateCamera;
  104926. /**
  104927. * Defines the gamepad the input is gathering event from.
  104928. */
  104929. gamepad: Nullable<Gamepad>;
  104930. /**
  104931. * Defines the gamepad rotation sensiblity.
  104932. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104933. */
  104934. gamepadRotationSensibility: number;
  104935. /**
  104936. * Defines the gamepad move sensiblity.
  104937. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104938. */
  104939. gamepadMoveSensibility: number;
  104940. private _yAxisScale;
  104941. /**
  104942. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  104943. */
  104944. invertYAxis: boolean;
  104945. private _onGamepadConnectedObserver;
  104946. private _onGamepadDisconnectedObserver;
  104947. /**
  104948. * Attach the input controls to a specific dom element to get the input from.
  104949. * @param element Defines the element the controls should be listened from
  104950. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104951. */
  104952. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104953. /**
  104954. * Detach the current controls from the specified dom element.
  104955. * @param element Defines the element to stop listening the inputs from
  104956. */
  104957. detachControl(element: Nullable<HTMLElement>): void;
  104958. /**
  104959. * Update the current camera state depending on the inputs that have been used this frame.
  104960. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104961. */
  104962. checkInputs(): void;
  104963. /**
  104964. * Gets the class name of the current intput.
  104965. * @returns the class name
  104966. */
  104967. getClassName(): string;
  104968. /**
  104969. * Get the friendly name associated with the input class.
  104970. * @returns the input friendly name
  104971. */
  104972. getSimpleName(): string;
  104973. }
  104974. }
  104975. declare module BABYLON {
  104976. interface ArcRotateCameraInputsManager {
  104977. /**
  104978. * Add orientation input support to the input manager.
  104979. * @returns the current input manager
  104980. */
  104981. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  104982. }
  104983. /**
  104984. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104985. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104986. */
  104987. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  104988. /**
  104989. * Defines the camera the input is attached to.
  104990. */
  104991. camera: ArcRotateCamera;
  104992. /**
  104993. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104994. */
  104995. alphaCorrection: number;
  104996. /**
  104997. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104998. */
  104999. gammaCorrection: number;
  105000. private _alpha;
  105001. private _gamma;
  105002. private _dirty;
  105003. private _deviceOrientationHandler;
  105004. /**
  105005. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105006. */
  105007. constructor();
  105008. /**
  105009. * Attach the input controls to a specific dom element to get the input from.
  105010. * @param element Defines the element the controls should be listened from
  105011. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105012. */
  105013. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105014. /** @hidden */
  105015. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105016. /**
  105017. * Update the current camera state depending on the inputs that have been used this frame.
  105018. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105019. */
  105020. checkInputs(): void;
  105021. /**
  105022. * Detach the current controls from the specified dom element.
  105023. * @param element Defines the element to stop listening the inputs from
  105024. */
  105025. detachControl(element: Nullable<HTMLElement>): void;
  105026. /**
  105027. * Gets the class name of the current intput.
  105028. * @returns the class name
  105029. */
  105030. getClassName(): string;
  105031. /**
  105032. * Get the friendly name associated with the input class.
  105033. * @returns the input friendly name
  105034. */
  105035. getSimpleName(): string;
  105036. }
  105037. }
  105038. declare module BABYLON {
  105039. /**
  105040. * Listen to mouse events to control the camera.
  105041. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105042. */
  105043. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105044. /**
  105045. * Defines the camera the input is attached to.
  105046. */
  105047. camera: FlyCamera;
  105048. /**
  105049. * Defines if touch is enabled. (Default is true.)
  105050. */
  105051. touchEnabled: boolean;
  105052. /**
  105053. * Defines the buttons associated with the input to handle camera rotation.
  105054. */
  105055. buttons: number[];
  105056. /**
  105057. * Assign buttons for Yaw control.
  105058. */
  105059. buttonsYaw: number[];
  105060. /**
  105061. * Assign buttons for Pitch control.
  105062. */
  105063. buttonsPitch: number[];
  105064. /**
  105065. * Assign buttons for Roll control.
  105066. */
  105067. buttonsRoll: number[];
  105068. /**
  105069. * Detect if any button is being pressed while mouse is moved.
  105070. * -1 = Mouse locked.
  105071. * 0 = Left button.
  105072. * 1 = Middle Button.
  105073. * 2 = Right Button.
  105074. */
  105075. activeButton: number;
  105076. /**
  105077. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105078. * Higher values reduce its sensitivity.
  105079. */
  105080. angularSensibility: number;
  105081. private _mousemoveCallback;
  105082. private _observer;
  105083. private _rollObserver;
  105084. private previousPosition;
  105085. private noPreventDefault;
  105086. private element;
  105087. /**
  105088. * Listen to mouse events to control the camera.
  105089. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105090. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105091. */
  105092. constructor(touchEnabled?: boolean);
  105093. /**
  105094. * Attach the mouse control to the HTML DOM element.
  105095. * @param element Defines the element that listens to the input events.
  105096. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105097. */
  105098. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105099. /**
  105100. * Detach the current controls from the specified dom element.
  105101. * @param element Defines the element to stop listening the inputs from
  105102. */
  105103. detachControl(element: Nullable<HTMLElement>): void;
  105104. /**
  105105. * Gets the class name of the current input.
  105106. * @returns the class name.
  105107. */
  105108. getClassName(): string;
  105109. /**
  105110. * Get the friendly name associated with the input class.
  105111. * @returns the input's friendly name.
  105112. */
  105113. getSimpleName(): string;
  105114. private _pointerInput;
  105115. private _onMouseMove;
  105116. /**
  105117. * Rotate camera by mouse offset.
  105118. */
  105119. private rotateCamera;
  105120. }
  105121. }
  105122. declare module BABYLON {
  105123. /**
  105124. * Default Inputs manager for the FlyCamera.
  105125. * It groups all the default supported inputs for ease of use.
  105126. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105127. */
  105128. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105129. /**
  105130. * Instantiates a new FlyCameraInputsManager.
  105131. * @param camera Defines the camera the inputs belong to.
  105132. */
  105133. constructor(camera: FlyCamera);
  105134. /**
  105135. * Add keyboard input support to the input manager.
  105136. * @returns the new FlyCameraKeyboardMoveInput().
  105137. */
  105138. addKeyboard(): FlyCameraInputsManager;
  105139. /**
  105140. * Add mouse input support to the input manager.
  105141. * @param touchEnabled Enable touch screen support.
  105142. * @returns the new FlyCameraMouseInput().
  105143. */
  105144. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  105145. }
  105146. }
  105147. declare module BABYLON {
  105148. /**
  105149. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105150. * such as in a 3D Space Shooter or a Flight Simulator.
  105151. */
  105152. export class FlyCamera extends TargetCamera {
  105153. /**
  105154. * Define the collision ellipsoid of the camera.
  105155. * This is helpful for simulating a camera body, like a player's body.
  105156. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105157. */
  105158. ellipsoid: Vector3;
  105159. /**
  105160. * Define an offset for the position of the ellipsoid around the camera.
  105161. * This can be helpful if the camera is attached away from the player's body center,
  105162. * such as at its head.
  105163. */
  105164. ellipsoidOffset: Vector3;
  105165. /**
  105166. * Enable or disable collisions of the camera with the rest of the scene objects.
  105167. */
  105168. checkCollisions: boolean;
  105169. /**
  105170. * Enable or disable gravity on the camera.
  105171. */
  105172. applyGravity: boolean;
  105173. /**
  105174. * Define the current direction the camera is moving to.
  105175. */
  105176. cameraDirection: Vector3;
  105177. /**
  105178. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  105179. * This overrides and empties cameraRotation.
  105180. */
  105181. rotationQuaternion: Quaternion;
  105182. /**
  105183. * Track Roll to maintain the wanted Rolling when looking around.
  105184. */
  105185. _trackRoll: number;
  105186. /**
  105187. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  105188. */
  105189. rollCorrect: number;
  105190. /**
  105191. * Mimic a banked turn, Rolling the camera when Yawing.
  105192. * It's recommended to use rollCorrect = 10 for faster banking correction.
  105193. */
  105194. bankedTurn: boolean;
  105195. /**
  105196. * Limit in radians for how much Roll banking will add. (Default: 90°)
  105197. */
  105198. bankedTurnLimit: number;
  105199. /**
  105200. * Value of 0 disables the banked Roll.
  105201. * Value of 1 is equal to the Yaw angle in radians.
  105202. */
  105203. bankedTurnMultiplier: number;
  105204. /**
  105205. * The inputs manager loads all the input sources, such as keyboard and mouse.
  105206. */
  105207. inputs: FlyCameraInputsManager;
  105208. /**
  105209. * Gets the input sensibility for mouse input.
  105210. * Higher values reduce sensitivity.
  105211. */
  105212. /**
  105213. * Sets the input sensibility for a mouse input.
  105214. * Higher values reduce sensitivity.
  105215. */
  105216. angularSensibility: number;
  105217. /**
  105218. * Get the keys for camera movement forward.
  105219. */
  105220. /**
  105221. * Set the keys for camera movement forward.
  105222. */
  105223. keysForward: number[];
  105224. /**
  105225. * Get the keys for camera movement backward.
  105226. */
  105227. keysBackward: number[];
  105228. /**
  105229. * Get the keys for camera movement up.
  105230. */
  105231. /**
  105232. * Set the keys for camera movement up.
  105233. */
  105234. keysUp: number[];
  105235. /**
  105236. * Get the keys for camera movement down.
  105237. */
  105238. /**
  105239. * Set the keys for camera movement down.
  105240. */
  105241. keysDown: number[];
  105242. /**
  105243. * Get the keys for camera movement left.
  105244. */
  105245. /**
  105246. * Set the keys for camera movement left.
  105247. */
  105248. keysLeft: number[];
  105249. /**
  105250. * Set the keys for camera movement right.
  105251. */
  105252. /**
  105253. * Set the keys for camera movement right.
  105254. */
  105255. keysRight: number[];
  105256. /**
  105257. * Event raised when the camera collides with a mesh in the scene.
  105258. */
  105259. onCollide: (collidedMesh: AbstractMesh) => void;
  105260. private _collider;
  105261. private _needMoveForGravity;
  105262. private _oldPosition;
  105263. private _diffPosition;
  105264. private _newPosition;
  105265. /** @hidden */
  105266. _localDirection: Vector3;
  105267. /** @hidden */
  105268. _transformedDirection: Vector3;
  105269. /**
  105270. * Instantiates a FlyCamera.
  105271. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105272. * such as in a 3D Space Shooter or a Flight Simulator.
  105273. * @param name Define the name of the camera in the scene.
  105274. * @param position Define the starting position of the camera in the scene.
  105275. * @param scene Define the scene the camera belongs to.
  105276. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  105277. */
  105278. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105279. /**
  105280. * Attach a control to the HTML DOM element.
  105281. * @param element Defines the element that listens to the input events.
  105282. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  105283. */
  105284. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105285. /**
  105286. * Detach a control from the HTML DOM element.
  105287. * The camera will stop reacting to that input.
  105288. * @param element Defines the element that listens to the input events.
  105289. */
  105290. detachControl(element: HTMLElement): void;
  105291. private _collisionMask;
  105292. /**
  105293. * Get the mask that the camera ignores in collision events.
  105294. */
  105295. /**
  105296. * Set the mask that the camera ignores in collision events.
  105297. */
  105298. collisionMask: number;
  105299. /** @hidden */
  105300. _collideWithWorld(displacement: Vector3): void;
  105301. /** @hidden */
  105302. private _onCollisionPositionChange;
  105303. /** @hidden */
  105304. _checkInputs(): void;
  105305. /** @hidden */
  105306. _decideIfNeedsToMove(): boolean;
  105307. /** @hidden */
  105308. _updatePosition(): void;
  105309. /**
  105310. * Restore the Roll to its target value at the rate specified.
  105311. * @param rate - Higher means slower restoring.
  105312. * @hidden
  105313. */
  105314. restoreRoll(rate: number): void;
  105315. /**
  105316. * Destroy the camera and release the current resources held by it.
  105317. */
  105318. dispose(): void;
  105319. /**
  105320. * Get the current object class name.
  105321. * @returns the class name.
  105322. */
  105323. getClassName(): string;
  105324. }
  105325. }
  105326. declare module BABYLON {
  105327. /**
  105328. * Listen to keyboard events to control the camera.
  105329. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105330. */
  105331. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  105332. /**
  105333. * Defines the camera the input is attached to.
  105334. */
  105335. camera: FlyCamera;
  105336. /**
  105337. * The list of keyboard keys used to control the forward move of the camera.
  105338. */
  105339. keysForward: number[];
  105340. /**
  105341. * The list of keyboard keys used to control the backward move of the camera.
  105342. */
  105343. keysBackward: number[];
  105344. /**
  105345. * The list of keyboard keys used to control the forward move of the camera.
  105346. */
  105347. keysUp: number[];
  105348. /**
  105349. * The list of keyboard keys used to control the backward move of the camera.
  105350. */
  105351. keysDown: number[];
  105352. /**
  105353. * The list of keyboard keys used to control the right strafe move of the camera.
  105354. */
  105355. keysRight: number[];
  105356. /**
  105357. * The list of keyboard keys used to control the left strafe move of the camera.
  105358. */
  105359. keysLeft: number[];
  105360. private _keys;
  105361. private _onCanvasBlurObserver;
  105362. private _onKeyboardObserver;
  105363. private _engine;
  105364. private _scene;
  105365. /**
  105366. * Attach the input controls to a specific dom element to get the input from.
  105367. * @param element Defines the element the controls should be listened from
  105368. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105369. */
  105370. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105371. /**
  105372. * Detach the current controls from the specified dom element.
  105373. * @param element Defines the element to stop listening the inputs from
  105374. */
  105375. detachControl(element: Nullable<HTMLElement>): void;
  105376. /**
  105377. * Gets the class name of the current intput.
  105378. * @returns the class name
  105379. */
  105380. getClassName(): string;
  105381. /** @hidden */
  105382. _onLostFocus(e: FocusEvent): void;
  105383. /**
  105384. * Get the friendly name associated with the input class.
  105385. * @returns the input friendly name
  105386. */
  105387. getSimpleName(): string;
  105388. /**
  105389. * Update the current camera state depending on the inputs that have been used this frame.
  105390. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105391. */
  105392. checkInputs(): void;
  105393. }
  105394. }
  105395. declare module BABYLON {
  105396. /**
  105397. * Manage the mouse wheel inputs to control a follow camera.
  105398. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105399. */
  105400. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  105401. /**
  105402. * Defines the camera the input is attached to.
  105403. */
  105404. camera: FollowCamera;
  105405. /**
  105406. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  105407. */
  105408. axisControlRadius: boolean;
  105409. /**
  105410. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  105411. */
  105412. axisControlHeight: boolean;
  105413. /**
  105414. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  105415. */
  105416. axisControlRotation: boolean;
  105417. /**
  105418. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  105419. * relation to mouseWheel events.
  105420. */
  105421. wheelPrecision: number;
  105422. /**
  105423. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105424. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105425. */
  105426. wheelDeltaPercentage: number;
  105427. private _wheel;
  105428. private _observer;
  105429. /**
  105430. * Attach the input controls to a specific dom element to get the input from.
  105431. * @param element Defines the element the controls should be listened from
  105432. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105433. */
  105434. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105435. /**
  105436. * Detach the current controls from the specified dom element.
  105437. * @param element Defines the element to stop listening the inputs from
  105438. */
  105439. detachControl(element: Nullable<HTMLElement>): void;
  105440. /**
  105441. * Gets the class name of the current intput.
  105442. * @returns the class name
  105443. */
  105444. getClassName(): string;
  105445. /**
  105446. * Get the friendly name associated with the input class.
  105447. * @returns the input friendly name
  105448. */
  105449. getSimpleName(): string;
  105450. }
  105451. }
  105452. declare module BABYLON {
  105453. /**
  105454. * Manage the pointers inputs to control an follow camera.
  105455. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105456. */
  105457. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  105458. /**
  105459. * Defines the camera the input is attached to.
  105460. */
  105461. camera: FollowCamera;
  105462. /**
  105463. * Gets the class name of the current input.
  105464. * @returns the class name
  105465. */
  105466. getClassName(): string;
  105467. /**
  105468. * Defines the pointer angular sensibility along the X axis or how fast is
  105469. * the camera rotating.
  105470. * A negative number will reverse the axis direction.
  105471. */
  105472. angularSensibilityX: number;
  105473. /**
  105474. * Defines the pointer angular sensibility along the Y axis or how fast is
  105475. * the camera rotating.
  105476. * A negative number will reverse the axis direction.
  105477. */
  105478. angularSensibilityY: number;
  105479. /**
  105480. * Defines the pointer pinch precision or how fast is the camera zooming.
  105481. * A negative number will reverse the axis direction.
  105482. */
  105483. pinchPrecision: number;
  105484. /**
  105485. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105486. * from 0.
  105487. * It defines the percentage of current camera.radius to use as delta when
  105488. * pinch zoom is used.
  105489. */
  105490. pinchDeltaPercentage: number;
  105491. /**
  105492. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  105493. */
  105494. axisXControlRadius: boolean;
  105495. /**
  105496. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  105497. */
  105498. axisXControlHeight: boolean;
  105499. /**
  105500. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  105501. */
  105502. axisXControlRotation: boolean;
  105503. /**
  105504. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  105505. */
  105506. axisYControlRadius: boolean;
  105507. /**
  105508. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  105509. */
  105510. axisYControlHeight: boolean;
  105511. /**
  105512. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  105513. */
  105514. axisYControlRotation: boolean;
  105515. /**
  105516. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  105517. */
  105518. axisPinchControlRadius: boolean;
  105519. /**
  105520. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  105521. */
  105522. axisPinchControlHeight: boolean;
  105523. /**
  105524. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  105525. */
  105526. axisPinchControlRotation: boolean;
  105527. /**
  105528. * Log error messages if basic misconfiguration has occurred.
  105529. */
  105530. warningEnable: boolean;
  105531. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105532. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105533. private _warningCounter;
  105534. private _warning;
  105535. }
  105536. }
  105537. declare module BABYLON {
  105538. /**
  105539. * Default Inputs manager for the FollowCamera.
  105540. * It groups all the default supported inputs for ease of use.
  105541. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105542. */
  105543. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  105544. /**
  105545. * Instantiates a new FollowCameraInputsManager.
  105546. * @param camera Defines the camera the inputs belong to
  105547. */
  105548. constructor(camera: FollowCamera);
  105549. /**
  105550. * Add keyboard input support to the input manager.
  105551. * @returns the current input manager
  105552. */
  105553. addKeyboard(): FollowCameraInputsManager;
  105554. /**
  105555. * Add mouse wheel input support to the input manager.
  105556. * @returns the current input manager
  105557. */
  105558. addMouseWheel(): FollowCameraInputsManager;
  105559. /**
  105560. * Add pointers input support to the input manager.
  105561. * @returns the current input manager
  105562. */
  105563. addPointers(): FollowCameraInputsManager;
  105564. /**
  105565. * Add orientation input support to the input manager.
  105566. * @returns the current input manager
  105567. */
  105568. addVRDeviceOrientation(): FollowCameraInputsManager;
  105569. }
  105570. }
  105571. declare module BABYLON {
  105572. /**
  105573. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  105574. * an arc rotate version arcFollowCamera are available.
  105575. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105576. */
  105577. export class FollowCamera extends TargetCamera {
  105578. /**
  105579. * Distance the follow camera should follow an object at
  105580. */
  105581. radius: number;
  105582. /**
  105583. * Minimum allowed distance of the camera to the axis of rotation
  105584. * (The camera can not get closer).
  105585. * This can help limiting how the Camera is able to move in the scene.
  105586. */
  105587. lowerRadiusLimit: Nullable<number>;
  105588. /**
  105589. * Maximum allowed distance of the camera to the axis of rotation
  105590. * (The camera can not get further).
  105591. * This can help limiting how the Camera is able to move in the scene.
  105592. */
  105593. upperRadiusLimit: Nullable<number>;
  105594. /**
  105595. * Define a rotation offset between the camera and the object it follows
  105596. */
  105597. rotationOffset: number;
  105598. /**
  105599. * Minimum allowed angle to camera position relative to target object.
  105600. * This can help limiting how the Camera is able to move in the scene.
  105601. */
  105602. lowerRotationOffsetLimit: Nullable<number>;
  105603. /**
  105604. * Maximum allowed angle to camera position relative to target object.
  105605. * This can help limiting how the Camera is able to move in the scene.
  105606. */
  105607. upperRotationOffsetLimit: Nullable<number>;
  105608. /**
  105609. * Define a height offset between the camera and the object it follows.
  105610. * It can help following an object from the top (like a car chaing a plane)
  105611. */
  105612. heightOffset: number;
  105613. /**
  105614. * Minimum allowed height of camera position relative to target object.
  105615. * This can help limiting how the Camera is able to move in the scene.
  105616. */
  105617. lowerHeightOffsetLimit: Nullable<number>;
  105618. /**
  105619. * Maximum allowed height of camera position relative to target object.
  105620. * This can help limiting how the Camera is able to move in the scene.
  105621. */
  105622. upperHeightOffsetLimit: Nullable<number>;
  105623. /**
  105624. * Define how fast the camera can accelerate to follow it s target.
  105625. */
  105626. cameraAcceleration: number;
  105627. /**
  105628. * Define the speed limit of the camera following an object.
  105629. */
  105630. maxCameraSpeed: number;
  105631. /**
  105632. * Define the target of the camera.
  105633. */
  105634. lockedTarget: Nullable<AbstractMesh>;
  105635. /**
  105636. * Defines the input associated with the camera.
  105637. */
  105638. inputs: FollowCameraInputsManager;
  105639. /**
  105640. * Instantiates the follow camera.
  105641. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105642. * @param name Define the name of the camera in the scene
  105643. * @param position Define the position of the camera
  105644. * @param scene Define the scene the camera belong to
  105645. * @param lockedTarget Define the target of the camera
  105646. */
  105647. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  105648. private _follow;
  105649. /**
  105650. * Attached controls to the current camera.
  105651. * @param element Defines the element the controls should be listened from
  105652. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105653. */
  105654. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105655. /**
  105656. * Detach the current controls from the camera.
  105657. * The camera will stop reacting to inputs.
  105658. * @param element Defines the element to stop listening the inputs from
  105659. */
  105660. detachControl(element: HTMLElement): void;
  105661. /** @hidden */
  105662. _checkInputs(): void;
  105663. private _checkLimits;
  105664. /**
  105665. * Gets the camera class name.
  105666. * @returns the class name
  105667. */
  105668. getClassName(): string;
  105669. }
  105670. /**
  105671. * Arc Rotate version of the follow camera.
  105672. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  105673. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105674. */
  105675. export class ArcFollowCamera extends TargetCamera {
  105676. /** The longitudinal angle of the camera */
  105677. alpha: number;
  105678. /** The latitudinal angle of the camera */
  105679. beta: number;
  105680. /** The radius of the camera from its target */
  105681. radius: number;
  105682. /** Define the camera target (the messh it should follow) */
  105683. target: Nullable<AbstractMesh>;
  105684. private _cartesianCoordinates;
  105685. /**
  105686. * Instantiates a new ArcFollowCamera
  105687. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105688. * @param name Define the name of the camera
  105689. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  105690. * @param beta Define the rotation angle of the camera around the elevation axis
  105691. * @param radius Define the radius of the camera from its target point
  105692. * @param target Define the target of the camera
  105693. * @param scene Define the scene the camera belongs to
  105694. */
  105695. constructor(name: string,
  105696. /** The longitudinal angle of the camera */
  105697. alpha: number,
  105698. /** The latitudinal angle of the camera */
  105699. beta: number,
  105700. /** The radius of the camera from its target */
  105701. radius: number,
  105702. /** Define the camera target (the messh it should follow) */
  105703. target: Nullable<AbstractMesh>, scene: Scene);
  105704. private _follow;
  105705. /** @hidden */
  105706. _checkInputs(): void;
  105707. /**
  105708. * Returns the class name of the object.
  105709. * It is mostly used internally for serialization purposes.
  105710. */
  105711. getClassName(): string;
  105712. }
  105713. }
  105714. declare module BABYLON {
  105715. /**
  105716. * Manage the keyboard inputs to control the movement of a follow camera.
  105717. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105718. */
  105719. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  105720. /**
  105721. * Defines the camera the input is attached to.
  105722. */
  105723. camera: FollowCamera;
  105724. /**
  105725. * Defines the list of key codes associated with the up action (increase heightOffset)
  105726. */
  105727. keysHeightOffsetIncr: number[];
  105728. /**
  105729. * Defines the list of key codes associated with the down action (decrease heightOffset)
  105730. */
  105731. keysHeightOffsetDecr: number[];
  105732. /**
  105733. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  105734. */
  105735. keysHeightOffsetModifierAlt: boolean;
  105736. /**
  105737. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  105738. */
  105739. keysHeightOffsetModifierCtrl: boolean;
  105740. /**
  105741. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  105742. */
  105743. keysHeightOffsetModifierShift: boolean;
  105744. /**
  105745. * Defines the list of key codes associated with the left action (increase rotationOffset)
  105746. */
  105747. keysRotationOffsetIncr: number[];
  105748. /**
  105749. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  105750. */
  105751. keysRotationOffsetDecr: number[];
  105752. /**
  105753. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  105754. */
  105755. keysRotationOffsetModifierAlt: boolean;
  105756. /**
  105757. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  105758. */
  105759. keysRotationOffsetModifierCtrl: boolean;
  105760. /**
  105761. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  105762. */
  105763. keysRotationOffsetModifierShift: boolean;
  105764. /**
  105765. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  105766. */
  105767. keysRadiusIncr: number[];
  105768. /**
  105769. * Defines the list of key codes associated with the zoom-out action (increase radius)
  105770. */
  105771. keysRadiusDecr: number[];
  105772. /**
  105773. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  105774. */
  105775. keysRadiusModifierAlt: boolean;
  105776. /**
  105777. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  105778. */
  105779. keysRadiusModifierCtrl: boolean;
  105780. /**
  105781. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  105782. */
  105783. keysRadiusModifierShift: boolean;
  105784. /**
  105785. * Defines the rate of change of heightOffset.
  105786. */
  105787. heightSensibility: number;
  105788. /**
  105789. * Defines the rate of change of rotationOffset.
  105790. */
  105791. rotationSensibility: number;
  105792. /**
  105793. * Defines the rate of change of radius.
  105794. */
  105795. radiusSensibility: number;
  105796. private _keys;
  105797. private _ctrlPressed;
  105798. private _altPressed;
  105799. private _shiftPressed;
  105800. private _onCanvasBlurObserver;
  105801. private _onKeyboardObserver;
  105802. private _engine;
  105803. private _scene;
  105804. /**
  105805. * Attach the input controls to a specific dom element to get the input from.
  105806. * @param element Defines the element the controls should be listened from
  105807. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105808. */
  105809. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105810. /**
  105811. * Detach the current controls from the specified dom element.
  105812. * @param element Defines the element to stop listening the inputs from
  105813. */
  105814. detachControl(element: Nullable<HTMLElement>): void;
  105815. /**
  105816. * Update the current camera state depending on the inputs that have been used this frame.
  105817. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105818. */
  105819. checkInputs(): void;
  105820. /**
  105821. * Gets the class name of the current input.
  105822. * @returns the class name
  105823. */
  105824. getClassName(): string;
  105825. /**
  105826. * Get the friendly name associated with the input class.
  105827. * @returns the input friendly name
  105828. */
  105829. getSimpleName(): string;
  105830. /**
  105831. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  105832. * allow modification of the heightOffset value.
  105833. */
  105834. private _modifierHeightOffset;
  105835. /**
  105836. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  105837. * allow modification of the rotationOffset value.
  105838. */
  105839. private _modifierRotationOffset;
  105840. /**
  105841. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  105842. * allow modification of the radius value.
  105843. */
  105844. private _modifierRadius;
  105845. }
  105846. }
  105847. declare module BABYLON {
  105848. interface FreeCameraInputsManager {
  105849. /**
  105850. * @hidden
  105851. */
  105852. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  105853. /**
  105854. * Add orientation input support to the input manager.
  105855. * @returns the current input manager
  105856. */
  105857. addDeviceOrientation(): FreeCameraInputsManager;
  105858. }
  105859. /**
  105860. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105861. * Screen rotation is taken into account.
  105862. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105863. */
  105864. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  105865. private _camera;
  105866. private _screenOrientationAngle;
  105867. private _constantTranform;
  105868. private _screenQuaternion;
  105869. private _alpha;
  105870. private _beta;
  105871. private _gamma;
  105872. /**
  105873. * Can be used to detect if a device orientation sensor is availible on a device
  105874. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  105875. * @returns a promise that will resolve on orientation change
  105876. */
  105877. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  105878. /**
  105879. * @hidden
  105880. */
  105881. _onDeviceOrientationChangedObservable: Observable<void>;
  105882. /**
  105883. * Instantiates a new input
  105884. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105885. */
  105886. constructor();
  105887. /**
  105888. * Define the camera controlled by the input.
  105889. */
  105890. camera: FreeCamera;
  105891. /**
  105892. * Attach the input controls to a specific dom element to get the input from.
  105893. * @param element Defines the element the controls should be listened from
  105894. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105895. */
  105896. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105897. private _orientationChanged;
  105898. private _deviceOrientation;
  105899. /**
  105900. * Detach the current controls from the specified dom element.
  105901. * @param element Defines the element to stop listening the inputs from
  105902. */
  105903. detachControl(element: Nullable<HTMLElement>): void;
  105904. /**
  105905. * Update the current camera state depending on the inputs that have been used this frame.
  105906. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105907. */
  105908. checkInputs(): void;
  105909. /**
  105910. * Gets the class name of the current intput.
  105911. * @returns the class name
  105912. */
  105913. getClassName(): string;
  105914. /**
  105915. * Get the friendly name associated with the input class.
  105916. * @returns the input friendly name
  105917. */
  105918. getSimpleName(): string;
  105919. }
  105920. }
  105921. declare module BABYLON {
  105922. /**
  105923. * Manage the gamepad inputs to control a free camera.
  105924. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105925. */
  105926. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  105927. /**
  105928. * Define the camera the input is attached to.
  105929. */
  105930. camera: FreeCamera;
  105931. /**
  105932. * Define the Gamepad controlling the input
  105933. */
  105934. gamepad: Nullable<Gamepad>;
  105935. /**
  105936. * Defines the gamepad rotation sensiblity.
  105937. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105938. */
  105939. gamepadAngularSensibility: number;
  105940. /**
  105941. * Defines the gamepad move sensiblity.
  105942. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105943. */
  105944. gamepadMoveSensibility: number;
  105945. private _yAxisScale;
  105946. /**
  105947. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105948. */
  105949. invertYAxis: boolean;
  105950. private _onGamepadConnectedObserver;
  105951. private _onGamepadDisconnectedObserver;
  105952. private _cameraTransform;
  105953. private _deltaTransform;
  105954. private _vector3;
  105955. private _vector2;
  105956. /**
  105957. * Attach the input controls to a specific dom element to get the input from.
  105958. * @param element Defines the element the controls should be listened from
  105959. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105960. */
  105961. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105962. /**
  105963. * Detach the current controls from the specified dom element.
  105964. * @param element Defines the element to stop listening the inputs from
  105965. */
  105966. detachControl(element: Nullable<HTMLElement>): void;
  105967. /**
  105968. * Update the current camera state depending on the inputs that have been used this frame.
  105969. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105970. */
  105971. checkInputs(): void;
  105972. /**
  105973. * Gets the class name of the current intput.
  105974. * @returns the class name
  105975. */
  105976. getClassName(): string;
  105977. /**
  105978. * Get the friendly name associated with the input class.
  105979. * @returns the input friendly name
  105980. */
  105981. getSimpleName(): string;
  105982. }
  105983. }
  105984. declare module BABYLON {
  105985. /**
  105986. * Defines the potential axis of a Joystick
  105987. */
  105988. export enum JoystickAxis {
  105989. /** X axis */
  105990. X = 0,
  105991. /** Y axis */
  105992. Y = 1,
  105993. /** Z axis */
  105994. Z = 2
  105995. }
  105996. /**
  105997. * Class used to define virtual joystick (used in touch mode)
  105998. */
  105999. export class VirtualJoystick {
  106000. /**
  106001. * Gets or sets a boolean indicating that left and right values must be inverted
  106002. */
  106003. reverseLeftRight: boolean;
  106004. /**
  106005. * Gets or sets a boolean indicating that up and down values must be inverted
  106006. */
  106007. reverseUpDown: boolean;
  106008. /**
  106009. * Gets the offset value for the position (ie. the change of the position value)
  106010. */
  106011. deltaPosition: Vector3;
  106012. /**
  106013. * Gets a boolean indicating if the virtual joystick was pressed
  106014. */
  106015. pressed: boolean;
  106016. /**
  106017. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106018. */
  106019. static Canvas: Nullable<HTMLCanvasElement>;
  106020. private static _globalJoystickIndex;
  106021. private static vjCanvasContext;
  106022. private static vjCanvasWidth;
  106023. private static vjCanvasHeight;
  106024. private static halfWidth;
  106025. private _action;
  106026. private _axisTargetedByLeftAndRight;
  106027. private _axisTargetedByUpAndDown;
  106028. private _joystickSensibility;
  106029. private _inversedSensibility;
  106030. private _joystickPointerID;
  106031. private _joystickColor;
  106032. private _joystickPointerPos;
  106033. private _joystickPreviousPointerPos;
  106034. private _joystickPointerStartPos;
  106035. private _deltaJoystickVector;
  106036. private _leftJoystick;
  106037. private _touches;
  106038. private _onPointerDownHandlerRef;
  106039. private _onPointerMoveHandlerRef;
  106040. private _onPointerUpHandlerRef;
  106041. private _onResize;
  106042. /**
  106043. * Creates a new virtual joystick
  106044. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106045. */
  106046. constructor(leftJoystick?: boolean);
  106047. /**
  106048. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106049. * @param newJoystickSensibility defines the new sensibility
  106050. */
  106051. setJoystickSensibility(newJoystickSensibility: number): void;
  106052. private _onPointerDown;
  106053. private _onPointerMove;
  106054. private _onPointerUp;
  106055. /**
  106056. * Change the color of the virtual joystick
  106057. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106058. */
  106059. setJoystickColor(newColor: string): void;
  106060. /**
  106061. * Defines a callback to call when the joystick is touched
  106062. * @param action defines the callback
  106063. */
  106064. setActionOnTouch(action: () => any): void;
  106065. /**
  106066. * Defines which axis you'd like to control for left & right
  106067. * @param axis defines the axis to use
  106068. */
  106069. setAxisForLeftRight(axis: JoystickAxis): void;
  106070. /**
  106071. * Defines which axis you'd like to control for up & down
  106072. * @param axis defines the axis to use
  106073. */
  106074. setAxisForUpDown(axis: JoystickAxis): void;
  106075. private _drawVirtualJoystick;
  106076. /**
  106077. * Release internal HTML canvas
  106078. */
  106079. releaseCanvas(): void;
  106080. }
  106081. }
  106082. declare module BABYLON {
  106083. interface FreeCameraInputsManager {
  106084. /**
  106085. * Add virtual joystick input support to the input manager.
  106086. * @returns the current input manager
  106087. */
  106088. addVirtualJoystick(): FreeCameraInputsManager;
  106089. }
  106090. /**
  106091. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106092. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106093. */
  106094. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106095. /**
  106096. * Defines the camera the input is attached to.
  106097. */
  106098. camera: FreeCamera;
  106099. private _leftjoystick;
  106100. private _rightjoystick;
  106101. /**
  106102. * Gets the left stick of the virtual joystick.
  106103. * @returns The virtual Joystick
  106104. */
  106105. getLeftJoystick(): VirtualJoystick;
  106106. /**
  106107. * Gets the right stick of the virtual joystick.
  106108. * @returns The virtual Joystick
  106109. */
  106110. getRightJoystick(): VirtualJoystick;
  106111. /**
  106112. * Update the current camera state depending on the inputs that have been used this frame.
  106113. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106114. */
  106115. checkInputs(): void;
  106116. /**
  106117. * Attach the input controls to a specific dom element to get the input from.
  106118. * @param element Defines the element the controls should be listened from
  106119. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106120. */
  106121. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106122. /**
  106123. * Detach the current controls from the specified dom element.
  106124. * @param element Defines the element to stop listening the inputs from
  106125. */
  106126. detachControl(element: Nullable<HTMLElement>): void;
  106127. /**
  106128. * Gets the class name of the current intput.
  106129. * @returns the class name
  106130. */
  106131. getClassName(): string;
  106132. /**
  106133. * Get the friendly name associated with the input class.
  106134. * @returns the input friendly name
  106135. */
  106136. getSimpleName(): string;
  106137. }
  106138. }
  106139. declare module BABYLON {
  106140. /**
  106141. * This represents a FPS type of camera controlled by touch.
  106142. * This is like a universal camera minus the Gamepad controls.
  106143. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106144. */
  106145. export class TouchCamera extends FreeCamera {
  106146. /**
  106147. * Defines the touch sensibility for rotation.
  106148. * The higher the faster.
  106149. */
  106150. touchAngularSensibility: number;
  106151. /**
  106152. * Defines the touch sensibility for move.
  106153. * The higher the faster.
  106154. */
  106155. touchMoveSensibility: number;
  106156. /**
  106157. * Instantiates a new touch camera.
  106158. * This represents a FPS type of camera controlled by touch.
  106159. * This is like a universal camera minus the Gamepad controls.
  106160. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106161. * @param name Define the name of the camera in the scene
  106162. * @param position Define the start position of the camera in the scene
  106163. * @param scene Define the scene the camera belongs to
  106164. */
  106165. constructor(name: string, position: Vector3, scene: Scene);
  106166. /**
  106167. * Gets the current object class name.
  106168. * @return the class name
  106169. */
  106170. getClassName(): string;
  106171. /** @hidden */
  106172. _setupInputs(): void;
  106173. }
  106174. }
  106175. declare module BABYLON {
  106176. /**
  106177. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106178. * being tilted forward or back and left or right.
  106179. */
  106180. export class DeviceOrientationCamera extends FreeCamera {
  106181. private _initialQuaternion;
  106182. private _quaternionCache;
  106183. private _tmpDragQuaternion;
  106184. private _disablePointerInputWhenUsingDeviceOrientation;
  106185. /**
  106186. * Creates a new device orientation camera
  106187. * @param name The name of the camera
  106188. * @param position The start position camera
  106189. * @param scene The scene the camera belongs to
  106190. */
  106191. constructor(name: string, position: Vector3, scene: Scene);
  106192. /**
  106193. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  106194. */
  106195. disablePointerInputWhenUsingDeviceOrientation: boolean;
  106196. private _dragFactor;
  106197. /**
  106198. * Enabled turning on the y axis when the orientation sensor is active
  106199. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  106200. */
  106201. enableHorizontalDragging(dragFactor?: number): void;
  106202. /**
  106203. * Gets the current instance class name ("DeviceOrientationCamera").
  106204. * This helps avoiding instanceof at run time.
  106205. * @returns the class name
  106206. */
  106207. getClassName(): string;
  106208. /**
  106209. * @hidden
  106210. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106211. */
  106212. _checkInputs(): void;
  106213. /**
  106214. * Reset the camera to its default orientation on the specified axis only.
  106215. * @param axis The axis to reset
  106216. */
  106217. resetToCurrentRotation(axis?: Axis): void;
  106218. }
  106219. }
  106220. declare module BABYLON {
  106221. /**
  106222. * Defines supported buttons for XBox360 compatible gamepads
  106223. */
  106224. export enum Xbox360Button {
  106225. /** A */
  106226. A = 0,
  106227. /** B */
  106228. B = 1,
  106229. /** X */
  106230. X = 2,
  106231. /** Y */
  106232. Y = 3,
  106233. /** Start */
  106234. Start = 4,
  106235. /** Back */
  106236. Back = 5,
  106237. /** Left button */
  106238. LB = 6,
  106239. /** Right button */
  106240. RB = 7,
  106241. /** Left stick */
  106242. LeftStick = 8,
  106243. /** Right stick */
  106244. RightStick = 9
  106245. }
  106246. /** Defines values for XBox360 DPad */
  106247. export enum Xbox360Dpad {
  106248. /** Up */
  106249. Up = 0,
  106250. /** Down */
  106251. Down = 1,
  106252. /** Left */
  106253. Left = 2,
  106254. /** Right */
  106255. Right = 3
  106256. }
  106257. /**
  106258. * Defines a XBox360 gamepad
  106259. */
  106260. export class Xbox360Pad extends Gamepad {
  106261. private _leftTrigger;
  106262. private _rightTrigger;
  106263. private _onlefttriggerchanged;
  106264. private _onrighttriggerchanged;
  106265. private _onbuttondown;
  106266. private _onbuttonup;
  106267. private _ondpaddown;
  106268. private _ondpadup;
  106269. /** Observable raised when a button is pressed */
  106270. onButtonDownObservable: Observable<Xbox360Button>;
  106271. /** Observable raised when a button is released */
  106272. onButtonUpObservable: Observable<Xbox360Button>;
  106273. /** Observable raised when a pad is pressed */
  106274. onPadDownObservable: Observable<Xbox360Dpad>;
  106275. /** Observable raised when a pad is released */
  106276. onPadUpObservable: Observable<Xbox360Dpad>;
  106277. private _buttonA;
  106278. private _buttonB;
  106279. private _buttonX;
  106280. private _buttonY;
  106281. private _buttonBack;
  106282. private _buttonStart;
  106283. private _buttonLB;
  106284. private _buttonRB;
  106285. private _buttonLeftStick;
  106286. private _buttonRightStick;
  106287. private _dPadUp;
  106288. private _dPadDown;
  106289. private _dPadLeft;
  106290. private _dPadRight;
  106291. private _isXboxOnePad;
  106292. /**
  106293. * Creates a new XBox360 gamepad object
  106294. * @param id defines the id of this gamepad
  106295. * @param index defines its index
  106296. * @param gamepad defines the internal HTML gamepad object
  106297. * @param xboxOne defines if it is a XBox One gamepad
  106298. */
  106299. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  106300. /**
  106301. * Defines the callback to call when left trigger is pressed
  106302. * @param callback defines the callback to use
  106303. */
  106304. onlefttriggerchanged(callback: (value: number) => void): void;
  106305. /**
  106306. * Defines the callback to call when right trigger is pressed
  106307. * @param callback defines the callback to use
  106308. */
  106309. onrighttriggerchanged(callback: (value: number) => void): void;
  106310. /**
  106311. * Gets the left trigger value
  106312. */
  106313. /**
  106314. * Sets the left trigger value
  106315. */
  106316. leftTrigger: number;
  106317. /**
  106318. * Gets the right trigger value
  106319. */
  106320. /**
  106321. * Sets the right trigger value
  106322. */
  106323. rightTrigger: number;
  106324. /**
  106325. * Defines the callback to call when a button is pressed
  106326. * @param callback defines the callback to use
  106327. */
  106328. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  106329. /**
  106330. * Defines the callback to call when a button is released
  106331. * @param callback defines the callback to use
  106332. */
  106333. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  106334. /**
  106335. * Defines the callback to call when a pad is pressed
  106336. * @param callback defines the callback to use
  106337. */
  106338. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  106339. /**
  106340. * Defines the callback to call when a pad is released
  106341. * @param callback defines the callback to use
  106342. */
  106343. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  106344. private _setButtonValue;
  106345. private _setDPadValue;
  106346. /**
  106347. * Gets the value of the `A` button
  106348. */
  106349. /**
  106350. * Sets the value of the `A` button
  106351. */
  106352. buttonA: number;
  106353. /**
  106354. * Gets the value of the `B` button
  106355. */
  106356. /**
  106357. * Sets the value of the `B` button
  106358. */
  106359. buttonB: number;
  106360. /**
  106361. * Gets the value of the `X` button
  106362. */
  106363. /**
  106364. * Sets the value of the `X` button
  106365. */
  106366. buttonX: number;
  106367. /**
  106368. * Gets the value of the `Y` button
  106369. */
  106370. /**
  106371. * Sets the value of the `Y` button
  106372. */
  106373. buttonY: number;
  106374. /**
  106375. * Gets the value of the `Start` button
  106376. */
  106377. /**
  106378. * Sets the value of the `Start` button
  106379. */
  106380. buttonStart: number;
  106381. /**
  106382. * Gets the value of the `Back` button
  106383. */
  106384. /**
  106385. * Sets the value of the `Back` button
  106386. */
  106387. buttonBack: number;
  106388. /**
  106389. * Gets the value of the `Left` button
  106390. */
  106391. /**
  106392. * Sets the value of the `Left` button
  106393. */
  106394. buttonLB: number;
  106395. /**
  106396. * Gets the value of the `Right` button
  106397. */
  106398. /**
  106399. * Sets the value of the `Right` button
  106400. */
  106401. buttonRB: number;
  106402. /**
  106403. * Gets the value of the Left joystick
  106404. */
  106405. /**
  106406. * Sets the value of the Left joystick
  106407. */
  106408. buttonLeftStick: number;
  106409. /**
  106410. * Gets the value of the Right joystick
  106411. */
  106412. /**
  106413. * Sets the value of the Right joystick
  106414. */
  106415. buttonRightStick: number;
  106416. /**
  106417. * Gets the value of D-pad up
  106418. */
  106419. /**
  106420. * Sets the value of D-pad up
  106421. */
  106422. dPadUp: number;
  106423. /**
  106424. * Gets the value of D-pad down
  106425. */
  106426. /**
  106427. * Sets the value of D-pad down
  106428. */
  106429. dPadDown: number;
  106430. /**
  106431. * Gets the value of D-pad left
  106432. */
  106433. /**
  106434. * Sets the value of D-pad left
  106435. */
  106436. dPadLeft: number;
  106437. /**
  106438. * Gets the value of D-pad right
  106439. */
  106440. /**
  106441. * Sets the value of D-pad right
  106442. */
  106443. dPadRight: number;
  106444. /**
  106445. * Force the gamepad to synchronize with device values
  106446. */
  106447. update(): void;
  106448. /**
  106449. * Disposes the gamepad
  106450. */
  106451. dispose(): void;
  106452. }
  106453. }
  106454. declare module BABYLON {
  106455. /**
  106456. * Defines supported buttons for DualShock compatible gamepads
  106457. */
  106458. export enum DualShockButton {
  106459. /** Cross */
  106460. Cross = 0,
  106461. /** Circle */
  106462. Circle = 1,
  106463. /** Square */
  106464. Square = 2,
  106465. /** Triangle */
  106466. Triangle = 3,
  106467. /** Options */
  106468. Options = 4,
  106469. /** Share */
  106470. Share = 5,
  106471. /** L1 */
  106472. L1 = 6,
  106473. /** R1 */
  106474. R1 = 7,
  106475. /** Left stick */
  106476. LeftStick = 8,
  106477. /** Right stick */
  106478. RightStick = 9
  106479. }
  106480. /** Defines values for DualShock DPad */
  106481. export enum DualShockDpad {
  106482. /** Up */
  106483. Up = 0,
  106484. /** Down */
  106485. Down = 1,
  106486. /** Left */
  106487. Left = 2,
  106488. /** Right */
  106489. Right = 3
  106490. }
  106491. /**
  106492. * Defines a DualShock gamepad
  106493. */
  106494. export class DualShockPad extends Gamepad {
  106495. private _leftTrigger;
  106496. private _rightTrigger;
  106497. private _onlefttriggerchanged;
  106498. private _onrighttriggerchanged;
  106499. private _onbuttondown;
  106500. private _onbuttonup;
  106501. private _ondpaddown;
  106502. private _ondpadup;
  106503. /** Observable raised when a button is pressed */
  106504. onButtonDownObservable: Observable<DualShockButton>;
  106505. /** Observable raised when a button is released */
  106506. onButtonUpObservable: Observable<DualShockButton>;
  106507. /** Observable raised when a pad is pressed */
  106508. onPadDownObservable: Observable<DualShockDpad>;
  106509. /** Observable raised when a pad is released */
  106510. onPadUpObservable: Observable<DualShockDpad>;
  106511. private _buttonCross;
  106512. private _buttonCircle;
  106513. private _buttonSquare;
  106514. private _buttonTriangle;
  106515. private _buttonShare;
  106516. private _buttonOptions;
  106517. private _buttonL1;
  106518. private _buttonR1;
  106519. private _buttonLeftStick;
  106520. private _buttonRightStick;
  106521. private _dPadUp;
  106522. private _dPadDown;
  106523. private _dPadLeft;
  106524. private _dPadRight;
  106525. /**
  106526. * Creates a new DualShock gamepad object
  106527. * @param id defines the id of this gamepad
  106528. * @param index defines its index
  106529. * @param gamepad defines the internal HTML gamepad object
  106530. */
  106531. constructor(id: string, index: number, gamepad: any);
  106532. /**
  106533. * Defines the callback to call when left trigger is pressed
  106534. * @param callback defines the callback to use
  106535. */
  106536. onlefttriggerchanged(callback: (value: number) => void): void;
  106537. /**
  106538. * Defines the callback to call when right trigger is pressed
  106539. * @param callback defines the callback to use
  106540. */
  106541. onrighttriggerchanged(callback: (value: number) => void): void;
  106542. /**
  106543. * Gets the left trigger value
  106544. */
  106545. /**
  106546. * Sets the left trigger value
  106547. */
  106548. leftTrigger: number;
  106549. /**
  106550. * Gets the right trigger value
  106551. */
  106552. /**
  106553. * Sets the right trigger value
  106554. */
  106555. rightTrigger: number;
  106556. /**
  106557. * Defines the callback to call when a button is pressed
  106558. * @param callback defines the callback to use
  106559. */
  106560. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  106561. /**
  106562. * Defines the callback to call when a button is released
  106563. * @param callback defines the callback to use
  106564. */
  106565. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  106566. /**
  106567. * Defines the callback to call when a pad is pressed
  106568. * @param callback defines the callback to use
  106569. */
  106570. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  106571. /**
  106572. * Defines the callback to call when a pad is released
  106573. * @param callback defines the callback to use
  106574. */
  106575. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  106576. private _setButtonValue;
  106577. private _setDPadValue;
  106578. /**
  106579. * Gets the value of the `Cross` button
  106580. */
  106581. /**
  106582. * Sets the value of the `Cross` button
  106583. */
  106584. buttonCross: number;
  106585. /**
  106586. * Gets the value of the `Circle` button
  106587. */
  106588. /**
  106589. * Sets the value of the `Circle` button
  106590. */
  106591. buttonCircle: number;
  106592. /**
  106593. * Gets the value of the `Square` button
  106594. */
  106595. /**
  106596. * Sets the value of the `Square` button
  106597. */
  106598. buttonSquare: number;
  106599. /**
  106600. * Gets the value of the `Triangle` button
  106601. */
  106602. /**
  106603. * Sets the value of the `Triangle` button
  106604. */
  106605. buttonTriangle: number;
  106606. /**
  106607. * Gets the value of the `Options` button
  106608. */
  106609. /**
  106610. * Sets the value of the `Options` button
  106611. */
  106612. buttonOptions: number;
  106613. /**
  106614. * Gets the value of the `Share` button
  106615. */
  106616. /**
  106617. * Sets the value of the `Share` button
  106618. */
  106619. buttonShare: number;
  106620. /**
  106621. * Gets the value of the `L1` button
  106622. */
  106623. /**
  106624. * Sets the value of the `L1` button
  106625. */
  106626. buttonL1: number;
  106627. /**
  106628. * Gets the value of the `R1` button
  106629. */
  106630. /**
  106631. * Sets the value of the `R1` button
  106632. */
  106633. buttonR1: number;
  106634. /**
  106635. * Gets the value of the Left joystick
  106636. */
  106637. /**
  106638. * Sets the value of the Left joystick
  106639. */
  106640. buttonLeftStick: number;
  106641. /**
  106642. * Gets the value of the Right joystick
  106643. */
  106644. /**
  106645. * Sets the value of the Right joystick
  106646. */
  106647. buttonRightStick: number;
  106648. /**
  106649. * Gets the value of D-pad up
  106650. */
  106651. /**
  106652. * Sets the value of D-pad up
  106653. */
  106654. dPadUp: number;
  106655. /**
  106656. * Gets the value of D-pad down
  106657. */
  106658. /**
  106659. * Sets the value of D-pad down
  106660. */
  106661. dPadDown: number;
  106662. /**
  106663. * Gets the value of D-pad left
  106664. */
  106665. /**
  106666. * Sets the value of D-pad left
  106667. */
  106668. dPadLeft: number;
  106669. /**
  106670. * Gets the value of D-pad right
  106671. */
  106672. /**
  106673. * Sets the value of D-pad right
  106674. */
  106675. dPadRight: number;
  106676. /**
  106677. * Force the gamepad to synchronize with device values
  106678. */
  106679. update(): void;
  106680. /**
  106681. * Disposes the gamepad
  106682. */
  106683. dispose(): void;
  106684. }
  106685. }
  106686. declare module BABYLON {
  106687. /**
  106688. * Manager for handling gamepads
  106689. */
  106690. export class GamepadManager {
  106691. private _scene?;
  106692. private _babylonGamepads;
  106693. private _oneGamepadConnected;
  106694. /** @hidden */
  106695. _isMonitoring: boolean;
  106696. private _gamepadEventSupported;
  106697. private _gamepadSupport;
  106698. /**
  106699. * observable to be triggered when the gamepad controller has been connected
  106700. */
  106701. onGamepadConnectedObservable: Observable<Gamepad>;
  106702. /**
  106703. * observable to be triggered when the gamepad controller has been disconnected
  106704. */
  106705. onGamepadDisconnectedObservable: Observable<Gamepad>;
  106706. private _onGamepadConnectedEvent;
  106707. private _onGamepadDisconnectedEvent;
  106708. /**
  106709. * Initializes the gamepad manager
  106710. * @param _scene BabylonJS scene
  106711. */
  106712. constructor(_scene?: Scene | undefined);
  106713. /**
  106714. * The gamepads in the game pad manager
  106715. */
  106716. readonly gamepads: Gamepad[];
  106717. /**
  106718. * Get the gamepad controllers based on type
  106719. * @param type The type of gamepad controller
  106720. * @returns Nullable gamepad
  106721. */
  106722. getGamepadByType(type?: number): Nullable<Gamepad>;
  106723. /**
  106724. * Disposes the gamepad manager
  106725. */
  106726. dispose(): void;
  106727. private _addNewGamepad;
  106728. private _startMonitoringGamepads;
  106729. private _stopMonitoringGamepads;
  106730. /** @hidden */
  106731. _checkGamepadsStatus(): void;
  106732. private _updateGamepadObjects;
  106733. }
  106734. }
  106735. declare module BABYLON {
  106736. interface Scene {
  106737. /** @hidden */
  106738. _gamepadManager: Nullable<GamepadManager>;
  106739. /**
  106740. * Gets the gamepad manager associated with the scene
  106741. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  106742. */
  106743. gamepadManager: GamepadManager;
  106744. }
  106745. /**
  106746. * Interface representing a free camera inputs manager
  106747. */
  106748. interface FreeCameraInputsManager {
  106749. /**
  106750. * Adds gamepad input support to the FreeCameraInputsManager.
  106751. * @returns the FreeCameraInputsManager
  106752. */
  106753. addGamepad(): FreeCameraInputsManager;
  106754. }
  106755. /**
  106756. * Interface representing an arc rotate camera inputs manager
  106757. */
  106758. interface ArcRotateCameraInputsManager {
  106759. /**
  106760. * Adds gamepad input support to the ArcRotateCamera InputManager.
  106761. * @returns the camera inputs manager
  106762. */
  106763. addGamepad(): ArcRotateCameraInputsManager;
  106764. }
  106765. /**
  106766. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  106767. */
  106768. export class GamepadSystemSceneComponent implements ISceneComponent {
  106769. /**
  106770. * The component name helpfull to identify the component in the list of scene components.
  106771. */
  106772. readonly name: string;
  106773. /**
  106774. * The scene the component belongs to.
  106775. */
  106776. scene: Scene;
  106777. /**
  106778. * Creates a new instance of the component for the given scene
  106779. * @param scene Defines the scene to register the component in
  106780. */
  106781. constructor(scene: Scene);
  106782. /**
  106783. * Registers the component in a given scene
  106784. */
  106785. register(): void;
  106786. /**
  106787. * Rebuilds the elements related to this component in case of
  106788. * context lost for instance.
  106789. */
  106790. rebuild(): void;
  106791. /**
  106792. * Disposes the component and the associated ressources
  106793. */
  106794. dispose(): void;
  106795. private _beforeCameraUpdate;
  106796. }
  106797. }
  106798. declare module BABYLON {
  106799. /**
  106800. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  106801. * which still works and will still be found in many Playgrounds.
  106802. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106803. */
  106804. export class UniversalCamera extends TouchCamera {
  106805. /**
  106806. * Defines the gamepad rotation sensiblity.
  106807. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106808. */
  106809. gamepadAngularSensibility: number;
  106810. /**
  106811. * Defines the gamepad move sensiblity.
  106812. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106813. */
  106814. gamepadMoveSensibility: number;
  106815. /**
  106816. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  106817. * which still works and will still be found in many Playgrounds.
  106818. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106819. * @param name Define the name of the camera in the scene
  106820. * @param position Define the start position of the camera in the scene
  106821. * @param scene Define the scene the camera belongs to
  106822. */
  106823. constructor(name: string, position: Vector3, scene: Scene);
  106824. /**
  106825. * Gets the current object class name.
  106826. * @return the class name
  106827. */
  106828. getClassName(): string;
  106829. }
  106830. }
  106831. declare module BABYLON {
  106832. /**
  106833. * This represents a FPS type of camera. This is only here for back compat purpose.
  106834. * Please use the UniversalCamera instead as both are identical.
  106835. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106836. */
  106837. export class GamepadCamera extends UniversalCamera {
  106838. /**
  106839. * Instantiates a new Gamepad Camera
  106840. * This represents a FPS type of camera. This is only here for back compat purpose.
  106841. * Please use the UniversalCamera instead as both are identical.
  106842. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106843. * @param name Define the name of the camera in the scene
  106844. * @param position Define the start position of the camera in the scene
  106845. * @param scene Define the scene the camera belongs to
  106846. */
  106847. constructor(name: string, position: Vector3, scene: Scene);
  106848. /**
  106849. * Gets the current object class name.
  106850. * @return the class name
  106851. */
  106852. getClassName(): string;
  106853. }
  106854. }
  106855. declare module BABYLON {
  106856. /** @hidden */
  106857. export var passPixelShader: {
  106858. name: string;
  106859. shader: string;
  106860. };
  106861. }
  106862. declare module BABYLON {
  106863. /** @hidden */
  106864. export var passCubePixelShader: {
  106865. name: string;
  106866. shader: string;
  106867. };
  106868. }
  106869. declare module BABYLON {
  106870. /**
  106871. * PassPostProcess which produces an output the same as it's input
  106872. */
  106873. export class PassPostProcess extends PostProcess {
  106874. /**
  106875. * Creates the PassPostProcess
  106876. * @param name The name of the effect.
  106877. * @param options The required width/height ratio to downsize to before computing the render pass.
  106878. * @param camera The camera to apply the render pass to.
  106879. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106880. * @param engine The engine which the post process will be applied. (default: current engine)
  106881. * @param reusable If the post process can be reused on the same frame. (default: false)
  106882. * @param textureType The type of texture to be used when performing the post processing.
  106883. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  106884. */
  106885. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  106886. }
  106887. /**
  106888. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  106889. */
  106890. export class PassCubePostProcess extends PostProcess {
  106891. private _face;
  106892. /**
  106893. * Gets or sets the cube face to display.
  106894. * * 0 is +X
  106895. * * 1 is -X
  106896. * * 2 is +Y
  106897. * * 3 is -Y
  106898. * * 4 is +Z
  106899. * * 5 is -Z
  106900. */
  106901. face: number;
  106902. /**
  106903. * Creates the PassCubePostProcess
  106904. * @param name The name of the effect.
  106905. * @param options The required width/height ratio to downsize to before computing the render pass.
  106906. * @param camera The camera to apply the render pass to.
  106907. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106908. * @param engine The engine which the post process will be applied. (default: current engine)
  106909. * @param reusable If the post process can be reused on the same frame. (default: false)
  106910. * @param textureType The type of texture to be used when performing the post processing.
  106911. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  106912. */
  106913. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  106914. }
  106915. }
  106916. declare module BABYLON {
  106917. /** @hidden */
  106918. export var anaglyphPixelShader: {
  106919. name: string;
  106920. shader: string;
  106921. };
  106922. }
  106923. declare module BABYLON {
  106924. /**
  106925. * Postprocess used to generate anaglyphic rendering
  106926. */
  106927. export class AnaglyphPostProcess extends PostProcess {
  106928. private _passedProcess;
  106929. /**
  106930. * Creates a new AnaglyphPostProcess
  106931. * @param name defines postprocess name
  106932. * @param options defines creation options or target ratio scale
  106933. * @param rigCameras defines cameras using this postprocess
  106934. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106935. * @param engine defines hosting engine
  106936. * @param reusable defines if the postprocess will be reused multiple times per frame
  106937. */
  106938. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  106939. }
  106940. }
  106941. declare module BABYLON {
  106942. /**
  106943. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106944. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106945. */
  106946. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  106947. /**
  106948. * Creates a new AnaglyphArcRotateCamera
  106949. * @param name defines camera name
  106950. * @param alpha defines alpha angle (in radians)
  106951. * @param beta defines beta angle (in radians)
  106952. * @param radius defines radius
  106953. * @param target defines camera target
  106954. * @param interaxialDistance defines distance between each color axis
  106955. * @param scene defines the hosting scene
  106956. */
  106957. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  106958. /**
  106959. * Gets camera class name
  106960. * @returns AnaglyphArcRotateCamera
  106961. */
  106962. getClassName(): string;
  106963. }
  106964. }
  106965. declare module BABYLON {
  106966. /**
  106967. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106968. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106969. */
  106970. export class AnaglyphFreeCamera extends FreeCamera {
  106971. /**
  106972. * Creates a new AnaglyphFreeCamera
  106973. * @param name defines camera name
  106974. * @param position defines initial position
  106975. * @param interaxialDistance defines distance between each color axis
  106976. * @param scene defines the hosting scene
  106977. */
  106978. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  106979. /**
  106980. * Gets camera class name
  106981. * @returns AnaglyphFreeCamera
  106982. */
  106983. getClassName(): string;
  106984. }
  106985. }
  106986. declare module BABYLON {
  106987. /**
  106988. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106989. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106990. */
  106991. export class AnaglyphGamepadCamera extends GamepadCamera {
  106992. /**
  106993. * Creates a new AnaglyphGamepadCamera
  106994. * @param name defines camera name
  106995. * @param position defines initial position
  106996. * @param interaxialDistance defines distance between each color axis
  106997. * @param scene defines the hosting scene
  106998. */
  106999. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107000. /**
  107001. * Gets camera class name
  107002. * @returns AnaglyphGamepadCamera
  107003. */
  107004. getClassName(): string;
  107005. }
  107006. }
  107007. declare module BABYLON {
  107008. /**
  107009. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  107010. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107011. */
  107012. export class AnaglyphUniversalCamera extends UniversalCamera {
  107013. /**
  107014. * Creates a new AnaglyphUniversalCamera
  107015. * @param name defines camera name
  107016. * @param position defines initial position
  107017. * @param interaxialDistance defines distance between each color axis
  107018. * @param scene defines the hosting scene
  107019. */
  107020. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107021. /**
  107022. * Gets camera class name
  107023. * @returns AnaglyphUniversalCamera
  107024. */
  107025. getClassName(): string;
  107026. }
  107027. }
  107028. declare module BABYLON {
  107029. /** @hidden */
  107030. export var stereoscopicInterlacePixelShader: {
  107031. name: string;
  107032. shader: string;
  107033. };
  107034. }
  107035. declare module BABYLON {
  107036. /**
  107037. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107038. */
  107039. export class StereoscopicInterlacePostProcess extends PostProcess {
  107040. private _stepSize;
  107041. private _passedProcess;
  107042. /**
  107043. * Initializes a StereoscopicInterlacePostProcess
  107044. * @param name The name of the effect.
  107045. * @param rigCameras The rig cameras to be appled to the post process
  107046. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107047. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107048. * @param engine The engine which the post process will be applied. (default: current engine)
  107049. * @param reusable If the post process can be reused on the same frame. (default: false)
  107050. */
  107051. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107052. }
  107053. }
  107054. declare module BABYLON {
  107055. /**
  107056. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107057. * @see http://doc.babylonjs.com/features/cameras
  107058. */
  107059. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107060. /**
  107061. * Creates a new StereoscopicArcRotateCamera
  107062. * @param name defines camera name
  107063. * @param alpha defines alpha angle (in radians)
  107064. * @param beta defines beta angle (in radians)
  107065. * @param radius defines radius
  107066. * @param target defines camera target
  107067. * @param interaxialDistance defines distance between each color axis
  107068. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107069. * @param scene defines the hosting scene
  107070. */
  107071. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107072. /**
  107073. * Gets camera class name
  107074. * @returns StereoscopicArcRotateCamera
  107075. */
  107076. getClassName(): string;
  107077. }
  107078. }
  107079. declare module BABYLON {
  107080. /**
  107081. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107082. * @see http://doc.babylonjs.com/features/cameras
  107083. */
  107084. export class StereoscopicFreeCamera extends FreeCamera {
  107085. /**
  107086. * Creates a new StereoscopicFreeCamera
  107087. * @param name defines camera name
  107088. * @param position defines initial position
  107089. * @param interaxialDistance defines distance between each color axis
  107090. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107091. * @param scene defines the hosting scene
  107092. */
  107093. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107094. /**
  107095. * Gets camera class name
  107096. * @returns StereoscopicFreeCamera
  107097. */
  107098. getClassName(): string;
  107099. }
  107100. }
  107101. declare module BABYLON {
  107102. /**
  107103. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107104. * @see http://doc.babylonjs.com/features/cameras
  107105. */
  107106. export class StereoscopicGamepadCamera extends GamepadCamera {
  107107. /**
  107108. * Creates a new StereoscopicGamepadCamera
  107109. * @param name defines camera name
  107110. * @param position defines initial position
  107111. * @param interaxialDistance defines distance between each color axis
  107112. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107113. * @param scene defines the hosting scene
  107114. */
  107115. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107116. /**
  107117. * Gets camera class name
  107118. * @returns StereoscopicGamepadCamera
  107119. */
  107120. getClassName(): string;
  107121. }
  107122. }
  107123. declare module BABYLON {
  107124. /**
  107125. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107126. * @see http://doc.babylonjs.com/features/cameras
  107127. */
  107128. export class StereoscopicUniversalCamera extends UniversalCamera {
  107129. /**
  107130. * Creates a new StereoscopicUniversalCamera
  107131. * @param name defines camera name
  107132. * @param position defines initial position
  107133. * @param interaxialDistance defines distance between each color axis
  107134. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107135. * @param scene defines the hosting scene
  107136. */
  107137. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107138. /**
  107139. * Gets camera class name
  107140. * @returns StereoscopicUniversalCamera
  107141. */
  107142. getClassName(): string;
  107143. }
  107144. }
  107145. declare module BABYLON {
  107146. /**
  107147. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  107148. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107149. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107150. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107151. */
  107152. export class VirtualJoysticksCamera extends FreeCamera {
  107153. /**
  107154. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  107155. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107156. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107157. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107158. * @param name Define the name of the camera in the scene
  107159. * @param position Define the start position of the camera in the scene
  107160. * @param scene Define the scene the camera belongs to
  107161. */
  107162. constructor(name: string, position: Vector3, scene: Scene);
  107163. /**
  107164. * Gets the current object class name.
  107165. * @return the class name
  107166. */
  107167. getClassName(): string;
  107168. }
  107169. }
  107170. declare module BABYLON {
  107171. /**
  107172. * This represents all the required metrics to create a VR camera.
  107173. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  107174. */
  107175. export class VRCameraMetrics {
  107176. /**
  107177. * Define the horizontal resolution off the screen.
  107178. */
  107179. hResolution: number;
  107180. /**
  107181. * Define the vertical resolution off the screen.
  107182. */
  107183. vResolution: number;
  107184. /**
  107185. * Define the horizontal screen size.
  107186. */
  107187. hScreenSize: number;
  107188. /**
  107189. * Define the vertical screen size.
  107190. */
  107191. vScreenSize: number;
  107192. /**
  107193. * Define the vertical screen center position.
  107194. */
  107195. vScreenCenter: number;
  107196. /**
  107197. * Define the distance of the eyes to the screen.
  107198. */
  107199. eyeToScreenDistance: number;
  107200. /**
  107201. * Define the distance between both lenses
  107202. */
  107203. lensSeparationDistance: number;
  107204. /**
  107205. * Define the distance between both viewer's eyes.
  107206. */
  107207. interpupillaryDistance: number;
  107208. /**
  107209. * Define the distortion factor of the VR postprocess.
  107210. * Please, touch with care.
  107211. */
  107212. distortionK: number[];
  107213. /**
  107214. * Define the chromatic aberration correction factors for the VR post process.
  107215. */
  107216. chromaAbCorrection: number[];
  107217. /**
  107218. * Define the scale factor of the post process.
  107219. * The smaller the better but the slower.
  107220. */
  107221. postProcessScaleFactor: number;
  107222. /**
  107223. * Define an offset for the lens center.
  107224. */
  107225. lensCenterOffset: number;
  107226. /**
  107227. * Define if the current vr camera should compensate the distortion of the lense or not.
  107228. */
  107229. compensateDistortion: boolean;
  107230. /**
  107231. * Defines if multiview should be enabled when rendering (Default: false)
  107232. */
  107233. multiviewEnabled: boolean;
  107234. /**
  107235. * Gets the rendering aspect ratio based on the provided resolutions.
  107236. */
  107237. readonly aspectRatio: number;
  107238. /**
  107239. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  107240. */
  107241. readonly aspectRatioFov: number;
  107242. /**
  107243. * @hidden
  107244. */
  107245. readonly leftHMatrix: Matrix;
  107246. /**
  107247. * @hidden
  107248. */
  107249. readonly rightHMatrix: Matrix;
  107250. /**
  107251. * @hidden
  107252. */
  107253. readonly leftPreViewMatrix: Matrix;
  107254. /**
  107255. * @hidden
  107256. */
  107257. readonly rightPreViewMatrix: Matrix;
  107258. /**
  107259. * Get the default VRMetrics based on the most generic setup.
  107260. * @returns the default vr metrics
  107261. */
  107262. static GetDefault(): VRCameraMetrics;
  107263. }
  107264. }
  107265. declare module BABYLON {
  107266. /** @hidden */
  107267. export var vrDistortionCorrectionPixelShader: {
  107268. name: string;
  107269. shader: string;
  107270. };
  107271. }
  107272. declare module BABYLON {
  107273. /**
  107274. * VRDistortionCorrectionPostProcess used for mobile VR
  107275. */
  107276. export class VRDistortionCorrectionPostProcess extends PostProcess {
  107277. private _isRightEye;
  107278. private _distortionFactors;
  107279. private _postProcessScaleFactor;
  107280. private _lensCenterOffset;
  107281. private _scaleIn;
  107282. private _scaleFactor;
  107283. private _lensCenter;
  107284. /**
  107285. * Initializes the VRDistortionCorrectionPostProcess
  107286. * @param name The name of the effect.
  107287. * @param camera The camera to apply the render pass to.
  107288. * @param isRightEye If this is for the right eye distortion
  107289. * @param vrMetrics All the required metrics for the VR camera
  107290. */
  107291. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  107292. }
  107293. }
  107294. declare module BABYLON {
  107295. /**
  107296. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107297. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107298. */
  107299. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  107300. /**
  107301. * Creates a new VRDeviceOrientationArcRotateCamera
  107302. * @param name defines camera name
  107303. * @param alpha defines the camera rotation along the logitudinal axis
  107304. * @param beta defines the camera rotation along the latitudinal axis
  107305. * @param radius defines the camera distance from its target
  107306. * @param target defines the camera target
  107307. * @param scene defines the scene the camera belongs to
  107308. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107309. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107310. */
  107311. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107312. /**
  107313. * Gets camera class name
  107314. * @returns VRDeviceOrientationArcRotateCamera
  107315. */
  107316. getClassName(): string;
  107317. }
  107318. }
  107319. declare module BABYLON {
  107320. /**
  107321. * Camera used to simulate VR rendering (based on FreeCamera)
  107322. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107323. */
  107324. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  107325. /**
  107326. * Creates a new VRDeviceOrientationFreeCamera
  107327. * @param name defines camera name
  107328. * @param position defines the start position of the camera
  107329. * @param scene defines the scene the camera belongs to
  107330. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107331. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107332. */
  107333. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107334. /**
  107335. * Gets camera class name
  107336. * @returns VRDeviceOrientationFreeCamera
  107337. */
  107338. getClassName(): string;
  107339. }
  107340. }
  107341. declare module BABYLON {
  107342. /**
  107343. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107344. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107345. */
  107346. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  107347. /**
  107348. * Creates a new VRDeviceOrientationGamepadCamera
  107349. * @param name defines camera name
  107350. * @param position defines the start position of the camera
  107351. * @param scene defines the scene the camera belongs to
  107352. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107353. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107354. */
  107355. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107356. /**
  107357. * Gets camera class name
  107358. * @returns VRDeviceOrientationGamepadCamera
  107359. */
  107360. getClassName(): string;
  107361. }
  107362. }
  107363. declare module BABYLON {
  107364. /**
  107365. * Base class of materials working in push mode in babylon JS
  107366. * @hidden
  107367. */
  107368. export class PushMaterial extends Material {
  107369. protected _activeEffect: Effect;
  107370. protected _normalMatrix: Matrix;
  107371. /**
  107372. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  107373. * This means that the material can keep using a previous shader while a new one is being compiled.
  107374. * This is mostly used when shader parallel compilation is supported (true by default)
  107375. */
  107376. allowShaderHotSwapping: boolean;
  107377. constructor(name: string, scene: Scene);
  107378. getEffect(): Effect;
  107379. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  107380. /**
  107381. * Binds the given world matrix to the active effect
  107382. *
  107383. * @param world the matrix to bind
  107384. */
  107385. bindOnlyWorldMatrix(world: Matrix): void;
  107386. /**
  107387. * Binds the given normal matrix to the active effect
  107388. *
  107389. * @param normalMatrix the matrix to bind
  107390. */
  107391. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  107392. bind(world: Matrix, mesh?: Mesh): void;
  107393. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  107394. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  107395. }
  107396. }
  107397. declare module BABYLON {
  107398. /**
  107399. * This groups all the flags used to control the materials channel.
  107400. */
  107401. export class MaterialFlags {
  107402. private static _DiffuseTextureEnabled;
  107403. /**
  107404. * Are diffuse textures enabled in the application.
  107405. */
  107406. static DiffuseTextureEnabled: boolean;
  107407. private static _AmbientTextureEnabled;
  107408. /**
  107409. * Are ambient textures enabled in the application.
  107410. */
  107411. static AmbientTextureEnabled: boolean;
  107412. private static _OpacityTextureEnabled;
  107413. /**
  107414. * Are opacity textures enabled in the application.
  107415. */
  107416. static OpacityTextureEnabled: boolean;
  107417. private static _ReflectionTextureEnabled;
  107418. /**
  107419. * Are reflection textures enabled in the application.
  107420. */
  107421. static ReflectionTextureEnabled: boolean;
  107422. private static _EmissiveTextureEnabled;
  107423. /**
  107424. * Are emissive textures enabled in the application.
  107425. */
  107426. static EmissiveTextureEnabled: boolean;
  107427. private static _SpecularTextureEnabled;
  107428. /**
  107429. * Are specular textures enabled in the application.
  107430. */
  107431. static SpecularTextureEnabled: boolean;
  107432. private static _BumpTextureEnabled;
  107433. /**
  107434. * Are bump textures enabled in the application.
  107435. */
  107436. static BumpTextureEnabled: boolean;
  107437. private static _LightmapTextureEnabled;
  107438. /**
  107439. * Are lightmap textures enabled in the application.
  107440. */
  107441. static LightmapTextureEnabled: boolean;
  107442. private static _RefractionTextureEnabled;
  107443. /**
  107444. * Are refraction textures enabled in the application.
  107445. */
  107446. static RefractionTextureEnabled: boolean;
  107447. private static _ColorGradingTextureEnabled;
  107448. /**
  107449. * Are color grading textures enabled in the application.
  107450. */
  107451. static ColorGradingTextureEnabled: boolean;
  107452. private static _FresnelEnabled;
  107453. /**
  107454. * Are fresnels enabled in the application.
  107455. */
  107456. static FresnelEnabled: boolean;
  107457. private static _ClearCoatTextureEnabled;
  107458. /**
  107459. * Are clear coat textures enabled in the application.
  107460. */
  107461. static ClearCoatTextureEnabled: boolean;
  107462. private static _ClearCoatBumpTextureEnabled;
  107463. /**
  107464. * Are clear coat bump textures enabled in the application.
  107465. */
  107466. static ClearCoatBumpTextureEnabled: boolean;
  107467. private static _ClearCoatTintTextureEnabled;
  107468. /**
  107469. * Are clear coat tint textures enabled in the application.
  107470. */
  107471. static ClearCoatTintTextureEnabled: boolean;
  107472. private static _SheenTextureEnabled;
  107473. /**
  107474. * Are sheen textures enabled in the application.
  107475. */
  107476. static SheenTextureEnabled: boolean;
  107477. private static _AnisotropicTextureEnabled;
  107478. /**
  107479. * Are anisotropic textures enabled in the application.
  107480. */
  107481. static AnisotropicTextureEnabled: boolean;
  107482. private static _ThicknessTextureEnabled;
  107483. /**
  107484. * Are thickness textures enabled in the application.
  107485. */
  107486. static ThicknessTextureEnabled: boolean;
  107487. }
  107488. }
  107489. declare module BABYLON {
  107490. /** @hidden */
  107491. export var defaultFragmentDeclaration: {
  107492. name: string;
  107493. shader: string;
  107494. };
  107495. }
  107496. declare module BABYLON {
  107497. /** @hidden */
  107498. export var defaultUboDeclaration: {
  107499. name: string;
  107500. shader: string;
  107501. };
  107502. }
  107503. declare module BABYLON {
  107504. /** @hidden */
  107505. export var lightFragmentDeclaration: {
  107506. name: string;
  107507. shader: string;
  107508. };
  107509. }
  107510. declare module BABYLON {
  107511. /** @hidden */
  107512. export var lightUboDeclaration: {
  107513. name: string;
  107514. shader: string;
  107515. };
  107516. }
  107517. declare module BABYLON {
  107518. /** @hidden */
  107519. export var lightsFragmentFunctions: {
  107520. name: string;
  107521. shader: string;
  107522. };
  107523. }
  107524. declare module BABYLON {
  107525. /** @hidden */
  107526. export var shadowsFragmentFunctions: {
  107527. name: string;
  107528. shader: string;
  107529. };
  107530. }
  107531. declare module BABYLON {
  107532. /** @hidden */
  107533. export var fresnelFunction: {
  107534. name: string;
  107535. shader: string;
  107536. };
  107537. }
  107538. declare module BABYLON {
  107539. /** @hidden */
  107540. export var reflectionFunction: {
  107541. name: string;
  107542. shader: string;
  107543. };
  107544. }
  107545. declare module BABYLON {
  107546. /** @hidden */
  107547. export var bumpFragmentFunctions: {
  107548. name: string;
  107549. shader: string;
  107550. };
  107551. }
  107552. declare module BABYLON {
  107553. /** @hidden */
  107554. export var logDepthDeclaration: {
  107555. name: string;
  107556. shader: string;
  107557. };
  107558. }
  107559. declare module BABYLON {
  107560. /** @hidden */
  107561. export var bumpFragment: {
  107562. name: string;
  107563. shader: string;
  107564. };
  107565. }
  107566. declare module BABYLON {
  107567. /** @hidden */
  107568. export var depthPrePass: {
  107569. name: string;
  107570. shader: string;
  107571. };
  107572. }
  107573. declare module BABYLON {
  107574. /** @hidden */
  107575. export var lightFragment: {
  107576. name: string;
  107577. shader: string;
  107578. };
  107579. }
  107580. declare module BABYLON {
  107581. /** @hidden */
  107582. export var logDepthFragment: {
  107583. name: string;
  107584. shader: string;
  107585. };
  107586. }
  107587. declare module BABYLON {
  107588. /** @hidden */
  107589. export var defaultPixelShader: {
  107590. name: string;
  107591. shader: string;
  107592. };
  107593. }
  107594. declare module BABYLON {
  107595. /** @hidden */
  107596. export var defaultVertexDeclaration: {
  107597. name: string;
  107598. shader: string;
  107599. };
  107600. }
  107601. declare module BABYLON {
  107602. /** @hidden */
  107603. export var bumpVertexDeclaration: {
  107604. name: string;
  107605. shader: string;
  107606. };
  107607. }
  107608. declare module BABYLON {
  107609. /** @hidden */
  107610. export var bumpVertex: {
  107611. name: string;
  107612. shader: string;
  107613. };
  107614. }
  107615. declare module BABYLON {
  107616. /** @hidden */
  107617. export var fogVertex: {
  107618. name: string;
  107619. shader: string;
  107620. };
  107621. }
  107622. declare module BABYLON {
  107623. /** @hidden */
  107624. export var shadowsVertex: {
  107625. name: string;
  107626. shader: string;
  107627. };
  107628. }
  107629. declare module BABYLON {
  107630. /** @hidden */
  107631. export var pointCloudVertex: {
  107632. name: string;
  107633. shader: string;
  107634. };
  107635. }
  107636. declare module BABYLON {
  107637. /** @hidden */
  107638. export var logDepthVertex: {
  107639. name: string;
  107640. shader: string;
  107641. };
  107642. }
  107643. declare module BABYLON {
  107644. /** @hidden */
  107645. export var defaultVertexShader: {
  107646. name: string;
  107647. shader: string;
  107648. };
  107649. }
  107650. declare module BABYLON {
  107651. /** @hidden */
  107652. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  107653. MAINUV1: boolean;
  107654. MAINUV2: boolean;
  107655. DIFFUSE: boolean;
  107656. DIFFUSEDIRECTUV: number;
  107657. AMBIENT: boolean;
  107658. AMBIENTDIRECTUV: number;
  107659. OPACITY: boolean;
  107660. OPACITYDIRECTUV: number;
  107661. OPACITYRGB: boolean;
  107662. REFLECTION: boolean;
  107663. EMISSIVE: boolean;
  107664. EMISSIVEDIRECTUV: number;
  107665. SPECULAR: boolean;
  107666. SPECULARDIRECTUV: number;
  107667. BUMP: boolean;
  107668. BUMPDIRECTUV: number;
  107669. PARALLAX: boolean;
  107670. PARALLAXOCCLUSION: boolean;
  107671. SPECULAROVERALPHA: boolean;
  107672. CLIPPLANE: boolean;
  107673. CLIPPLANE2: boolean;
  107674. CLIPPLANE3: boolean;
  107675. CLIPPLANE4: boolean;
  107676. ALPHATEST: boolean;
  107677. DEPTHPREPASS: boolean;
  107678. ALPHAFROMDIFFUSE: boolean;
  107679. POINTSIZE: boolean;
  107680. FOG: boolean;
  107681. SPECULARTERM: boolean;
  107682. DIFFUSEFRESNEL: boolean;
  107683. OPACITYFRESNEL: boolean;
  107684. REFLECTIONFRESNEL: boolean;
  107685. REFRACTIONFRESNEL: boolean;
  107686. EMISSIVEFRESNEL: boolean;
  107687. FRESNEL: boolean;
  107688. NORMAL: boolean;
  107689. UV1: boolean;
  107690. UV2: boolean;
  107691. VERTEXCOLOR: boolean;
  107692. VERTEXALPHA: boolean;
  107693. NUM_BONE_INFLUENCERS: number;
  107694. BonesPerMesh: number;
  107695. BONETEXTURE: boolean;
  107696. INSTANCES: boolean;
  107697. GLOSSINESS: boolean;
  107698. ROUGHNESS: boolean;
  107699. EMISSIVEASILLUMINATION: boolean;
  107700. LINKEMISSIVEWITHDIFFUSE: boolean;
  107701. REFLECTIONFRESNELFROMSPECULAR: boolean;
  107702. LIGHTMAP: boolean;
  107703. LIGHTMAPDIRECTUV: number;
  107704. OBJECTSPACE_NORMALMAP: boolean;
  107705. USELIGHTMAPASSHADOWMAP: boolean;
  107706. REFLECTIONMAP_3D: boolean;
  107707. REFLECTIONMAP_SPHERICAL: boolean;
  107708. REFLECTIONMAP_PLANAR: boolean;
  107709. REFLECTIONMAP_CUBIC: boolean;
  107710. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  107711. REFLECTIONMAP_PROJECTION: boolean;
  107712. REFLECTIONMAP_SKYBOX: boolean;
  107713. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  107714. REFLECTIONMAP_EXPLICIT: boolean;
  107715. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  107716. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  107717. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  107718. INVERTCUBICMAP: boolean;
  107719. LOGARITHMICDEPTH: boolean;
  107720. REFRACTION: boolean;
  107721. REFRACTIONMAP_3D: boolean;
  107722. REFLECTIONOVERALPHA: boolean;
  107723. TWOSIDEDLIGHTING: boolean;
  107724. SHADOWFLOAT: boolean;
  107725. MORPHTARGETS: boolean;
  107726. MORPHTARGETS_NORMAL: boolean;
  107727. MORPHTARGETS_TANGENT: boolean;
  107728. MORPHTARGETS_UV: boolean;
  107729. NUM_MORPH_INFLUENCERS: number;
  107730. NONUNIFORMSCALING: boolean;
  107731. PREMULTIPLYALPHA: boolean;
  107732. IMAGEPROCESSING: boolean;
  107733. VIGNETTE: boolean;
  107734. VIGNETTEBLENDMODEMULTIPLY: boolean;
  107735. VIGNETTEBLENDMODEOPAQUE: boolean;
  107736. TONEMAPPING: boolean;
  107737. TONEMAPPING_ACES: boolean;
  107738. CONTRAST: boolean;
  107739. COLORCURVES: boolean;
  107740. COLORGRADING: boolean;
  107741. COLORGRADING3D: boolean;
  107742. SAMPLER3DGREENDEPTH: boolean;
  107743. SAMPLER3DBGRMAP: boolean;
  107744. IMAGEPROCESSINGPOSTPROCESS: boolean;
  107745. MULTIVIEW: boolean;
  107746. /**
  107747. * If the reflection texture on this material is in linear color space
  107748. * @hidden
  107749. */
  107750. IS_REFLECTION_LINEAR: boolean;
  107751. /**
  107752. * If the refraction texture on this material is in linear color space
  107753. * @hidden
  107754. */
  107755. IS_REFRACTION_LINEAR: boolean;
  107756. EXPOSURE: boolean;
  107757. constructor();
  107758. setReflectionMode(modeToEnable: string): void;
  107759. }
  107760. /**
  107761. * This is the default material used in Babylon. It is the best trade off between quality
  107762. * and performances.
  107763. * @see http://doc.babylonjs.com/babylon101/materials
  107764. */
  107765. export class StandardMaterial extends PushMaterial {
  107766. private _diffuseTexture;
  107767. /**
  107768. * The basic texture of the material as viewed under a light.
  107769. */
  107770. diffuseTexture: Nullable<BaseTexture>;
  107771. private _ambientTexture;
  107772. /**
  107773. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  107774. */
  107775. ambientTexture: Nullable<BaseTexture>;
  107776. private _opacityTexture;
  107777. /**
  107778. * Define the transparency of the material from a texture.
  107779. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  107780. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  107781. */
  107782. opacityTexture: Nullable<BaseTexture>;
  107783. private _reflectionTexture;
  107784. /**
  107785. * Define the texture used to display the reflection.
  107786. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107787. */
  107788. reflectionTexture: Nullable<BaseTexture>;
  107789. private _emissiveTexture;
  107790. /**
  107791. * Define texture of the material as if self lit.
  107792. * This will be mixed in the final result even in the absence of light.
  107793. */
  107794. emissiveTexture: Nullable<BaseTexture>;
  107795. private _specularTexture;
  107796. /**
  107797. * Define how the color and intensity of the highlight given by the light in the material.
  107798. */
  107799. specularTexture: Nullable<BaseTexture>;
  107800. private _bumpTexture;
  107801. /**
  107802. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  107803. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  107804. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  107805. */
  107806. bumpTexture: Nullable<BaseTexture>;
  107807. private _lightmapTexture;
  107808. /**
  107809. * Complex lighting can be computationally expensive to compute at runtime.
  107810. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  107811. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  107812. */
  107813. lightmapTexture: Nullable<BaseTexture>;
  107814. private _refractionTexture;
  107815. /**
  107816. * Define the texture used to display the refraction.
  107817. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107818. */
  107819. refractionTexture: Nullable<BaseTexture>;
  107820. /**
  107821. * The color of the material lit by the environmental background lighting.
  107822. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  107823. */
  107824. ambientColor: Color3;
  107825. /**
  107826. * The basic color of the material as viewed under a light.
  107827. */
  107828. diffuseColor: Color3;
  107829. /**
  107830. * Define how the color and intensity of the highlight given by the light in the material.
  107831. */
  107832. specularColor: Color3;
  107833. /**
  107834. * Define the color of the material as if self lit.
  107835. * This will be mixed in the final result even in the absence of light.
  107836. */
  107837. emissiveColor: Color3;
  107838. /**
  107839. * Defines how sharp are the highlights in the material.
  107840. * The bigger the value the sharper giving a more glossy feeling to the result.
  107841. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  107842. */
  107843. specularPower: number;
  107844. private _useAlphaFromDiffuseTexture;
  107845. /**
  107846. * Does the transparency come from the diffuse texture alpha channel.
  107847. */
  107848. useAlphaFromDiffuseTexture: boolean;
  107849. private _useEmissiveAsIllumination;
  107850. /**
  107851. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  107852. */
  107853. useEmissiveAsIllumination: boolean;
  107854. private _linkEmissiveWithDiffuse;
  107855. /**
  107856. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  107857. * the emissive level when the final color is close to one.
  107858. */
  107859. linkEmissiveWithDiffuse: boolean;
  107860. private _useSpecularOverAlpha;
  107861. /**
  107862. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  107863. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  107864. */
  107865. useSpecularOverAlpha: boolean;
  107866. private _useReflectionOverAlpha;
  107867. /**
  107868. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  107869. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  107870. */
  107871. useReflectionOverAlpha: boolean;
  107872. private _disableLighting;
  107873. /**
  107874. * Does lights from the scene impacts this material.
  107875. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  107876. */
  107877. disableLighting: boolean;
  107878. private _useObjectSpaceNormalMap;
  107879. /**
  107880. * Allows using an object space normal map (instead of tangent space).
  107881. */
  107882. useObjectSpaceNormalMap: boolean;
  107883. private _useParallax;
  107884. /**
  107885. * Is parallax enabled or not.
  107886. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  107887. */
  107888. useParallax: boolean;
  107889. private _useParallaxOcclusion;
  107890. /**
  107891. * Is parallax occlusion enabled or not.
  107892. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  107893. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  107894. */
  107895. useParallaxOcclusion: boolean;
  107896. /**
  107897. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  107898. */
  107899. parallaxScaleBias: number;
  107900. private _roughness;
  107901. /**
  107902. * Helps to define how blurry the reflections should appears in the material.
  107903. */
  107904. roughness: number;
  107905. /**
  107906. * In case of refraction, define the value of the index of refraction.
  107907. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107908. */
  107909. indexOfRefraction: number;
  107910. /**
  107911. * Invert the refraction texture alongside the y axis.
  107912. * It can be useful with procedural textures or probe for instance.
  107913. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107914. */
  107915. invertRefractionY: boolean;
  107916. /**
  107917. * Defines the alpha limits in alpha test mode.
  107918. */
  107919. alphaCutOff: number;
  107920. private _useLightmapAsShadowmap;
  107921. /**
  107922. * In case of light mapping, define whether the map contains light or shadow informations.
  107923. */
  107924. useLightmapAsShadowmap: boolean;
  107925. private _diffuseFresnelParameters;
  107926. /**
  107927. * Define the diffuse fresnel parameters of the material.
  107928. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107929. */
  107930. diffuseFresnelParameters: FresnelParameters;
  107931. private _opacityFresnelParameters;
  107932. /**
  107933. * Define the opacity fresnel parameters of the material.
  107934. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107935. */
  107936. opacityFresnelParameters: FresnelParameters;
  107937. private _reflectionFresnelParameters;
  107938. /**
  107939. * Define the reflection fresnel parameters of the material.
  107940. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107941. */
  107942. reflectionFresnelParameters: FresnelParameters;
  107943. private _refractionFresnelParameters;
  107944. /**
  107945. * Define the refraction fresnel parameters of the material.
  107946. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107947. */
  107948. refractionFresnelParameters: FresnelParameters;
  107949. private _emissiveFresnelParameters;
  107950. /**
  107951. * Define the emissive fresnel parameters of the material.
  107952. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107953. */
  107954. emissiveFresnelParameters: FresnelParameters;
  107955. private _useReflectionFresnelFromSpecular;
  107956. /**
  107957. * If true automatically deducts the fresnels values from the material specularity.
  107958. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107959. */
  107960. useReflectionFresnelFromSpecular: boolean;
  107961. private _useGlossinessFromSpecularMapAlpha;
  107962. /**
  107963. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  107964. */
  107965. useGlossinessFromSpecularMapAlpha: boolean;
  107966. private _maxSimultaneousLights;
  107967. /**
  107968. * Defines the maximum number of lights that can be used in the material
  107969. */
  107970. maxSimultaneousLights: number;
  107971. private _invertNormalMapX;
  107972. /**
  107973. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  107974. */
  107975. invertNormalMapX: boolean;
  107976. private _invertNormalMapY;
  107977. /**
  107978. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  107979. */
  107980. invertNormalMapY: boolean;
  107981. private _twoSidedLighting;
  107982. /**
  107983. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  107984. */
  107985. twoSidedLighting: boolean;
  107986. /**
  107987. * Default configuration related to image processing available in the standard Material.
  107988. */
  107989. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  107990. /**
  107991. * Gets the image processing configuration used either in this material.
  107992. */
  107993. /**
  107994. * Sets the Default image processing configuration used either in the this material.
  107995. *
  107996. * If sets to null, the scene one is in use.
  107997. */
  107998. imageProcessingConfiguration: ImageProcessingConfiguration;
  107999. /**
  108000. * Keep track of the image processing observer to allow dispose and replace.
  108001. */
  108002. private _imageProcessingObserver;
  108003. /**
  108004. * Attaches a new image processing configuration to the Standard Material.
  108005. * @param configuration
  108006. */
  108007. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108008. /**
  108009. * Gets wether the color curves effect is enabled.
  108010. */
  108011. /**
  108012. * Sets wether the color curves effect is enabled.
  108013. */
  108014. cameraColorCurvesEnabled: boolean;
  108015. /**
  108016. * Gets wether the color grading effect is enabled.
  108017. */
  108018. /**
  108019. * Gets wether the color grading effect is enabled.
  108020. */
  108021. cameraColorGradingEnabled: boolean;
  108022. /**
  108023. * Gets wether tonemapping is enabled or not.
  108024. */
  108025. /**
  108026. * Sets wether tonemapping is enabled or not
  108027. */
  108028. cameraToneMappingEnabled: boolean;
  108029. /**
  108030. * The camera exposure used on this material.
  108031. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108032. * This corresponds to a photographic exposure.
  108033. */
  108034. /**
  108035. * The camera exposure used on this material.
  108036. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108037. * This corresponds to a photographic exposure.
  108038. */
  108039. cameraExposure: number;
  108040. /**
  108041. * Gets The camera contrast used on this material.
  108042. */
  108043. /**
  108044. * Sets The camera contrast used on this material.
  108045. */
  108046. cameraContrast: number;
  108047. /**
  108048. * Gets the Color Grading 2D Lookup Texture.
  108049. */
  108050. /**
  108051. * Sets the Color Grading 2D Lookup Texture.
  108052. */
  108053. cameraColorGradingTexture: Nullable<BaseTexture>;
  108054. /**
  108055. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108056. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108057. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  108058. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108059. */
  108060. /**
  108061. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108062. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108063. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  108064. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108065. */
  108066. cameraColorCurves: Nullable<ColorCurves>;
  108067. /**
  108068. * Custom callback helping to override the default shader used in the material.
  108069. */
  108070. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108071. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108072. protected _worldViewProjectionMatrix: Matrix;
  108073. protected _globalAmbientColor: Color3;
  108074. protected _useLogarithmicDepth: boolean;
  108075. protected _rebuildInParallel: boolean;
  108076. /**
  108077. * Instantiates a new standard material.
  108078. * This is the default material used in Babylon. It is the best trade off between quality
  108079. * and performances.
  108080. * @see http://doc.babylonjs.com/babylon101/materials
  108081. * @param name Define the name of the material in the scene
  108082. * @param scene Define the scene the material belong to
  108083. */
  108084. constructor(name: string, scene: Scene);
  108085. /**
  108086. * Gets a boolean indicating that current material needs to register RTT
  108087. */
  108088. readonly hasRenderTargetTextures: boolean;
  108089. /**
  108090. * Gets the current class name of the material e.g. "StandardMaterial"
  108091. * Mainly use in serialization.
  108092. * @returns the class name
  108093. */
  108094. getClassName(): string;
  108095. /**
  108096. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108097. * You can try switching to logarithmic depth.
  108098. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108099. */
  108100. useLogarithmicDepth: boolean;
  108101. /**
  108102. * Specifies if the material will require alpha blending
  108103. * @returns a boolean specifying if alpha blending is needed
  108104. */
  108105. needAlphaBlending(): boolean;
  108106. /**
  108107. * Specifies if this material should be rendered in alpha test mode
  108108. * @returns a boolean specifying if an alpha test is needed.
  108109. */
  108110. needAlphaTesting(): boolean;
  108111. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108112. /**
  108113. * Get the texture used for alpha test purpose.
  108114. * @returns the diffuse texture in case of the standard material.
  108115. */
  108116. getAlphaTestTexture(): Nullable<BaseTexture>;
  108117. /**
  108118. * Get if the submesh is ready to be used and all its information available.
  108119. * Child classes can use it to update shaders
  108120. * @param mesh defines the mesh to check
  108121. * @param subMesh defines which submesh to check
  108122. * @param useInstances specifies that instances should be used
  108123. * @returns a boolean indicating that the submesh is ready or not
  108124. */
  108125. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108126. /**
  108127. * Builds the material UBO layouts.
  108128. * Used internally during the effect preparation.
  108129. */
  108130. buildUniformLayout(): void;
  108131. /**
  108132. * Unbinds the material from the mesh
  108133. */
  108134. unbind(): void;
  108135. /**
  108136. * Binds the submesh to this material by preparing the effect and shader to draw
  108137. * @param world defines the world transformation matrix
  108138. * @param mesh defines the mesh containing the submesh
  108139. * @param subMesh defines the submesh to bind the material to
  108140. */
  108141. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108142. /**
  108143. * Get the list of animatables in the material.
  108144. * @returns the list of animatables object used in the material
  108145. */
  108146. getAnimatables(): IAnimatable[];
  108147. /**
  108148. * Gets the active textures from the material
  108149. * @returns an array of textures
  108150. */
  108151. getActiveTextures(): BaseTexture[];
  108152. /**
  108153. * Specifies if the material uses a texture
  108154. * @param texture defines the texture to check against the material
  108155. * @returns a boolean specifying if the material uses the texture
  108156. */
  108157. hasTexture(texture: BaseTexture): boolean;
  108158. /**
  108159. * Disposes the material
  108160. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  108161. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  108162. */
  108163. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108164. /**
  108165. * Makes a duplicate of the material, and gives it a new name
  108166. * @param name defines the new name for the duplicated material
  108167. * @returns the cloned material
  108168. */
  108169. clone(name: string): StandardMaterial;
  108170. /**
  108171. * Serializes this material in a JSON representation
  108172. * @returns the serialized material object
  108173. */
  108174. serialize(): any;
  108175. /**
  108176. * Creates a standard material from parsed material data
  108177. * @param source defines the JSON representation of the material
  108178. * @param scene defines the hosting scene
  108179. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  108180. * @returns a new standard material
  108181. */
  108182. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  108183. /**
  108184. * Are diffuse textures enabled in the application.
  108185. */
  108186. static DiffuseTextureEnabled: boolean;
  108187. /**
  108188. * Are ambient textures enabled in the application.
  108189. */
  108190. static AmbientTextureEnabled: boolean;
  108191. /**
  108192. * Are opacity textures enabled in the application.
  108193. */
  108194. static OpacityTextureEnabled: boolean;
  108195. /**
  108196. * Are reflection textures enabled in the application.
  108197. */
  108198. static ReflectionTextureEnabled: boolean;
  108199. /**
  108200. * Are emissive textures enabled in the application.
  108201. */
  108202. static EmissiveTextureEnabled: boolean;
  108203. /**
  108204. * Are specular textures enabled in the application.
  108205. */
  108206. static SpecularTextureEnabled: boolean;
  108207. /**
  108208. * Are bump textures enabled in the application.
  108209. */
  108210. static BumpTextureEnabled: boolean;
  108211. /**
  108212. * Are lightmap textures enabled in the application.
  108213. */
  108214. static LightmapTextureEnabled: boolean;
  108215. /**
  108216. * Are refraction textures enabled in the application.
  108217. */
  108218. static RefractionTextureEnabled: boolean;
  108219. /**
  108220. * Are color grading textures enabled in the application.
  108221. */
  108222. static ColorGradingTextureEnabled: boolean;
  108223. /**
  108224. * Are fresnels enabled in the application.
  108225. */
  108226. static FresnelEnabled: boolean;
  108227. }
  108228. }
  108229. declare module BABYLON {
  108230. /** @hidden */
  108231. export var imageProcessingPixelShader: {
  108232. name: string;
  108233. shader: string;
  108234. };
  108235. }
  108236. declare module BABYLON {
  108237. /**
  108238. * ImageProcessingPostProcess
  108239. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  108240. */
  108241. export class ImageProcessingPostProcess extends PostProcess {
  108242. /**
  108243. * Default configuration related to image processing available in the PBR Material.
  108244. */
  108245. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108246. /**
  108247. * Gets the image processing configuration used either in this material.
  108248. */
  108249. /**
  108250. * Sets the Default image processing configuration used either in the this material.
  108251. *
  108252. * If sets to null, the scene one is in use.
  108253. */
  108254. imageProcessingConfiguration: ImageProcessingConfiguration;
  108255. /**
  108256. * Keep track of the image processing observer to allow dispose and replace.
  108257. */
  108258. private _imageProcessingObserver;
  108259. /**
  108260. * Attaches a new image processing configuration to the PBR Material.
  108261. * @param configuration
  108262. */
  108263. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  108264. /**
  108265. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108266. */
  108267. /**
  108268. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108269. */
  108270. colorCurves: Nullable<ColorCurves>;
  108271. /**
  108272. * Gets wether the color curves effect is enabled.
  108273. */
  108274. /**
  108275. * Sets wether the color curves effect is enabled.
  108276. */
  108277. colorCurvesEnabled: boolean;
  108278. /**
  108279. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108280. */
  108281. /**
  108282. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108283. */
  108284. colorGradingTexture: Nullable<BaseTexture>;
  108285. /**
  108286. * Gets wether the color grading effect is enabled.
  108287. */
  108288. /**
  108289. * Gets wether the color grading effect is enabled.
  108290. */
  108291. colorGradingEnabled: boolean;
  108292. /**
  108293. * Gets exposure used in the effect.
  108294. */
  108295. /**
  108296. * Sets exposure used in the effect.
  108297. */
  108298. exposure: number;
  108299. /**
  108300. * Gets wether tonemapping is enabled or not.
  108301. */
  108302. /**
  108303. * Sets wether tonemapping is enabled or not
  108304. */
  108305. toneMappingEnabled: boolean;
  108306. /**
  108307. * Gets the type of tone mapping effect.
  108308. */
  108309. /**
  108310. * Sets the type of tone mapping effect.
  108311. */
  108312. toneMappingType: number;
  108313. /**
  108314. * Gets contrast used in the effect.
  108315. */
  108316. /**
  108317. * Sets contrast used in the effect.
  108318. */
  108319. contrast: number;
  108320. /**
  108321. * Gets Vignette stretch size.
  108322. */
  108323. /**
  108324. * Sets Vignette stretch size.
  108325. */
  108326. vignetteStretch: number;
  108327. /**
  108328. * Gets Vignette centre X Offset.
  108329. */
  108330. /**
  108331. * Sets Vignette centre X Offset.
  108332. */
  108333. vignetteCentreX: number;
  108334. /**
  108335. * Gets Vignette centre Y Offset.
  108336. */
  108337. /**
  108338. * Sets Vignette centre Y Offset.
  108339. */
  108340. vignetteCentreY: number;
  108341. /**
  108342. * Gets Vignette weight or intensity of the vignette effect.
  108343. */
  108344. /**
  108345. * Sets Vignette weight or intensity of the vignette effect.
  108346. */
  108347. vignetteWeight: number;
  108348. /**
  108349. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108350. * if vignetteEnabled is set to true.
  108351. */
  108352. /**
  108353. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108354. * if vignetteEnabled is set to true.
  108355. */
  108356. vignetteColor: Color4;
  108357. /**
  108358. * Gets Camera field of view used by the Vignette effect.
  108359. */
  108360. /**
  108361. * Sets Camera field of view used by the Vignette effect.
  108362. */
  108363. vignetteCameraFov: number;
  108364. /**
  108365. * Gets the vignette blend mode allowing different kind of effect.
  108366. */
  108367. /**
  108368. * Sets the vignette blend mode allowing different kind of effect.
  108369. */
  108370. vignetteBlendMode: number;
  108371. /**
  108372. * Gets wether the vignette effect is enabled.
  108373. */
  108374. /**
  108375. * Sets wether the vignette effect is enabled.
  108376. */
  108377. vignetteEnabled: boolean;
  108378. private _fromLinearSpace;
  108379. /**
  108380. * Gets wether the input of the processing is in Gamma or Linear Space.
  108381. */
  108382. /**
  108383. * Sets wether the input of the processing is in Gamma or Linear Space.
  108384. */
  108385. fromLinearSpace: boolean;
  108386. /**
  108387. * Defines cache preventing GC.
  108388. */
  108389. private _defines;
  108390. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  108391. /**
  108392. * "ImageProcessingPostProcess"
  108393. * @returns "ImageProcessingPostProcess"
  108394. */
  108395. getClassName(): string;
  108396. protected _updateParameters(): void;
  108397. dispose(camera?: Camera): void;
  108398. }
  108399. }
  108400. declare module BABYLON {
  108401. /**
  108402. * Class containing static functions to help procedurally build meshes
  108403. */
  108404. export class GroundBuilder {
  108405. /**
  108406. * Creates a ground mesh
  108407. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  108408. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  108409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108410. * @param name defines the name of the mesh
  108411. * @param options defines the options used to create the mesh
  108412. * @param scene defines the hosting scene
  108413. * @returns the ground mesh
  108414. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  108415. */
  108416. static CreateGround(name: string, options: {
  108417. width?: number;
  108418. height?: number;
  108419. subdivisions?: number;
  108420. subdivisionsX?: number;
  108421. subdivisionsY?: number;
  108422. updatable?: boolean;
  108423. }, scene: any): Mesh;
  108424. /**
  108425. * Creates a tiled ground mesh
  108426. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  108427. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  108428. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  108429. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  108430. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108431. * @param name defines the name of the mesh
  108432. * @param options defines the options used to create the mesh
  108433. * @param scene defines the hosting scene
  108434. * @returns the tiled ground mesh
  108435. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  108436. */
  108437. static CreateTiledGround(name: string, options: {
  108438. xmin: number;
  108439. zmin: number;
  108440. xmax: number;
  108441. zmax: number;
  108442. subdivisions?: {
  108443. w: number;
  108444. h: number;
  108445. };
  108446. precision?: {
  108447. w: number;
  108448. h: number;
  108449. };
  108450. updatable?: boolean;
  108451. }, scene?: Nullable<Scene>): Mesh;
  108452. /**
  108453. * Creates a ground mesh from a height map
  108454. * * The parameter `url` sets the URL of the height map image resource.
  108455. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  108456. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  108457. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  108458. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  108459. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  108460. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  108461. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  108462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108463. * @param name defines the name of the mesh
  108464. * @param url defines the url to the height map
  108465. * @param options defines the options used to create the mesh
  108466. * @param scene defines the hosting scene
  108467. * @returns the ground mesh
  108468. * @see https://doc.babylonjs.com/babylon101/height_map
  108469. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  108470. */
  108471. static CreateGroundFromHeightMap(name: string, url: string, options: {
  108472. width?: number;
  108473. height?: number;
  108474. subdivisions?: number;
  108475. minHeight?: number;
  108476. maxHeight?: number;
  108477. colorFilter?: Color3;
  108478. alphaFilter?: number;
  108479. updatable?: boolean;
  108480. onReady?: (mesh: GroundMesh) => void;
  108481. }, scene?: Nullable<Scene>): GroundMesh;
  108482. }
  108483. }
  108484. declare module BABYLON {
  108485. /**
  108486. * Class containing static functions to help procedurally build meshes
  108487. */
  108488. export class TorusBuilder {
  108489. /**
  108490. * Creates a torus mesh
  108491. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  108492. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  108493. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  108494. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108495. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108496. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108497. * @param name defines the name of the mesh
  108498. * @param options defines the options used to create the mesh
  108499. * @param scene defines the hosting scene
  108500. * @returns the torus mesh
  108501. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  108502. */
  108503. static CreateTorus(name: string, options: {
  108504. diameter?: number;
  108505. thickness?: number;
  108506. tessellation?: number;
  108507. updatable?: boolean;
  108508. sideOrientation?: number;
  108509. frontUVs?: Vector4;
  108510. backUVs?: Vector4;
  108511. }, scene: any): Mesh;
  108512. }
  108513. }
  108514. declare module BABYLON {
  108515. /**
  108516. * Class containing static functions to help procedurally build meshes
  108517. */
  108518. export class CylinderBuilder {
  108519. /**
  108520. * Creates a cylinder or a cone mesh
  108521. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  108522. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  108523. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  108524. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  108525. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  108526. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  108527. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  108528. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  108529. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  108530. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  108531. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  108532. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  108533. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  108534. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  108535. * * If `enclose` is false, a ring surface is one element.
  108536. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  108537. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  108538. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108539. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108540. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108541. * @param name defines the name of the mesh
  108542. * @param options defines the options used to create the mesh
  108543. * @param scene defines the hosting scene
  108544. * @returns the cylinder mesh
  108545. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  108546. */
  108547. static CreateCylinder(name: string, options: {
  108548. height?: number;
  108549. diameterTop?: number;
  108550. diameterBottom?: number;
  108551. diameter?: number;
  108552. tessellation?: number;
  108553. subdivisions?: number;
  108554. arc?: number;
  108555. faceColors?: Color4[];
  108556. faceUV?: Vector4[];
  108557. updatable?: boolean;
  108558. hasRings?: boolean;
  108559. enclose?: boolean;
  108560. cap?: number;
  108561. sideOrientation?: number;
  108562. frontUVs?: Vector4;
  108563. backUVs?: Vector4;
  108564. }, scene: any): Mesh;
  108565. }
  108566. }
  108567. declare module BABYLON {
  108568. /**
  108569. * Options to modify the vr teleportation behavior.
  108570. */
  108571. export interface VRTeleportationOptions {
  108572. /**
  108573. * The name of the mesh which should be used as the teleportation floor. (default: null)
  108574. */
  108575. floorMeshName?: string;
  108576. /**
  108577. * A list of meshes to be used as the teleportation floor. (default: empty)
  108578. */
  108579. floorMeshes?: Mesh[];
  108580. }
  108581. /**
  108582. * Options to modify the vr experience helper's behavior.
  108583. */
  108584. export interface VRExperienceHelperOptions extends WebVROptions {
  108585. /**
  108586. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  108587. */
  108588. createDeviceOrientationCamera?: boolean;
  108589. /**
  108590. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  108591. */
  108592. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  108593. /**
  108594. * Uses the main button on the controller to toggle the laser casted. (default: true)
  108595. */
  108596. laserToggle?: boolean;
  108597. /**
  108598. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  108599. */
  108600. floorMeshes?: Mesh[];
  108601. /**
  108602. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  108603. */
  108604. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  108605. }
  108606. /**
  108607. * Event containing information after VR has been entered
  108608. */
  108609. export class OnAfterEnteringVRObservableEvent {
  108610. /**
  108611. * If entering vr was successful
  108612. */
  108613. success: boolean;
  108614. }
  108615. /**
  108616. * Helps to quickly add VR support to an existing scene.
  108617. * See http://doc.babylonjs.com/how_to/webvr_helper
  108618. */
  108619. export class VRExperienceHelper {
  108620. /** Options to modify the vr experience helper's behavior. */
  108621. webVROptions: VRExperienceHelperOptions;
  108622. private _scene;
  108623. private _position;
  108624. private _btnVR;
  108625. private _btnVRDisplayed;
  108626. private _webVRsupported;
  108627. private _webVRready;
  108628. private _webVRrequesting;
  108629. private _webVRpresenting;
  108630. private _hasEnteredVR;
  108631. private _fullscreenVRpresenting;
  108632. private _canvas;
  108633. private _webVRCamera;
  108634. private _vrDeviceOrientationCamera;
  108635. private _deviceOrientationCamera;
  108636. private _existingCamera;
  108637. private _onKeyDown;
  108638. private _onVrDisplayPresentChange;
  108639. private _onVRDisplayChanged;
  108640. private _onVRRequestPresentStart;
  108641. private _onVRRequestPresentComplete;
  108642. /**
  108643. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  108644. */
  108645. enableGazeEvenWhenNoPointerLock: boolean;
  108646. /**
  108647. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  108648. */
  108649. exitVROnDoubleTap: boolean;
  108650. /**
  108651. * Observable raised right before entering VR.
  108652. */
  108653. onEnteringVRObservable: Observable<VRExperienceHelper>;
  108654. /**
  108655. * Observable raised when entering VR has completed.
  108656. */
  108657. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  108658. /**
  108659. * Observable raised when exiting VR.
  108660. */
  108661. onExitingVRObservable: Observable<VRExperienceHelper>;
  108662. /**
  108663. * Observable raised when controller mesh is loaded.
  108664. */
  108665. onControllerMeshLoadedObservable: Observable<WebVRController>;
  108666. /** Return this.onEnteringVRObservable
  108667. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108668. */
  108669. readonly onEnteringVR: Observable<VRExperienceHelper>;
  108670. /** Return this.onExitingVRObservable
  108671. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108672. */
  108673. readonly onExitingVR: Observable<VRExperienceHelper>;
  108674. /** Return this.onControllerMeshLoadedObservable
  108675. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108676. */
  108677. readonly onControllerMeshLoaded: Observable<WebVRController>;
  108678. private _rayLength;
  108679. private _useCustomVRButton;
  108680. private _teleportationRequested;
  108681. private _teleportActive;
  108682. private _floorMeshName;
  108683. private _floorMeshesCollection;
  108684. private _rotationAllowed;
  108685. private _teleportBackwardsVector;
  108686. private _teleportationTarget;
  108687. private _isDefaultTeleportationTarget;
  108688. private _postProcessMove;
  108689. private _teleportationFillColor;
  108690. private _teleportationBorderColor;
  108691. private _rotationAngle;
  108692. private _haloCenter;
  108693. private _cameraGazer;
  108694. private _padSensibilityUp;
  108695. private _padSensibilityDown;
  108696. private _leftController;
  108697. private _rightController;
  108698. /**
  108699. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  108700. */
  108701. onNewMeshSelected: Observable<AbstractMesh>;
  108702. /**
  108703. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  108704. * This observable will provide the mesh and the controller used to select the mesh
  108705. */
  108706. onMeshSelectedWithController: Observable<{
  108707. mesh: AbstractMesh;
  108708. controller: WebVRController;
  108709. }>;
  108710. /**
  108711. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  108712. */
  108713. onNewMeshPicked: Observable<PickingInfo>;
  108714. private _circleEase;
  108715. /**
  108716. * Observable raised before camera teleportation
  108717. */
  108718. onBeforeCameraTeleport: Observable<Vector3>;
  108719. /**
  108720. * Observable raised after camera teleportation
  108721. */
  108722. onAfterCameraTeleport: Observable<Vector3>;
  108723. /**
  108724. * Observable raised when current selected mesh gets unselected
  108725. */
  108726. onSelectedMeshUnselected: Observable<AbstractMesh>;
  108727. private _raySelectionPredicate;
  108728. /**
  108729. * To be optionaly changed by user to define custom ray selection
  108730. */
  108731. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  108732. /**
  108733. * To be optionaly changed by user to define custom selection logic (after ray selection)
  108734. */
  108735. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  108736. /**
  108737. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  108738. */
  108739. teleportationEnabled: boolean;
  108740. private _defaultHeight;
  108741. private _teleportationInitialized;
  108742. private _interactionsEnabled;
  108743. private _interactionsRequested;
  108744. private _displayGaze;
  108745. private _displayLaserPointer;
  108746. /**
  108747. * The mesh used to display where the user is going to teleport.
  108748. */
  108749. /**
  108750. * Sets the mesh to be used to display where the user is going to teleport.
  108751. */
  108752. teleportationTarget: Mesh;
  108753. /**
  108754. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  108755. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108756. * See http://doc.babylonjs.com/resources/baking_transformations
  108757. */
  108758. gazeTrackerMesh: Mesh;
  108759. /**
  108760. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  108761. */
  108762. updateGazeTrackerScale: boolean;
  108763. /**
  108764. * If the gaze trackers color should be updated when selecting meshes
  108765. */
  108766. updateGazeTrackerColor: boolean;
  108767. /**
  108768. * If the controller laser color should be updated when selecting meshes
  108769. */
  108770. updateControllerLaserColor: boolean;
  108771. /**
  108772. * The gaze tracking mesh corresponding to the left controller
  108773. */
  108774. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  108775. /**
  108776. * The gaze tracking mesh corresponding to the right controller
  108777. */
  108778. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  108779. /**
  108780. * If the ray of the gaze should be displayed.
  108781. */
  108782. /**
  108783. * Sets if the ray of the gaze should be displayed.
  108784. */
  108785. displayGaze: boolean;
  108786. /**
  108787. * If the ray of the LaserPointer should be displayed.
  108788. */
  108789. /**
  108790. * Sets if the ray of the LaserPointer should be displayed.
  108791. */
  108792. displayLaserPointer: boolean;
  108793. /**
  108794. * The deviceOrientationCamera used as the camera when not in VR.
  108795. */
  108796. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  108797. /**
  108798. * Based on the current WebVR support, returns the current VR camera used.
  108799. */
  108800. readonly currentVRCamera: Nullable<Camera>;
  108801. /**
  108802. * The webVRCamera which is used when in VR.
  108803. */
  108804. readonly webVRCamera: WebVRFreeCamera;
  108805. /**
  108806. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108807. */
  108808. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  108809. /**
  108810. * The html button that is used to trigger entering into VR.
  108811. */
  108812. readonly vrButton: Nullable<HTMLButtonElement>;
  108813. private readonly _teleportationRequestInitiated;
  108814. /**
  108815. * Defines wether or not Pointer lock should be requested when switching to
  108816. * full screen.
  108817. */
  108818. requestPointerLockOnFullScreen: boolean;
  108819. /**
  108820. * Instantiates a VRExperienceHelper.
  108821. * Helps to quickly add VR support to an existing scene.
  108822. * @param scene The scene the VRExperienceHelper belongs to.
  108823. * @param webVROptions Options to modify the vr experience helper's behavior.
  108824. */
  108825. constructor(scene: Scene,
  108826. /** Options to modify the vr experience helper's behavior. */
  108827. webVROptions?: VRExperienceHelperOptions);
  108828. private _onDefaultMeshLoaded;
  108829. private _onResize;
  108830. private _onFullscreenChange;
  108831. /**
  108832. * Gets a value indicating if we are currently in VR mode.
  108833. */
  108834. readonly isInVRMode: boolean;
  108835. private onVrDisplayPresentChange;
  108836. private onVRDisplayChanged;
  108837. private moveButtonToBottomRight;
  108838. private displayVRButton;
  108839. private updateButtonVisibility;
  108840. private _cachedAngularSensibility;
  108841. /**
  108842. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108843. * Otherwise, will use the fullscreen API.
  108844. */
  108845. enterVR(): void;
  108846. /**
  108847. * Attempt to exit VR, or fullscreen.
  108848. */
  108849. exitVR(): void;
  108850. /**
  108851. * The position of the vr experience helper.
  108852. */
  108853. /**
  108854. * Sets the position of the vr experience helper.
  108855. */
  108856. position: Vector3;
  108857. /**
  108858. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108859. */
  108860. enableInteractions(): void;
  108861. private readonly _noControllerIsActive;
  108862. private beforeRender;
  108863. private _isTeleportationFloor;
  108864. /**
  108865. * Adds a floor mesh to be used for teleportation.
  108866. * @param floorMesh the mesh to be used for teleportation.
  108867. */
  108868. addFloorMesh(floorMesh: Mesh): void;
  108869. /**
  108870. * Removes a floor mesh from being used for teleportation.
  108871. * @param floorMesh the mesh to be removed.
  108872. */
  108873. removeFloorMesh(floorMesh: Mesh): void;
  108874. /**
  108875. * Enables interactions and teleportation using the VR controllers and gaze.
  108876. * @param vrTeleportationOptions options to modify teleportation behavior.
  108877. */
  108878. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  108879. private _onNewGamepadConnected;
  108880. private _tryEnableInteractionOnController;
  108881. private _onNewGamepadDisconnected;
  108882. private _enableInteractionOnController;
  108883. private _checkTeleportWithRay;
  108884. private _checkRotate;
  108885. private _checkTeleportBackwards;
  108886. private _enableTeleportationOnController;
  108887. private _createTeleportationCircles;
  108888. private _displayTeleportationTarget;
  108889. private _hideTeleportationTarget;
  108890. private _rotateCamera;
  108891. private _moveTeleportationSelectorTo;
  108892. private _workingVector;
  108893. private _workingQuaternion;
  108894. private _workingMatrix;
  108895. /**
  108896. * Teleports the users feet to the desired location
  108897. * @param location The location where the user's feet should be placed
  108898. */
  108899. teleportCamera(location: Vector3): void;
  108900. private _convertNormalToDirectionOfRay;
  108901. private _castRayAndSelectObject;
  108902. private _notifySelectedMeshUnselected;
  108903. /**
  108904. * Sets the color of the laser ray from the vr controllers.
  108905. * @param color new color for the ray.
  108906. */
  108907. changeLaserColor(color: Color3): void;
  108908. /**
  108909. * Sets the color of the ray from the vr headsets gaze.
  108910. * @param color new color for the ray.
  108911. */
  108912. changeGazeColor(color: Color3): void;
  108913. /**
  108914. * Exits VR and disposes of the vr experience helper
  108915. */
  108916. dispose(): void;
  108917. /**
  108918. * Gets the name of the VRExperienceHelper class
  108919. * @returns "VRExperienceHelper"
  108920. */
  108921. getClassName(): string;
  108922. }
  108923. }
  108924. declare module BABYLON {
  108925. /**
  108926. * Manages an XRSession to work with Babylon's engine
  108927. * @see https://doc.babylonjs.com/how_to/webxr
  108928. */
  108929. export class WebXRSessionManager implements IDisposable {
  108930. private scene;
  108931. /**
  108932. * Fires every time a new xrFrame arrives which can be used to update the camera
  108933. */
  108934. onXRFrameObservable: Observable<any>;
  108935. /**
  108936. * Fires when the xr session is ended either by the device or manually done
  108937. */
  108938. onXRSessionEnded: Observable<any>;
  108939. /**
  108940. * Underlying xr session
  108941. */
  108942. session: XRSession;
  108943. /**
  108944. * Type of reference space used when creating the session
  108945. */
  108946. referenceSpace: XRReferenceSpace;
  108947. /** @hidden */
  108948. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  108949. /**
  108950. * Current XR frame
  108951. */
  108952. currentFrame: Nullable<XRFrame>;
  108953. private _xrNavigator;
  108954. private baseLayer;
  108955. private _sessionEnded;
  108956. /**
  108957. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108958. * @param scene The scene which the session should be created for
  108959. */
  108960. constructor(scene: Scene);
  108961. /**
  108962. * Initializes the manager
  108963. * After initialization enterXR can be called to start an XR session
  108964. * @returns Promise which resolves after it is initialized
  108965. */
  108966. initializeAsync(): Promise<void>;
  108967. /**
  108968. * Initializes an xr session
  108969. * @param xrSessionMode mode to initialize
  108970. * @returns a promise which will resolve once the session has been initialized
  108971. */
  108972. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  108973. /**
  108974. * Sets the reference space on the xr session
  108975. * @param referenceSpace space to set
  108976. * @returns a promise that will resolve once the reference space has been set
  108977. */
  108978. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  108979. /**
  108980. * Updates the render state of the session
  108981. * @param state state to set
  108982. * @returns a promise that resolves once the render state has been updated
  108983. */
  108984. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  108985. /**
  108986. * Starts rendering to the xr layer
  108987. * @returns a promise that will resolve once rendering has started
  108988. */
  108989. startRenderingToXRAsync(): Promise<void>;
  108990. /**
  108991. * Stops the xrSession and restores the renderloop
  108992. * @returns Promise which resolves after it exits XR
  108993. */
  108994. exitXRAsync(): Promise<unknown>;
  108995. /**
  108996. * Checks if a session would be supported for the creation options specified
  108997. * @param sessionMode session mode to check if supported eg. immersive-vr
  108998. * @returns true if supported
  108999. */
  109000. supportsSessionAsync(sessionMode: XRSessionMode): any;
  109001. /**
  109002. * @hidden
  109003. * Converts the render layer of xrSession to a render target
  109004. * @param session session to create render target for
  109005. * @param scene scene the new render target should be created for
  109006. */
  109007. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  109008. /**
  109009. * Disposes of the session manager
  109010. */
  109011. dispose(): void;
  109012. }
  109013. }
  109014. declare module BABYLON {
  109015. /**
  109016. * WebXR Camera which holds the views for the xrSession
  109017. * @see https://doc.babylonjs.com/how_to/webxr
  109018. */
  109019. export class WebXRCamera extends FreeCamera {
  109020. private static _TmpMatrix;
  109021. /**
  109022. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109023. * @param name the name of the camera
  109024. * @param scene the scene to add the camera to
  109025. */
  109026. constructor(name: string, scene: Scene);
  109027. private _updateNumberOfRigCameras;
  109028. /** @hidden */
  109029. _updateForDualEyeDebugging(): void;
  109030. /**
  109031. * Updates the cameras position from the current pose information of the XR session
  109032. * @param xrSessionManager the session containing pose information
  109033. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109034. */
  109035. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109036. }
  109037. }
  109038. declare module BABYLON {
  109039. /**
  109040. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109041. */
  109042. export class WebXRManagedOutputCanvas implements IDisposable {
  109043. private helper;
  109044. private _canvas;
  109045. /**
  109046. * xrpresent context of the canvas which can be used to display/mirror xr content
  109047. */
  109048. canvasContext: WebGLRenderingContext;
  109049. /**
  109050. * xr layer for the canvas
  109051. */
  109052. xrLayer: Nullable<XRWebGLLayer>;
  109053. /**
  109054. * Initializes the xr layer for the session
  109055. * @param xrSession xr session
  109056. * @returns a promise that will resolve once the XR Layer has been created
  109057. */
  109058. initializeXRLayerAsync(xrSession: any): any;
  109059. /**
  109060. * Initializes the canvas to be added/removed upon entering/exiting xr
  109061. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109062. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109063. */
  109064. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  109065. /**
  109066. * Disposes of the object
  109067. */
  109068. dispose(): void;
  109069. private _setManagedOutputCanvas;
  109070. private _addCanvas;
  109071. private _removeCanvas;
  109072. }
  109073. }
  109074. declare module BABYLON {
  109075. /**
  109076. * States of the webXR experience
  109077. */
  109078. export enum WebXRState {
  109079. /**
  109080. * Transitioning to being in XR mode
  109081. */
  109082. ENTERING_XR = 0,
  109083. /**
  109084. * Transitioning to non XR mode
  109085. */
  109086. EXITING_XR = 1,
  109087. /**
  109088. * In XR mode and presenting
  109089. */
  109090. IN_XR = 2,
  109091. /**
  109092. * Not entered XR mode
  109093. */
  109094. NOT_IN_XR = 3
  109095. }
  109096. /**
  109097. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109098. * @see https://doc.babylonjs.com/how_to/webxr
  109099. */
  109100. export class WebXRExperienceHelper implements IDisposable {
  109101. private scene;
  109102. /**
  109103. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  109104. */
  109105. container: AbstractMesh;
  109106. /**
  109107. * Camera used to render xr content
  109108. */
  109109. camera: WebXRCamera;
  109110. /**
  109111. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109112. */
  109113. state: WebXRState;
  109114. private _setState;
  109115. private static _TmpVector;
  109116. /**
  109117. * Fires when the state of the experience helper has changed
  109118. */
  109119. onStateChangedObservable: Observable<WebXRState>;
  109120. /** Session manager used to keep track of xr session */
  109121. sessionManager: WebXRSessionManager;
  109122. private _nonVRCamera;
  109123. private _originalSceneAutoClear;
  109124. private _supported;
  109125. /**
  109126. * Creates the experience helper
  109127. * @param scene the scene to attach the experience helper to
  109128. * @returns a promise for the experience helper
  109129. */
  109130. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  109131. /**
  109132. * Creates a WebXRExperienceHelper
  109133. * @param scene The scene the helper should be created in
  109134. */
  109135. private constructor();
  109136. /**
  109137. * Exits XR mode and returns the scene to its original state
  109138. * @returns promise that resolves after xr mode has exited
  109139. */
  109140. exitXRAsync(): Promise<unknown>;
  109141. /**
  109142. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109143. * @param sessionCreationOptions options for the XR session
  109144. * @param referenceSpaceType frame of reference of the XR session
  109145. * @param outputCanvas the output canvas that will be used to enter XR mode
  109146. * @returns promise that resolves after xr mode has entered
  109147. */
  109148. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  109149. /**
  109150. * Updates the global position of the camera by moving the camera's container
  109151. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109152. * @param position The desired global position of the camera
  109153. */
  109154. setPositionOfCameraUsingContainer(position: Vector3): void;
  109155. /**
  109156. * Rotates the xr camera by rotating the camera's container around the camera's position
  109157. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109158. * @param rotation the desired quaternion rotation to apply to the camera
  109159. */
  109160. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  109161. /**
  109162. * Disposes of the experience helper
  109163. */
  109164. dispose(): void;
  109165. }
  109166. }
  109167. declare module BABYLON {
  109168. /**
  109169. * Button which can be used to enter a different mode of XR
  109170. */
  109171. export class WebXREnterExitUIButton {
  109172. /** button element */
  109173. element: HTMLElement;
  109174. /** XR initialization options for the button */
  109175. sessionMode: XRSessionMode;
  109176. /** Reference space type */
  109177. referenceSpaceType: XRReferenceSpaceType;
  109178. /**
  109179. * Creates a WebXREnterExitUIButton
  109180. * @param element button element
  109181. * @param sessionMode XR initialization session mode
  109182. * @param referenceSpaceType the type of reference space to be used
  109183. */
  109184. constructor(
  109185. /** button element */
  109186. element: HTMLElement,
  109187. /** XR initialization options for the button */
  109188. sessionMode: XRSessionMode,
  109189. /** Reference space type */
  109190. referenceSpaceType: XRReferenceSpaceType);
  109191. /**
  109192. * Overwritable function which can be used to update the button's visuals when the state changes
  109193. * @param activeButton the current active button in the UI
  109194. */
  109195. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  109196. }
  109197. /**
  109198. * Options to create the webXR UI
  109199. */
  109200. export class WebXREnterExitUIOptions {
  109201. /**
  109202. * Context to enter xr with
  109203. */
  109204. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  109205. /**
  109206. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  109207. */
  109208. customButtons?: Array<WebXREnterExitUIButton>;
  109209. }
  109210. /**
  109211. * UI to allow the user to enter/exit XR mode
  109212. */
  109213. export class WebXREnterExitUI implements IDisposable {
  109214. private scene;
  109215. private _overlay;
  109216. private _buttons;
  109217. private _activeButton;
  109218. /**
  109219. * Fired every time the active button is changed.
  109220. *
  109221. * When xr is entered via a button that launches xr that button will be the callback parameter
  109222. *
  109223. * When exiting xr the callback parameter will be null)
  109224. */
  109225. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  109226. /**
  109227. * Creates UI to allow the user to enter/exit XR mode
  109228. * @param scene the scene to add the ui to
  109229. * @param helper the xr experience helper to enter/exit xr with
  109230. * @param options options to configure the UI
  109231. * @returns the created ui
  109232. */
  109233. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  109234. private constructor();
  109235. private _updateButtons;
  109236. /**
  109237. * Disposes of the object
  109238. */
  109239. dispose(): void;
  109240. }
  109241. }
  109242. declare module BABYLON {
  109243. /**
  109244. * Represents an XR input
  109245. */
  109246. export class WebXRController {
  109247. private scene;
  109248. /** The underlying input source for the controller */
  109249. inputSource: XRInputSource;
  109250. private parentContainer;
  109251. /**
  109252. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  109253. */
  109254. grip?: AbstractMesh;
  109255. /**
  109256. * Pointer which can be used to select objects or attach a visible laser to
  109257. */
  109258. pointer: AbstractMesh;
  109259. private _gamepadMode;
  109260. /**
  109261. * If available, this is the gamepad object related to this controller.
  109262. * Using this object it is possible to get click events and trackpad changes of the
  109263. * webxr controller that is currently being used.
  109264. */
  109265. gamepadController?: WebVRController;
  109266. /**
  109267. * Event that fires when the controller is removed/disposed
  109268. */
  109269. onDisposeObservable: Observable<{}>;
  109270. private _tmpMatrix;
  109271. private _tmpQuaternion;
  109272. private _tmpVector;
  109273. /**
  109274. * Creates the controller
  109275. * @see https://doc.babylonjs.com/how_to/webxr
  109276. * @param scene the scene which the controller should be associated to
  109277. * @param inputSource the underlying input source for the controller
  109278. * @param parentContainer parent that the controller meshes should be children of
  109279. */
  109280. constructor(scene: Scene,
  109281. /** The underlying input source for the controller */
  109282. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  109283. /**
  109284. * Updates the controller pose based on the given XRFrame
  109285. * @param xrFrame xr frame to update the pose with
  109286. * @param referenceSpace reference space to use
  109287. */
  109288. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  109289. /**
  109290. * Gets a world space ray coming from the controller
  109291. * @param result the resulting ray
  109292. */
  109293. getWorldPointerRayToRef(result: Ray): void;
  109294. /**
  109295. * Get the scene associated with this controller
  109296. * @returns the scene object
  109297. */
  109298. getScene(): Scene;
  109299. /**
  109300. * Disposes of the object
  109301. */
  109302. dispose(): void;
  109303. }
  109304. }
  109305. declare module BABYLON {
  109306. /**
  109307. * XR input used to track XR inputs such as controllers/rays
  109308. */
  109309. export class WebXRInput implements IDisposable {
  109310. /**
  109311. * Base experience the input listens to
  109312. */
  109313. baseExperience: WebXRExperienceHelper;
  109314. /**
  109315. * XR controllers being tracked
  109316. */
  109317. controllers: Array<WebXRController>;
  109318. private _frameObserver;
  109319. private _stateObserver;
  109320. /**
  109321. * Event when a controller has been connected/added
  109322. */
  109323. onControllerAddedObservable: Observable<WebXRController>;
  109324. /**
  109325. * Event when a controller has been removed/disconnected
  109326. */
  109327. onControllerRemovedObservable: Observable<WebXRController>;
  109328. /**
  109329. * Initializes the WebXRInput
  109330. * @param baseExperience experience helper which the input should be created for
  109331. */
  109332. constructor(
  109333. /**
  109334. * Base experience the input listens to
  109335. */
  109336. baseExperience: WebXRExperienceHelper);
  109337. private _onInputSourcesChange;
  109338. private _addAndRemoveControllers;
  109339. /**
  109340. * Disposes of the object
  109341. */
  109342. dispose(): void;
  109343. }
  109344. }
  109345. declare module BABYLON {
  109346. /**
  109347. * Enables teleportation
  109348. */
  109349. export class WebXRControllerTeleportation {
  109350. private _teleportationFillColor;
  109351. private _teleportationBorderColor;
  109352. private _tmpRay;
  109353. private _tmpVector;
  109354. /**
  109355. * Creates a WebXRControllerTeleportation
  109356. * @param input input manager to add teleportation to
  109357. * @param floorMeshes floormeshes which can be teleported to
  109358. */
  109359. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  109360. }
  109361. }
  109362. declare module BABYLON {
  109363. /**
  109364. * Handles pointer input automatically for the pointer of XR controllers
  109365. */
  109366. export class WebXRControllerPointerSelection {
  109367. private static _idCounter;
  109368. private _tmpRay;
  109369. /**
  109370. * Creates a WebXRControllerPointerSelection
  109371. * @param input input manager to setup pointer selection
  109372. */
  109373. constructor(input: WebXRInput);
  109374. private _convertNormalToDirectionOfRay;
  109375. private _updatePointerDistance;
  109376. }
  109377. }
  109378. declare module BABYLON {
  109379. /**
  109380. * Class used to represent data loading progression
  109381. */
  109382. export class SceneLoaderProgressEvent {
  109383. /** defines if data length to load can be evaluated */
  109384. readonly lengthComputable: boolean;
  109385. /** defines the loaded data length */
  109386. readonly loaded: number;
  109387. /** defines the data length to load */
  109388. readonly total: number;
  109389. /**
  109390. * Create a new progress event
  109391. * @param lengthComputable defines if data length to load can be evaluated
  109392. * @param loaded defines the loaded data length
  109393. * @param total defines the data length to load
  109394. */
  109395. constructor(
  109396. /** defines if data length to load can be evaluated */
  109397. lengthComputable: boolean,
  109398. /** defines the loaded data length */
  109399. loaded: number,
  109400. /** defines the data length to load */
  109401. total: number);
  109402. /**
  109403. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  109404. * @param event defines the source event
  109405. * @returns a new SceneLoaderProgressEvent
  109406. */
  109407. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  109408. }
  109409. /**
  109410. * Interface used by SceneLoader plugins to define supported file extensions
  109411. */
  109412. export interface ISceneLoaderPluginExtensions {
  109413. /**
  109414. * Defines the list of supported extensions
  109415. */
  109416. [extension: string]: {
  109417. isBinary: boolean;
  109418. };
  109419. }
  109420. /**
  109421. * Interface used by SceneLoader plugin factory
  109422. */
  109423. export interface ISceneLoaderPluginFactory {
  109424. /**
  109425. * Defines the name of the factory
  109426. */
  109427. name: string;
  109428. /**
  109429. * Function called to create a new plugin
  109430. * @return the new plugin
  109431. */
  109432. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  109433. /**
  109434. * The callback that returns true if the data can be directly loaded.
  109435. * @param data string containing the file data
  109436. * @returns if the data can be loaded directly
  109437. */
  109438. canDirectLoad?(data: string): boolean;
  109439. }
  109440. /**
  109441. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  109442. */
  109443. export interface ISceneLoaderPluginBase {
  109444. /**
  109445. * The friendly name of this plugin.
  109446. */
  109447. name: string;
  109448. /**
  109449. * The file extensions supported by this plugin.
  109450. */
  109451. extensions: string | ISceneLoaderPluginExtensions;
  109452. /**
  109453. * The callback called when loading from a url.
  109454. * @param scene scene loading this url
  109455. * @param url url to load
  109456. * @param onSuccess callback called when the file successfully loads
  109457. * @param onProgress callback called while file is loading (if the server supports this mode)
  109458. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  109459. * @param onError callback called when the file fails to load
  109460. * @returns a file request object
  109461. */
  109462. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109463. /**
  109464. * The callback called when loading from a file object.
  109465. * @param scene scene loading this file
  109466. * @param file defines the file to load
  109467. * @param onSuccess defines the callback to call when data is loaded
  109468. * @param onProgress defines the callback to call during loading process
  109469. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  109470. * @param onError defines the callback to call when an error occurs
  109471. * @returns a file request object
  109472. */
  109473. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109474. /**
  109475. * The callback that returns true if the data can be directly loaded.
  109476. * @param data string containing the file data
  109477. * @returns if the data can be loaded directly
  109478. */
  109479. canDirectLoad?(data: string): boolean;
  109480. /**
  109481. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  109482. * @param scene scene loading this data
  109483. * @param data string containing the data
  109484. * @returns data to pass to the plugin
  109485. */
  109486. directLoad?(scene: Scene, data: string): any;
  109487. /**
  109488. * The callback that allows custom handling of the root url based on the response url.
  109489. * @param rootUrl the original root url
  109490. * @param responseURL the response url if available
  109491. * @returns the new root url
  109492. */
  109493. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  109494. }
  109495. /**
  109496. * Interface used to define a SceneLoader plugin
  109497. */
  109498. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  109499. /**
  109500. * Import meshes into a scene.
  109501. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109502. * @param scene The scene to import into
  109503. * @param data The data to import
  109504. * @param rootUrl The root url for scene and resources
  109505. * @param meshes The meshes array to import into
  109506. * @param particleSystems The particle systems array to import into
  109507. * @param skeletons The skeletons array to import into
  109508. * @param onError The callback when import fails
  109509. * @returns True if successful or false otherwise
  109510. */
  109511. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  109512. /**
  109513. * Load into a scene.
  109514. * @param scene The scene to load into
  109515. * @param data The data to import
  109516. * @param rootUrl The root url for scene and resources
  109517. * @param onError The callback when import fails
  109518. * @returns True if successful or false otherwise
  109519. */
  109520. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  109521. /**
  109522. * Load into an asset container.
  109523. * @param scene The scene to load into
  109524. * @param data The data to import
  109525. * @param rootUrl The root url for scene and resources
  109526. * @param onError The callback when import fails
  109527. * @returns The loaded asset container
  109528. */
  109529. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  109530. }
  109531. /**
  109532. * Interface used to define an async SceneLoader plugin
  109533. */
  109534. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  109535. /**
  109536. * Import meshes into a scene.
  109537. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109538. * @param scene The scene to import into
  109539. * @param data The data to import
  109540. * @param rootUrl The root url for scene and resources
  109541. * @param onProgress The callback when the load progresses
  109542. * @param fileName Defines the name of the file to load
  109543. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  109544. */
  109545. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  109546. meshes: AbstractMesh[];
  109547. particleSystems: IParticleSystem[];
  109548. skeletons: Skeleton[];
  109549. animationGroups: AnimationGroup[];
  109550. }>;
  109551. /**
  109552. * Load into a scene.
  109553. * @param scene The scene to load into
  109554. * @param data The data to import
  109555. * @param rootUrl The root url for scene and resources
  109556. * @param onProgress The callback when the load progresses
  109557. * @param fileName Defines the name of the file to load
  109558. * @returns Nothing
  109559. */
  109560. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  109561. /**
  109562. * Load into an asset container.
  109563. * @param scene The scene to load into
  109564. * @param data The data to import
  109565. * @param rootUrl The root url for scene and resources
  109566. * @param onProgress The callback when the load progresses
  109567. * @param fileName Defines the name of the file to load
  109568. * @returns The loaded asset container
  109569. */
  109570. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  109571. }
  109572. /**
  109573. * Class used to load scene from various file formats using registered plugins
  109574. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  109575. */
  109576. export class SceneLoader {
  109577. /**
  109578. * No logging while loading
  109579. */
  109580. static readonly NO_LOGGING: number;
  109581. /**
  109582. * Minimal logging while loading
  109583. */
  109584. static readonly MINIMAL_LOGGING: number;
  109585. /**
  109586. * Summary logging while loading
  109587. */
  109588. static readonly SUMMARY_LOGGING: number;
  109589. /**
  109590. * Detailled logging while loading
  109591. */
  109592. static readonly DETAILED_LOGGING: number;
  109593. /**
  109594. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  109595. */
  109596. static ForceFullSceneLoadingForIncremental: boolean;
  109597. /**
  109598. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  109599. */
  109600. static ShowLoadingScreen: boolean;
  109601. /**
  109602. * Defines the current logging level (while loading the scene)
  109603. * @ignorenaming
  109604. */
  109605. static loggingLevel: number;
  109606. /**
  109607. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  109608. */
  109609. static CleanBoneMatrixWeights: boolean;
  109610. /**
  109611. * Event raised when a plugin is used to load a scene
  109612. */
  109613. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109614. private static _registeredPlugins;
  109615. private static _getDefaultPlugin;
  109616. private static _getPluginForExtension;
  109617. private static _getPluginForDirectLoad;
  109618. private static _getPluginForFilename;
  109619. private static _getDirectLoad;
  109620. private static _loadData;
  109621. private static _getFileInfo;
  109622. /**
  109623. * Gets a plugin that can load the given extension
  109624. * @param extension defines the extension to load
  109625. * @returns a plugin or null if none works
  109626. */
  109627. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  109628. /**
  109629. * Gets a boolean indicating that the given extension can be loaded
  109630. * @param extension defines the extension to load
  109631. * @returns true if the extension is supported
  109632. */
  109633. static IsPluginForExtensionAvailable(extension: string): boolean;
  109634. /**
  109635. * Adds a new plugin to the list of registered plugins
  109636. * @param plugin defines the plugin to add
  109637. */
  109638. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  109639. /**
  109640. * Import meshes into a scene
  109641. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109642. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109643. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  109644. * @param scene the instance of BABYLON.Scene to append to
  109645. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  109646. * @param onProgress a callback with a progress event for each file being loaded
  109647. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109648. * @param pluginExtension the extension used to determine the plugin
  109649. * @returns The loaded plugin
  109650. */
  109651. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109652. /**
  109653. * Import meshes into a scene
  109654. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109655. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109656. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  109657. * @param scene the instance of BABYLON.Scene to append to
  109658. * @param onProgress a callback with a progress event for each file being loaded
  109659. * @param pluginExtension the extension used to determine the plugin
  109660. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  109661. */
  109662. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  109663. meshes: AbstractMesh[];
  109664. particleSystems: IParticleSystem[];
  109665. skeletons: Skeleton[];
  109666. animationGroups: AnimationGroup[];
  109667. }>;
  109668. /**
  109669. * Load a scene
  109670. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109671. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  109672. * @param engine is the instance of BABYLON.Engine to use to create the scene
  109673. * @param onSuccess a callback with the scene when import succeeds
  109674. * @param onProgress a callback with a progress event for each file being loaded
  109675. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109676. * @param pluginExtension the extension used to determine the plugin
  109677. * @returns The loaded plugin
  109678. */
  109679. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109680. /**
  109681. * Load a scene
  109682. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109683. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  109684. * @param engine is the instance of BABYLON.Engine to use to create the scene
  109685. * @param onProgress a callback with a progress event for each file being loaded
  109686. * @param pluginExtension the extension used to determine the plugin
  109687. * @returns The loaded scene
  109688. */
  109689. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  109690. /**
  109691. * Append a scene
  109692. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109693. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  109694. * @param scene is the instance of BABYLON.Scene to append to
  109695. * @param onSuccess a callback with the scene when import succeeds
  109696. * @param onProgress a callback with a progress event for each file being loaded
  109697. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109698. * @param pluginExtension the extension used to determine the plugin
  109699. * @returns The loaded plugin
  109700. */
  109701. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109702. /**
  109703. * Append a scene
  109704. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109705. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  109706. * @param scene is the instance of BABYLON.Scene to append to
  109707. * @param onProgress a callback with a progress event for each file being loaded
  109708. * @param pluginExtension the extension used to determine the plugin
  109709. * @returns The given scene
  109710. */
  109711. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  109712. /**
  109713. * Load a scene into an asset container
  109714. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109715. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  109716. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  109717. * @param onSuccess a callback with the scene when import succeeds
  109718. * @param onProgress a callback with a progress event for each file being loaded
  109719. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109720. * @param pluginExtension the extension used to determine the plugin
  109721. * @returns The loaded plugin
  109722. */
  109723. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109724. /**
  109725. * Load a scene into an asset container
  109726. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  109727. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  109728. * @param scene is the instance of Scene to append to
  109729. * @param onProgress a callback with a progress event for each file being loaded
  109730. * @param pluginExtension the extension used to determine the plugin
  109731. * @returns The loaded asset container
  109732. */
  109733. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  109734. }
  109735. }
  109736. declare module BABYLON {
  109737. /**
  109738. * Generic Controller
  109739. */
  109740. export class GenericController extends WebVRController {
  109741. /**
  109742. * Base Url for the controller model.
  109743. */
  109744. static readonly MODEL_BASE_URL: string;
  109745. /**
  109746. * File name for the controller model.
  109747. */
  109748. static readonly MODEL_FILENAME: string;
  109749. /**
  109750. * Creates a new GenericController from a gamepad
  109751. * @param vrGamepad the gamepad that the controller should be created from
  109752. */
  109753. constructor(vrGamepad: any);
  109754. /**
  109755. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109756. * @param scene scene in which to add meshes
  109757. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109758. */
  109759. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109760. /**
  109761. * Called once for each button that changed state since the last frame
  109762. * @param buttonIdx Which button index changed
  109763. * @param state New state of the button
  109764. * @param changes Which properties on the state changed since last frame
  109765. */
  109766. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109767. }
  109768. }
  109769. declare module BABYLON {
  109770. /**
  109771. * Defines the WindowsMotionController object that the state of the windows motion controller
  109772. */
  109773. export class WindowsMotionController extends WebVRController {
  109774. /**
  109775. * The base url used to load the left and right controller models
  109776. */
  109777. static MODEL_BASE_URL: string;
  109778. /**
  109779. * The name of the left controller model file
  109780. */
  109781. static MODEL_LEFT_FILENAME: string;
  109782. /**
  109783. * The name of the right controller model file
  109784. */
  109785. static MODEL_RIGHT_FILENAME: string;
  109786. /**
  109787. * The controller name prefix for this controller type
  109788. */
  109789. static readonly GAMEPAD_ID_PREFIX: string;
  109790. /**
  109791. * The controller id pattern for this controller type
  109792. */
  109793. private static readonly GAMEPAD_ID_PATTERN;
  109794. private _loadedMeshInfo;
  109795. private readonly _mapping;
  109796. /**
  109797. * Fired when the trackpad on this controller is clicked
  109798. */
  109799. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  109800. /**
  109801. * Fired when the trackpad on this controller is modified
  109802. */
  109803. onTrackpadValuesChangedObservable: Observable<StickValues>;
  109804. /**
  109805. * The current x and y values of this controller's trackpad
  109806. */
  109807. trackpad: StickValues;
  109808. /**
  109809. * Creates a new WindowsMotionController from a gamepad
  109810. * @param vrGamepad the gamepad that the controller should be created from
  109811. */
  109812. constructor(vrGamepad: any);
  109813. /**
  109814. * Fired when the trigger on this controller is modified
  109815. */
  109816. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109817. /**
  109818. * Fired when the menu button on this controller is modified
  109819. */
  109820. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109821. /**
  109822. * Fired when the grip button on this controller is modified
  109823. */
  109824. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109825. /**
  109826. * Fired when the thumbstick button on this controller is modified
  109827. */
  109828. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109829. /**
  109830. * Fired when the touchpad button on this controller is modified
  109831. */
  109832. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109833. /**
  109834. * Fired when the touchpad values on this controller are modified
  109835. */
  109836. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  109837. private _updateTrackpad;
  109838. /**
  109839. * Called once per frame by the engine.
  109840. */
  109841. update(): void;
  109842. /**
  109843. * Called once for each button that changed state since the last frame
  109844. * @param buttonIdx Which button index changed
  109845. * @param state New state of the button
  109846. * @param changes Which properties on the state changed since last frame
  109847. */
  109848. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109849. /**
  109850. * Moves the buttons on the controller mesh based on their current state
  109851. * @param buttonName the name of the button to move
  109852. * @param buttonValue the value of the button which determines the buttons new position
  109853. */
  109854. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  109855. /**
  109856. * Moves the axis on the controller mesh based on its current state
  109857. * @param axis the index of the axis
  109858. * @param axisValue the value of the axis which determines the meshes new position
  109859. * @hidden
  109860. */
  109861. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  109862. /**
  109863. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109864. * @param scene scene in which to add meshes
  109865. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109866. */
  109867. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  109868. /**
  109869. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  109870. * can be transformed by button presses and axes values, based on this._mapping.
  109871. *
  109872. * @param scene scene in which the meshes exist
  109873. * @param meshes list of meshes that make up the controller model to process
  109874. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  109875. */
  109876. private processModel;
  109877. private createMeshInfo;
  109878. /**
  109879. * Gets the ray of the controller in the direction the controller is pointing
  109880. * @param length the length the resulting ray should be
  109881. * @returns a ray in the direction the controller is pointing
  109882. */
  109883. getForwardRay(length?: number): Ray;
  109884. /**
  109885. * Disposes of the controller
  109886. */
  109887. dispose(): void;
  109888. }
  109889. }
  109890. declare module BABYLON {
  109891. /**
  109892. * Oculus Touch Controller
  109893. */
  109894. export class OculusTouchController extends WebVRController {
  109895. /**
  109896. * Base Url for the controller model.
  109897. */
  109898. static MODEL_BASE_URL: string;
  109899. /**
  109900. * File name for the left controller model.
  109901. */
  109902. static MODEL_LEFT_FILENAME: string;
  109903. /**
  109904. * File name for the right controller model.
  109905. */
  109906. static MODEL_RIGHT_FILENAME: string;
  109907. /**
  109908. * Base Url for the Quest controller model.
  109909. */
  109910. static QUEST_MODEL_BASE_URL: string;
  109911. /**
  109912. * @hidden
  109913. * If the controllers are running on a device that needs the updated Quest controller models
  109914. */
  109915. static _IsQuest: boolean;
  109916. /**
  109917. * Fired when the secondary trigger on this controller is modified
  109918. */
  109919. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  109920. /**
  109921. * Fired when the thumb rest on this controller is modified
  109922. */
  109923. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  109924. /**
  109925. * Creates a new OculusTouchController from a gamepad
  109926. * @param vrGamepad the gamepad that the controller should be created from
  109927. */
  109928. constructor(vrGamepad: any);
  109929. /**
  109930. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109931. * @param scene scene in which to add meshes
  109932. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109933. */
  109934. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109935. /**
  109936. * Fired when the A button on this controller is modified
  109937. */
  109938. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109939. /**
  109940. * Fired when the B button on this controller is modified
  109941. */
  109942. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109943. /**
  109944. * Fired when the X button on this controller is modified
  109945. */
  109946. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109947. /**
  109948. * Fired when the Y button on this controller is modified
  109949. */
  109950. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109951. /**
  109952. * Called once for each button that changed state since the last frame
  109953. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  109954. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  109955. * 2) secondary trigger (same)
  109956. * 3) A (right) X (left), touch, pressed = value
  109957. * 4) B / Y
  109958. * 5) thumb rest
  109959. * @param buttonIdx Which button index changed
  109960. * @param state New state of the button
  109961. * @param changes Which properties on the state changed since last frame
  109962. */
  109963. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109964. }
  109965. }
  109966. declare module BABYLON {
  109967. /**
  109968. * Vive Controller
  109969. */
  109970. export class ViveController extends WebVRController {
  109971. /**
  109972. * Base Url for the controller model.
  109973. */
  109974. static MODEL_BASE_URL: string;
  109975. /**
  109976. * File name for the controller model.
  109977. */
  109978. static MODEL_FILENAME: string;
  109979. /**
  109980. * Creates a new ViveController from a gamepad
  109981. * @param vrGamepad the gamepad that the controller should be created from
  109982. */
  109983. constructor(vrGamepad: any);
  109984. /**
  109985. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109986. * @param scene scene in which to add meshes
  109987. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109988. */
  109989. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109990. /**
  109991. * Fired when the left button on this controller is modified
  109992. */
  109993. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109994. /**
  109995. * Fired when the right button on this controller is modified
  109996. */
  109997. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109998. /**
  109999. * Fired when the menu button on this controller is modified
  110000. */
  110001. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110002. /**
  110003. * Called once for each button that changed state since the last frame
  110004. * Vive mapping:
  110005. * 0: touchpad
  110006. * 1: trigger
  110007. * 2: left AND right buttons
  110008. * 3: menu button
  110009. * @param buttonIdx Which button index changed
  110010. * @param state New state of the button
  110011. * @param changes Which properties on the state changed since last frame
  110012. */
  110013. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110014. }
  110015. }
  110016. declare module BABYLON {
  110017. /**
  110018. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110019. */
  110020. export class WebXRControllerModelLoader {
  110021. /**
  110022. * Creates the WebXRControllerModelLoader
  110023. * @param input xr input that creates the controllers
  110024. */
  110025. constructor(input: WebXRInput);
  110026. }
  110027. }
  110028. declare module BABYLON {
  110029. /**
  110030. * Contains an array of blocks representing the octree
  110031. */
  110032. export interface IOctreeContainer<T> {
  110033. /**
  110034. * Blocks within the octree
  110035. */
  110036. blocks: Array<OctreeBlock<T>>;
  110037. }
  110038. /**
  110039. * Class used to store a cell in an octree
  110040. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110041. */
  110042. export class OctreeBlock<T> {
  110043. /**
  110044. * Gets the content of the current block
  110045. */
  110046. entries: T[];
  110047. /**
  110048. * Gets the list of block children
  110049. */
  110050. blocks: Array<OctreeBlock<T>>;
  110051. private _depth;
  110052. private _maxDepth;
  110053. private _capacity;
  110054. private _minPoint;
  110055. private _maxPoint;
  110056. private _boundingVectors;
  110057. private _creationFunc;
  110058. /**
  110059. * Creates a new block
  110060. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110061. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110062. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110063. * @param depth defines the current depth of this block in the octree
  110064. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110065. * @param creationFunc defines a callback to call when an element is added to the block
  110066. */
  110067. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110068. /**
  110069. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110070. */
  110071. readonly capacity: number;
  110072. /**
  110073. * Gets the minimum vector (in world space) of the block's bounding box
  110074. */
  110075. readonly minPoint: Vector3;
  110076. /**
  110077. * Gets the maximum vector (in world space) of the block's bounding box
  110078. */
  110079. readonly maxPoint: Vector3;
  110080. /**
  110081. * Add a new element to this block
  110082. * @param entry defines the element to add
  110083. */
  110084. addEntry(entry: T): void;
  110085. /**
  110086. * Remove an element from this block
  110087. * @param entry defines the element to remove
  110088. */
  110089. removeEntry(entry: T): void;
  110090. /**
  110091. * Add an array of elements to this block
  110092. * @param entries defines the array of elements to add
  110093. */
  110094. addEntries(entries: T[]): void;
  110095. /**
  110096. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110097. * @param frustumPlanes defines the frustum planes to test
  110098. * @param selection defines the array to store current content if selection is positive
  110099. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110100. */
  110101. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110102. /**
  110103. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110104. * @param sphereCenter defines the bounding sphere center
  110105. * @param sphereRadius defines the bounding sphere radius
  110106. * @param selection defines the array to store current content if selection is positive
  110107. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110108. */
  110109. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110110. /**
  110111. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  110112. * @param ray defines the ray to test with
  110113. * @param selection defines the array to store current content if selection is positive
  110114. */
  110115. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  110116. /**
  110117. * Subdivide the content into child blocks (this block will then be empty)
  110118. */
  110119. createInnerBlocks(): void;
  110120. /**
  110121. * @hidden
  110122. */
  110123. 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;
  110124. }
  110125. }
  110126. declare module BABYLON {
  110127. /**
  110128. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  110129. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110130. */
  110131. export class Octree<T> {
  110132. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  110133. maxDepth: number;
  110134. /**
  110135. * Blocks within the octree containing objects
  110136. */
  110137. blocks: Array<OctreeBlock<T>>;
  110138. /**
  110139. * Content stored in the octree
  110140. */
  110141. dynamicContent: T[];
  110142. private _maxBlockCapacity;
  110143. private _selectionContent;
  110144. private _creationFunc;
  110145. /**
  110146. * Creates a octree
  110147. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110148. * @param creationFunc function to be used to instatiate the octree
  110149. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  110150. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  110151. */
  110152. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  110153. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  110154. maxDepth?: number);
  110155. /**
  110156. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  110157. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  110158. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  110159. * @param entries meshes to be added to the octree blocks
  110160. */
  110161. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  110162. /**
  110163. * Adds a mesh to the octree
  110164. * @param entry Mesh to add to the octree
  110165. */
  110166. addMesh(entry: T): void;
  110167. /**
  110168. * Remove an element from the octree
  110169. * @param entry defines the element to remove
  110170. */
  110171. removeMesh(entry: T): void;
  110172. /**
  110173. * Selects an array of meshes within the frustum
  110174. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  110175. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  110176. * @returns array of meshes within the frustum
  110177. */
  110178. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  110179. /**
  110180. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  110181. * @param sphereCenter defines the bounding sphere center
  110182. * @param sphereRadius defines the bounding sphere radius
  110183. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110184. * @returns an array of objects that intersect the sphere
  110185. */
  110186. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  110187. /**
  110188. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  110189. * @param ray defines the ray to test with
  110190. * @returns array of intersected objects
  110191. */
  110192. intersectsRay(ray: Ray): SmartArray<T>;
  110193. /**
  110194. * Adds a mesh into the octree block if it intersects the block
  110195. */
  110196. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  110197. /**
  110198. * Adds a submesh into the octree block if it intersects the block
  110199. */
  110200. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  110201. }
  110202. }
  110203. declare module BABYLON {
  110204. interface Scene {
  110205. /**
  110206. * @hidden
  110207. * Backing Filed
  110208. */
  110209. _selectionOctree: Octree<AbstractMesh>;
  110210. /**
  110211. * Gets the octree used to boost mesh selection (picking)
  110212. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110213. */
  110214. selectionOctree: Octree<AbstractMesh>;
  110215. /**
  110216. * Creates or updates the octree used to boost selection (picking)
  110217. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110218. * @param maxCapacity defines the maximum capacity per leaf
  110219. * @param maxDepth defines the maximum depth of the octree
  110220. * @returns an octree of AbstractMesh
  110221. */
  110222. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  110223. }
  110224. interface AbstractMesh {
  110225. /**
  110226. * @hidden
  110227. * Backing Field
  110228. */
  110229. _submeshesOctree: Octree<SubMesh>;
  110230. /**
  110231. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  110232. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  110233. * @param maxCapacity defines the maximum size of each block (64 by default)
  110234. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  110235. * @returns the new octree
  110236. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  110237. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110238. */
  110239. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  110240. }
  110241. /**
  110242. * Defines the octree scene component responsible to manage any octrees
  110243. * in a given scene.
  110244. */
  110245. export class OctreeSceneComponent {
  110246. /**
  110247. * The component name help to identify the component in the list of scene components.
  110248. */
  110249. readonly name: string;
  110250. /**
  110251. * The scene the component belongs to.
  110252. */
  110253. scene: Scene;
  110254. /**
  110255. * Indicates if the meshes have been checked to make sure they are isEnabled()
  110256. */
  110257. readonly checksIsEnabled: boolean;
  110258. /**
  110259. * Creates a new instance of the component for the given scene
  110260. * @param scene Defines the scene to register the component in
  110261. */
  110262. constructor(scene: Scene);
  110263. /**
  110264. * Registers the component in a given scene
  110265. */
  110266. register(): void;
  110267. /**
  110268. * Return the list of active meshes
  110269. * @returns the list of active meshes
  110270. */
  110271. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  110272. /**
  110273. * Return the list of active sub meshes
  110274. * @param mesh The mesh to get the candidates sub meshes from
  110275. * @returns the list of active sub meshes
  110276. */
  110277. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  110278. private _tempRay;
  110279. /**
  110280. * Return the list of sub meshes intersecting with a given local ray
  110281. * @param mesh defines the mesh to find the submesh for
  110282. * @param localRay defines the ray in local space
  110283. * @returns the list of intersecting sub meshes
  110284. */
  110285. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  110286. /**
  110287. * Return the list of sub meshes colliding with a collider
  110288. * @param mesh defines the mesh to find the submesh for
  110289. * @param collider defines the collider to evaluate the collision against
  110290. * @returns the list of colliding sub meshes
  110291. */
  110292. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  110293. /**
  110294. * Rebuilds the elements related to this component in case of
  110295. * context lost for instance.
  110296. */
  110297. rebuild(): void;
  110298. /**
  110299. * Disposes the component and the associated ressources.
  110300. */
  110301. dispose(): void;
  110302. }
  110303. }
  110304. declare module BABYLON {
  110305. /**
  110306. * Renders a layer on top of an existing scene
  110307. */
  110308. export class UtilityLayerRenderer implements IDisposable {
  110309. /** the original scene that will be rendered on top of */
  110310. originalScene: Scene;
  110311. private _pointerCaptures;
  110312. private _lastPointerEvents;
  110313. private static _DefaultUtilityLayer;
  110314. private static _DefaultKeepDepthUtilityLayer;
  110315. private _sharedGizmoLight;
  110316. private _renderCamera;
  110317. /**
  110318. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  110319. * @returns the camera that is used when rendering the utility layer
  110320. */
  110321. getRenderCamera(): Nullable<Camera>;
  110322. /**
  110323. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  110324. * @param cam the camera that should be used when rendering the utility layer
  110325. */
  110326. setRenderCamera(cam: Nullable<Camera>): void;
  110327. /**
  110328. * @hidden
  110329. * Light which used by gizmos to get light shading
  110330. */
  110331. _getSharedGizmoLight(): HemisphericLight;
  110332. /**
  110333. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  110334. */
  110335. pickUtilitySceneFirst: boolean;
  110336. /**
  110337. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  110338. */
  110339. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  110340. /**
  110341. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  110342. */
  110343. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  110344. /**
  110345. * The scene that is rendered on top of the original scene
  110346. */
  110347. utilityLayerScene: Scene;
  110348. /**
  110349. * If the utility layer should automatically be rendered on top of existing scene
  110350. */
  110351. shouldRender: boolean;
  110352. /**
  110353. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  110354. */
  110355. onlyCheckPointerDownEvents: boolean;
  110356. /**
  110357. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  110358. */
  110359. processAllEvents: boolean;
  110360. /**
  110361. * Observable raised when the pointer move from the utility layer scene to the main scene
  110362. */
  110363. onPointerOutObservable: Observable<number>;
  110364. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  110365. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  110366. private _afterRenderObserver;
  110367. private _sceneDisposeObserver;
  110368. private _originalPointerObserver;
  110369. /**
  110370. * Instantiates a UtilityLayerRenderer
  110371. * @param originalScene the original scene that will be rendered on top of
  110372. * @param handleEvents boolean indicating if the utility layer should handle events
  110373. */
  110374. constructor(
  110375. /** the original scene that will be rendered on top of */
  110376. originalScene: Scene, handleEvents?: boolean);
  110377. private _notifyObservers;
  110378. /**
  110379. * Renders the utility layers scene on top of the original scene
  110380. */
  110381. render(): void;
  110382. /**
  110383. * Disposes of the renderer
  110384. */
  110385. dispose(): void;
  110386. private _updateCamera;
  110387. }
  110388. }
  110389. declare module BABYLON {
  110390. /**
  110391. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  110392. */
  110393. export class Gizmo implements IDisposable {
  110394. /** The utility layer the gizmo will be added to */
  110395. gizmoLayer: UtilityLayerRenderer;
  110396. /**
  110397. * The root mesh of the gizmo
  110398. */
  110399. _rootMesh: Mesh;
  110400. private _attachedMesh;
  110401. /**
  110402. * Ratio for the scale of the gizmo (Default: 1)
  110403. */
  110404. scaleRatio: number;
  110405. /**
  110406. * If a custom mesh has been set (Default: false)
  110407. */
  110408. protected _customMeshSet: boolean;
  110409. /**
  110410. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  110411. * * When set, interactions will be enabled
  110412. */
  110413. attachedMesh: Nullable<AbstractMesh>;
  110414. /**
  110415. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110416. * @param mesh The mesh to replace the default mesh of the gizmo
  110417. */
  110418. setCustomMesh(mesh: Mesh): void;
  110419. /**
  110420. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  110421. */
  110422. updateGizmoRotationToMatchAttachedMesh: boolean;
  110423. /**
  110424. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  110425. */
  110426. updateGizmoPositionToMatchAttachedMesh: boolean;
  110427. /**
  110428. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  110429. */
  110430. updateScale: boolean;
  110431. protected _interactionsEnabled: boolean;
  110432. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110433. private _beforeRenderObserver;
  110434. private _tempVector;
  110435. /**
  110436. * Creates a gizmo
  110437. * @param gizmoLayer The utility layer the gizmo will be added to
  110438. */
  110439. constructor(
  110440. /** The utility layer the gizmo will be added to */
  110441. gizmoLayer?: UtilityLayerRenderer);
  110442. /**
  110443. * Updates the gizmo to match the attached mesh's position/rotation
  110444. */
  110445. protected _update(): void;
  110446. /**
  110447. * Disposes of the gizmo
  110448. */
  110449. dispose(): void;
  110450. }
  110451. }
  110452. declare module BABYLON {
  110453. /**
  110454. * Single plane drag gizmo
  110455. */
  110456. export class PlaneDragGizmo extends Gizmo {
  110457. /**
  110458. * Drag behavior responsible for the gizmos dragging interactions
  110459. */
  110460. dragBehavior: PointerDragBehavior;
  110461. private _pointerObserver;
  110462. /**
  110463. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110464. */
  110465. snapDistance: number;
  110466. /**
  110467. * Event that fires each time the gizmo snaps to a new location.
  110468. * * snapDistance is the the change in distance
  110469. */
  110470. onSnapObservable: Observable<{
  110471. snapDistance: number;
  110472. }>;
  110473. private _plane;
  110474. private _coloredMaterial;
  110475. private _hoverMaterial;
  110476. private _isEnabled;
  110477. private _parent;
  110478. /** @hidden */
  110479. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  110480. /** @hidden */
  110481. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110482. /**
  110483. * Creates a PlaneDragGizmo
  110484. * @param gizmoLayer The utility layer the gizmo will be added to
  110485. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  110486. * @param color The color of the gizmo
  110487. */
  110488. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110489. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110490. /**
  110491. * If the gizmo is enabled
  110492. */
  110493. isEnabled: boolean;
  110494. /**
  110495. * Disposes of the gizmo
  110496. */
  110497. dispose(): void;
  110498. }
  110499. }
  110500. declare module BABYLON {
  110501. /**
  110502. * Gizmo that enables dragging a mesh along 3 axis
  110503. */
  110504. export class PositionGizmo extends Gizmo {
  110505. /**
  110506. * Internal gizmo used for interactions on the x axis
  110507. */
  110508. xGizmo: AxisDragGizmo;
  110509. /**
  110510. * Internal gizmo used for interactions on the y axis
  110511. */
  110512. yGizmo: AxisDragGizmo;
  110513. /**
  110514. * Internal gizmo used for interactions on the z axis
  110515. */
  110516. zGizmo: AxisDragGizmo;
  110517. /**
  110518. * Internal gizmo used for interactions on the yz plane
  110519. */
  110520. xPlaneGizmo: PlaneDragGizmo;
  110521. /**
  110522. * Internal gizmo used for interactions on the xz plane
  110523. */
  110524. yPlaneGizmo: PlaneDragGizmo;
  110525. /**
  110526. * Internal gizmo used for interactions on the xy plane
  110527. */
  110528. zPlaneGizmo: PlaneDragGizmo;
  110529. /**
  110530. * private variables
  110531. */
  110532. private _meshAttached;
  110533. private _updateGizmoRotationToMatchAttachedMesh;
  110534. private _snapDistance;
  110535. private _scaleRatio;
  110536. /** Fires an event when any of it's sub gizmos are dragged */
  110537. onDragStartObservable: Observable<unknown>;
  110538. /** Fires an event when any of it's sub gizmos are released from dragging */
  110539. onDragEndObservable: Observable<unknown>;
  110540. /**
  110541. * If set to true, planar drag is enabled
  110542. */
  110543. private _planarGizmoEnabled;
  110544. attachedMesh: Nullable<AbstractMesh>;
  110545. /**
  110546. * Creates a PositionGizmo
  110547. * @param gizmoLayer The utility layer the gizmo will be added to
  110548. */
  110549. constructor(gizmoLayer?: UtilityLayerRenderer);
  110550. /**
  110551. * If the planar drag gizmo is enabled
  110552. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  110553. */
  110554. planarGizmoEnabled: boolean;
  110555. updateGizmoRotationToMatchAttachedMesh: boolean;
  110556. /**
  110557. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110558. */
  110559. snapDistance: number;
  110560. /**
  110561. * Ratio for the scale of the gizmo (Default: 1)
  110562. */
  110563. scaleRatio: number;
  110564. /**
  110565. * Disposes of the gizmo
  110566. */
  110567. dispose(): void;
  110568. /**
  110569. * CustomMeshes are not supported by this gizmo
  110570. * @param mesh The mesh to replace the default mesh of the gizmo
  110571. */
  110572. setCustomMesh(mesh: Mesh): void;
  110573. }
  110574. }
  110575. declare module BABYLON {
  110576. /**
  110577. * Single axis drag gizmo
  110578. */
  110579. export class AxisDragGizmo extends Gizmo {
  110580. /**
  110581. * Drag behavior responsible for the gizmos dragging interactions
  110582. */
  110583. dragBehavior: PointerDragBehavior;
  110584. private _pointerObserver;
  110585. /**
  110586. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110587. */
  110588. snapDistance: number;
  110589. /**
  110590. * Event that fires each time the gizmo snaps to a new location.
  110591. * * snapDistance is the the change in distance
  110592. */
  110593. onSnapObservable: Observable<{
  110594. snapDistance: number;
  110595. }>;
  110596. private _isEnabled;
  110597. private _parent;
  110598. private _arrow;
  110599. private _coloredMaterial;
  110600. private _hoverMaterial;
  110601. /** @hidden */
  110602. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  110603. /** @hidden */
  110604. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110605. /**
  110606. * Creates an AxisDragGizmo
  110607. * @param gizmoLayer The utility layer the gizmo will be added to
  110608. * @param dragAxis The axis which the gizmo will be able to drag on
  110609. * @param color The color of the gizmo
  110610. */
  110611. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110612. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110613. /**
  110614. * If the gizmo is enabled
  110615. */
  110616. isEnabled: boolean;
  110617. /**
  110618. * Disposes of the gizmo
  110619. */
  110620. dispose(): void;
  110621. }
  110622. }
  110623. declare module BABYLON.Debug {
  110624. /**
  110625. * The Axes viewer will show 3 axes in a specific point in space
  110626. */
  110627. export class AxesViewer {
  110628. private _xAxis;
  110629. private _yAxis;
  110630. private _zAxis;
  110631. private _scaleLinesFactor;
  110632. private _instanced;
  110633. /**
  110634. * Gets the hosting scene
  110635. */
  110636. scene: Scene;
  110637. /**
  110638. * Gets or sets a number used to scale line length
  110639. */
  110640. scaleLines: number;
  110641. /** Gets the node hierarchy used to render x-axis */
  110642. readonly xAxis: TransformNode;
  110643. /** Gets the node hierarchy used to render y-axis */
  110644. readonly yAxis: TransformNode;
  110645. /** Gets the node hierarchy used to render z-axis */
  110646. readonly zAxis: TransformNode;
  110647. /**
  110648. * Creates a new AxesViewer
  110649. * @param scene defines the hosting scene
  110650. * @param scaleLines defines a number used to scale line length (1 by default)
  110651. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  110652. * @param xAxis defines the node hierarchy used to render the x-axis
  110653. * @param yAxis defines the node hierarchy used to render the y-axis
  110654. * @param zAxis defines the node hierarchy used to render the z-axis
  110655. */
  110656. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  110657. /**
  110658. * Force the viewer to update
  110659. * @param position defines the position of the viewer
  110660. * @param xaxis defines the x axis of the viewer
  110661. * @param yaxis defines the y axis of the viewer
  110662. * @param zaxis defines the z axis of the viewer
  110663. */
  110664. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  110665. /**
  110666. * Creates an instance of this axes viewer.
  110667. * @returns a new axes viewer with instanced meshes
  110668. */
  110669. createInstance(): AxesViewer;
  110670. /** Releases resources */
  110671. dispose(): void;
  110672. private static _SetRenderingGroupId;
  110673. }
  110674. }
  110675. declare module BABYLON.Debug {
  110676. /**
  110677. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  110678. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  110679. */
  110680. export class BoneAxesViewer extends AxesViewer {
  110681. /**
  110682. * Gets or sets the target mesh where to display the axes viewer
  110683. */
  110684. mesh: Nullable<Mesh>;
  110685. /**
  110686. * Gets or sets the target bone where to display the axes viewer
  110687. */
  110688. bone: Nullable<Bone>;
  110689. /** Gets current position */
  110690. pos: Vector3;
  110691. /** Gets direction of X axis */
  110692. xaxis: Vector3;
  110693. /** Gets direction of Y axis */
  110694. yaxis: Vector3;
  110695. /** Gets direction of Z axis */
  110696. zaxis: Vector3;
  110697. /**
  110698. * Creates a new BoneAxesViewer
  110699. * @param scene defines the hosting scene
  110700. * @param bone defines the target bone
  110701. * @param mesh defines the target mesh
  110702. * @param scaleLines defines a scaling factor for line length (1 by default)
  110703. */
  110704. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  110705. /**
  110706. * Force the viewer to update
  110707. */
  110708. update(): void;
  110709. /** Releases resources */
  110710. dispose(): void;
  110711. }
  110712. }
  110713. declare module BABYLON {
  110714. /**
  110715. * Interface used to define scene explorer extensibility option
  110716. */
  110717. export interface IExplorerExtensibilityOption {
  110718. /**
  110719. * Define the option label
  110720. */
  110721. label: string;
  110722. /**
  110723. * Defines the action to execute on click
  110724. */
  110725. action: (entity: any) => void;
  110726. }
  110727. /**
  110728. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  110729. */
  110730. export interface IExplorerExtensibilityGroup {
  110731. /**
  110732. * Defines a predicate to test if a given type mut be extended
  110733. */
  110734. predicate: (entity: any) => boolean;
  110735. /**
  110736. * Gets the list of options added to a type
  110737. */
  110738. entries: IExplorerExtensibilityOption[];
  110739. }
  110740. /**
  110741. * Interface used to define the options to use to create the Inspector
  110742. */
  110743. export interface IInspectorOptions {
  110744. /**
  110745. * Display in overlay mode (default: false)
  110746. */
  110747. overlay?: boolean;
  110748. /**
  110749. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  110750. */
  110751. globalRoot?: HTMLElement;
  110752. /**
  110753. * Display the Scene explorer
  110754. */
  110755. showExplorer?: boolean;
  110756. /**
  110757. * Display the property inspector
  110758. */
  110759. showInspector?: boolean;
  110760. /**
  110761. * Display in embed mode (both panes on the right)
  110762. */
  110763. embedMode?: boolean;
  110764. /**
  110765. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  110766. */
  110767. handleResize?: boolean;
  110768. /**
  110769. * Allow the panes to popup (default: true)
  110770. */
  110771. enablePopup?: boolean;
  110772. /**
  110773. * Allow the panes to be closed by users (default: true)
  110774. */
  110775. enableClose?: boolean;
  110776. /**
  110777. * Optional list of extensibility entries
  110778. */
  110779. explorerExtensibility?: IExplorerExtensibilityGroup[];
  110780. /**
  110781. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  110782. */
  110783. inspectorURL?: string;
  110784. }
  110785. interface Scene {
  110786. /**
  110787. * @hidden
  110788. * Backing field
  110789. */
  110790. _debugLayer: DebugLayer;
  110791. /**
  110792. * Gets the debug layer (aka Inspector) associated with the scene
  110793. * @see http://doc.babylonjs.com/features/playground_debuglayer
  110794. */
  110795. debugLayer: DebugLayer;
  110796. }
  110797. /**
  110798. * The debug layer (aka Inspector) is the go to tool in order to better understand
  110799. * what is happening in your scene
  110800. * @see http://doc.babylonjs.com/features/playground_debuglayer
  110801. */
  110802. export class DebugLayer {
  110803. /**
  110804. * Define the url to get the inspector script from.
  110805. * By default it uses the babylonjs CDN.
  110806. * @ignoreNaming
  110807. */
  110808. static InspectorURL: string;
  110809. private _scene;
  110810. private BJSINSPECTOR;
  110811. private _onPropertyChangedObservable?;
  110812. /**
  110813. * Observable triggered when a property is changed through the inspector.
  110814. */
  110815. readonly onPropertyChangedObservable: any;
  110816. /**
  110817. * Instantiates a new debug layer.
  110818. * The debug layer (aka Inspector) is the go to tool in order to better understand
  110819. * what is happening in your scene
  110820. * @see http://doc.babylonjs.com/features/playground_debuglayer
  110821. * @param scene Defines the scene to inspect
  110822. */
  110823. constructor(scene: Scene);
  110824. /** Creates the inspector window. */
  110825. private _createInspector;
  110826. /**
  110827. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  110828. * @param entity defines the entity to select
  110829. * @param lineContainerTitle defines the specific block to highlight
  110830. */
  110831. select(entity: any, lineContainerTitle?: string): void;
  110832. /** Get the inspector from bundle or global */
  110833. private _getGlobalInspector;
  110834. /**
  110835. * Get if the inspector is visible or not.
  110836. * @returns true if visible otherwise, false
  110837. */
  110838. isVisible(): boolean;
  110839. /**
  110840. * Hide the inspector and close its window.
  110841. */
  110842. hide(): void;
  110843. /**
  110844. * Launch the debugLayer.
  110845. * @param config Define the configuration of the inspector
  110846. * @return a promise fulfilled when the debug layer is visible
  110847. */
  110848. show(config?: IInspectorOptions): Promise<DebugLayer>;
  110849. }
  110850. }
  110851. declare module BABYLON {
  110852. /**
  110853. * Class containing static functions to help procedurally build meshes
  110854. */
  110855. export class BoxBuilder {
  110856. /**
  110857. * Creates a box mesh
  110858. * * The parameter `size` sets the size (float) of each box side (default 1)
  110859. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  110860. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  110861. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  110862. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110863. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  110864. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110865. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  110866. * @param name defines the name of the mesh
  110867. * @param options defines the options used to create the mesh
  110868. * @param scene defines the hosting scene
  110869. * @returns the box mesh
  110870. */
  110871. static CreateBox(name: string, options: {
  110872. size?: number;
  110873. width?: number;
  110874. height?: number;
  110875. depth?: number;
  110876. faceUV?: Vector4[];
  110877. faceColors?: Color4[];
  110878. sideOrientation?: number;
  110879. frontUVs?: Vector4;
  110880. backUVs?: Vector4;
  110881. wrap?: boolean;
  110882. topBaseAt?: number;
  110883. bottomBaseAt?: number;
  110884. updatable?: boolean;
  110885. }, scene?: Nullable<Scene>): Mesh;
  110886. }
  110887. }
  110888. declare module BABYLON {
  110889. /**
  110890. * Class containing static functions to help procedurally build meshes
  110891. */
  110892. export class SphereBuilder {
  110893. /**
  110894. * Creates a sphere mesh
  110895. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  110896. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  110897. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  110898. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  110899. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  110900. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110901. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  110902. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110903. * @param name defines the name of the mesh
  110904. * @param options defines the options used to create the mesh
  110905. * @param scene defines the hosting scene
  110906. * @returns the sphere mesh
  110907. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  110908. */
  110909. static CreateSphere(name: string, options: {
  110910. segments?: number;
  110911. diameter?: number;
  110912. diameterX?: number;
  110913. diameterY?: number;
  110914. diameterZ?: number;
  110915. arc?: number;
  110916. slice?: number;
  110917. sideOrientation?: number;
  110918. frontUVs?: Vector4;
  110919. backUVs?: Vector4;
  110920. updatable?: boolean;
  110921. }, scene?: Nullable<Scene>): Mesh;
  110922. }
  110923. }
  110924. declare module BABYLON.Debug {
  110925. /**
  110926. * Used to show the physics impostor around the specific mesh
  110927. */
  110928. export class PhysicsViewer {
  110929. /** @hidden */
  110930. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  110931. /** @hidden */
  110932. protected _meshes: Array<Nullable<AbstractMesh>>;
  110933. /** @hidden */
  110934. protected _scene: Nullable<Scene>;
  110935. /** @hidden */
  110936. protected _numMeshes: number;
  110937. /** @hidden */
  110938. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  110939. private _renderFunction;
  110940. private _utilityLayer;
  110941. private _debugBoxMesh;
  110942. private _debugSphereMesh;
  110943. private _debugCylinderMesh;
  110944. private _debugMaterial;
  110945. private _debugMeshMeshes;
  110946. /**
  110947. * Creates a new PhysicsViewer
  110948. * @param scene defines the hosting scene
  110949. */
  110950. constructor(scene: Scene);
  110951. /** @hidden */
  110952. protected _updateDebugMeshes(): void;
  110953. /**
  110954. * Renders a specified physic impostor
  110955. * @param impostor defines the impostor to render
  110956. * @param targetMesh defines the mesh represented by the impostor
  110957. * @returns the new debug mesh used to render the impostor
  110958. */
  110959. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  110960. /**
  110961. * Hides a specified physic impostor
  110962. * @param impostor defines the impostor to hide
  110963. */
  110964. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  110965. private _getDebugMaterial;
  110966. private _getDebugBoxMesh;
  110967. private _getDebugSphereMesh;
  110968. private _getDebugCylinderMesh;
  110969. private _getDebugMeshMesh;
  110970. private _getDebugMesh;
  110971. /** Releases all resources */
  110972. dispose(): void;
  110973. }
  110974. }
  110975. declare module BABYLON {
  110976. /**
  110977. * Class containing static functions to help procedurally build meshes
  110978. */
  110979. export class LinesBuilder {
  110980. /**
  110981. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  110982. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  110983. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  110984. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  110985. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  110986. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  110987. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  110988. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  110989. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  110990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110991. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  110992. * @param name defines the name of the new line system
  110993. * @param options defines the options used to create the line system
  110994. * @param scene defines the hosting scene
  110995. * @returns a new line system mesh
  110996. */
  110997. static CreateLineSystem(name: string, options: {
  110998. lines: Vector3[][];
  110999. updatable?: boolean;
  111000. instance?: Nullable<LinesMesh>;
  111001. colors?: Nullable<Color4[][]>;
  111002. useVertexAlpha?: boolean;
  111003. }, scene: Nullable<Scene>): LinesMesh;
  111004. /**
  111005. * Creates a line mesh
  111006. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  111007. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111008. * * The parameter `points` is an array successive Vector3
  111009. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  111010. * * The optional parameter `colors` is an array of successive Color4, one per line point
  111011. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  111012. * * When updating an instance, remember that only point positions can change, not the number of points
  111013. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111014. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111015. * @param name defines the name of the new line system
  111016. * @param options defines the options used to create the line system
  111017. * @param scene defines the hosting scene
  111018. * @returns a new line mesh
  111019. */
  111020. static CreateLines(name: string, options: {
  111021. points: Vector3[];
  111022. updatable?: boolean;
  111023. instance?: Nullable<LinesMesh>;
  111024. colors?: Color4[];
  111025. useVertexAlpha?: boolean;
  111026. }, scene?: Nullable<Scene>): LinesMesh;
  111027. /**
  111028. * Creates a dashed line mesh
  111029. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  111030. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111031. * * The parameter `points` is an array successive Vector3
  111032. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111033. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111034. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111035. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  111036. * * When updating an instance, remember that only point positions can change, not the number of points
  111037. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111038. * @param name defines the name of the mesh
  111039. * @param options defines the options used to create the mesh
  111040. * @param scene defines the hosting scene
  111041. * @returns the dashed line mesh
  111042. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111043. */
  111044. static CreateDashedLines(name: string, options: {
  111045. points: Vector3[];
  111046. dashSize?: number;
  111047. gapSize?: number;
  111048. dashNb?: number;
  111049. updatable?: boolean;
  111050. instance?: LinesMesh;
  111051. }, scene?: Nullable<Scene>): LinesMesh;
  111052. }
  111053. }
  111054. declare module BABYLON {
  111055. /**
  111056. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111057. * in order to better appreciate the issue one might have.
  111058. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111059. */
  111060. export class RayHelper {
  111061. /**
  111062. * Defines the ray we are currently tryin to visualize.
  111063. */
  111064. ray: Nullable<Ray>;
  111065. private _renderPoints;
  111066. private _renderLine;
  111067. private _renderFunction;
  111068. private _scene;
  111069. private _updateToMeshFunction;
  111070. private _attachedToMesh;
  111071. private _meshSpaceDirection;
  111072. private _meshSpaceOrigin;
  111073. /**
  111074. * Helper function to create a colored helper in a scene in one line.
  111075. * @param ray Defines the ray we are currently tryin to visualize
  111076. * @param scene Defines the scene the ray is used in
  111077. * @param color Defines the color we want to see the ray in
  111078. * @returns The newly created ray helper.
  111079. */
  111080. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111081. /**
  111082. * Instantiate a new ray helper.
  111083. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111084. * in order to better appreciate the issue one might have.
  111085. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111086. * @param ray Defines the ray we are currently tryin to visualize
  111087. */
  111088. constructor(ray: Ray);
  111089. /**
  111090. * Shows the ray we are willing to debug.
  111091. * @param scene Defines the scene the ray needs to be rendered in
  111092. * @param color Defines the color the ray needs to be rendered in
  111093. */
  111094. show(scene: Scene, color?: Color3): void;
  111095. /**
  111096. * Hides the ray we are debugging.
  111097. */
  111098. hide(): void;
  111099. private _render;
  111100. /**
  111101. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111102. * @param mesh Defines the mesh we want the helper attached to
  111103. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111104. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111105. * @param length Defines the length of the ray
  111106. */
  111107. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111108. /**
  111109. * Detach the ray helper from the mesh it has previously been attached to.
  111110. */
  111111. detachFromMesh(): void;
  111112. private _updateToMesh;
  111113. /**
  111114. * Dispose the helper and release its associated resources.
  111115. */
  111116. dispose(): void;
  111117. }
  111118. }
  111119. declare module BABYLON.Debug {
  111120. /**
  111121. * Class used to render a debug view of a given skeleton
  111122. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  111123. */
  111124. export class SkeletonViewer {
  111125. /** defines the skeleton to render */
  111126. skeleton: Skeleton;
  111127. /** defines the mesh attached to the skeleton */
  111128. mesh: AbstractMesh;
  111129. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111130. autoUpdateBonesMatrices: boolean;
  111131. /** defines the rendering group id to use with the viewer */
  111132. renderingGroupId: number;
  111133. /** Gets or sets the color used to render the skeleton */
  111134. color: Color3;
  111135. private _scene;
  111136. private _debugLines;
  111137. private _debugMesh;
  111138. private _isEnabled;
  111139. private _renderFunction;
  111140. private _utilityLayer;
  111141. /**
  111142. * Returns the mesh used to render the bones
  111143. */
  111144. readonly debugMesh: Nullable<LinesMesh>;
  111145. /**
  111146. * Creates a new SkeletonViewer
  111147. * @param skeleton defines the skeleton to render
  111148. * @param mesh defines the mesh attached to the skeleton
  111149. * @param scene defines the hosting scene
  111150. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  111151. * @param renderingGroupId defines the rendering group id to use with the viewer
  111152. */
  111153. constructor(
  111154. /** defines the skeleton to render */
  111155. skeleton: Skeleton,
  111156. /** defines the mesh attached to the skeleton */
  111157. mesh: AbstractMesh, scene: Scene,
  111158. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111159. autoUpdateBonesMatrices?: boolean,
  111160. /** defines the rendering group id to use with the viewer */
  111161. renderingGroupId?: number);
  111162. /** Gets or sets a boolean indicating if the viewer is enabled */
  111163. isEnabled: boolean;
  111164. private _getBonePosition;
  111165. private _getLinesForBonesWithLength;
  111166. private _getLinesForBonesNoLength;
  111167. /** Update the viewer to sync with current skeleton state */
  111168. update(): void;
  111169. /** Release associated resources */
  111170. dispose(): void;
  111171. }
  111172. }
  111173. declare module BABYLON {
  111174. /**
  111175. * Options to create the null engine
  111176. */
  111177. export class NullEngineOptions {
  111178. /**
  111179. * Render width (Default: 512)
  111180. */
  111181. renderWidth: number;
  111182. /**
  111183. * Render height (Default: 256)
  111184. */
  111185. renderHeight: number;
  111186. /**
  111187. * Texture size (Default: 512)
  111188. */
  111189. textureSize: number;
  111190. /**
  111191. * If delta time between frames should be constant
  111192. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111193. */
  111194. deterministicLockstep: boolean;
  111195. /**
  111196. * Maximum about of steps between frames (Default: 4)
  111197. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111198. */
  111199. lockstepMaxSteps: number;
  111200. }
  111201. /**
  111202. * The null engine class provides support for headless version of babylon.js.
  111203. * This can be used in server side scenario or for testing purposes
  111204. */
  111205. export class NullEngine extends Engine {
  111206. private _options;
  111207. /**
  111208. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  111209. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111210. * @returns true if engine is in deterministic lock step mode
  111211. */
  111212. isDeterministicLockStep(): boolean;
  111213. /**
  111214. * Gets the max steps when engine is running in deterministic lock step
  111215. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111216. * @returns the max steps
  111217. */
  111218. getLockstepMaxSteps(): number;
  111219. /**
  111220. * Gets the current hardware scaling level.
  111221. * By default the hardware scaling level is computed from the window device ratio.
  111222. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  111223. * @returns a number indicating the current hardware scaling level
  111224. */
  111225. getHardwareScalingLevel(): number;
  111226. constructor(options?: NullEngineOptions);
  111227. /**
  111228. * Creates a vertex buffer
  111229. * @param vertices the data for the vertex buffer
  111230. * @returns the new WebGL static buffer
  111231. */
  111232. createVertexBuffer(vertices: FloatArray): DataBuffer;
  111233. /**
  111234. * Creates a new index buffer
  111235. * @param indices defines the content of the index buffer
  111236. * @param updatable defines if the index buffer must be updatable
  111237. * @returns a new webGL buffer
  111238. */
  111239. createIndexBuffer(indices: IndicesArray): DataBuffer;
  111240. /**
  111241. * Clear the current render buffer or the current render target (if any is set up)
  111242. * @param color defines the color to use
  111243. * @param backBuffer defines if the back buffer must be cleared
  111244. * @param depth defines if the depth buffer must be cleared
  111245. * @param stencil defines if the stencil buffer must be cleared
  111246. */
  111247. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  111248. /**
  111249. * Gets the current render width
  111250. * @param useScreen defines if screen size must be used (or the current render target if any)
  111251. * @returns a number defining the current render width
  111252. */
  111253. getRenderWidth(useScreen?: boolean): number;
  111254. /**
  111255. * Gets the current render height
  111256. * @param useScreen defines if screen size must be used (or the current render target if any)
  111257. * @returns a number defining the current render height
  111258. */
  111259. getRenderHeight(useScreen?: boolean): number;
  111260. /**
  111261. * Set the WebGL's viewport
  111262. * @param viewport defines the viewport element to be used
  111263. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  111264. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  111265. */
  111266. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  111267. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  111268. /**
  111269. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  111270. * @param pipelineContext defines the pipeline context to use
  111271. * @param uniformsNames defines the list of uniform names
  111272. * @returns an array of webGL uniform locations
  111273. */
  111274. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  111275. /**
  111276. * Gets the lsit of active attributes for a given webGL program
  111277. * @param pipelineContext defines the pipeline context to use
  111278. * @param attributesNames defines the list of attribute names to get
  111279. * @returns an array of indices indicating the offset of each attribute
  111280. */
  111281. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  111282. /**
  111283. * Binds an effect to the webGL context
  111284. * @param effect defines the effect to bind
  111285. */
  111286. bindSamplers(effect: Effect): void;
  111287. /**
  111288. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  111289. * @param effect defines the effect to activate
  111290. */
  111291. enableEffect(effect: Effect): void;
  111292. /**
  111293. * Set various states to the webGL context
  111294. * @param culling defines backface culling state
  111295. * @param zOffset defines the value to apply to zOffset (0 by default)
  111296. * @param force defines if states must be applied even if cache is up to date
  111297. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  111298. */
  111299. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  111300. /**
  111301. * Set the value of an uniform to an array of int32
  111302. * @param uniform defines the webGL uniform location where to store the value
  111303. * @param array defines the array of int32 to store
  111304. */
  111305. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  111306. /**
  111307. * Set the value of an uniform to an array of int32 (stored as vec2)
  111308. * @param uniform defines the webGL uniform location where to store the value
  111309. * @param array defines the array of int32 to store
  111310. */
  111311. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  111312. /**
  111313. * Set the value of an uniform to an array of int32 (stored as vec3)
  111314. * @param uniform defines the webGL uniform location where to store the value
  111315. * @param array defines the array of int32 to store
  111316. */
  111317. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  111318. /**
  111319. * Set the value of an uniform to an array of int32 (stored as vec4)
  111320. * @param uniform defines the webGL uniform location where to store the value
  111321. * @param array defines the array of int32 to store
  111322. */
  111323. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  111324. /**
  111325. * Set the value of an uniform to an array of float32
  111326. * @param uniform defines the webGL uniform location where to store the value
  111327. * @param array defines the array of float32 to store
  111328. */
  111329. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  111330. /**
  111331. * Set the value of an uniform to an array of float32 (stored as vec2)
  111332. * @param uniform defines the webGL uniform location where to store the value
  111333. * @param array defines the array of float32 to store
  111334. */
  111335. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  111336. /**
  111337. * Set the value of an uniform to an array of float32 (stored as vec3)
  111338. * @param uniform defines the webGL uniform location where to store the value
  111339. * @param array defines the array of float32 to store
  111340. */
  111341. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  111342. /**
  111343. * Set the value of an uniform to an array of float32 (stored as vec4)
  111344. * @param uniform defines the webGL uniform location where to store the value
  111345. * @param array defines the array of float32 to store
  111346. */
  111347. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  111348. /**
  111349. * Set the value of an uniform to an array of number
  111350. * @param uniform defines the webGL uniform location where to store the value
  111351. * @param array defines the array of number to store
  111352. */
  111353. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  111354. /**
  111355. * Set the value of an uniform to an array of number (stored as vec2)
  111356. * @param uniform defines the webGL uniform location where to store the value
  111357. * @param array defines the array of number to store
  111358. */
  111359. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  111360. /**
  111361. * Set the value of an uniform to an array of number (stored as vec3)
  111362. * @param uniform defines the webGL uniform location where to store the value
  111363. * @param array defines the array of number to store
  111364. */
  111365. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  111366. /**
  111367. * Set the value of an uniform to an array of number (stored as vec4)
  111368. * @param uniform defines the webGL uniform location where to store the value
  111369. * @param array defines the array of number to store
  111370. */
  111371. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  111372. /**
  111373. * Set the value of an uniform to an array of float32 (stored as matrices)
  111374. * @param uniform defines the webGL uniform location where to store the value
  111375. * @param matrices defines the array of float32 to store
  111376. */
  111377. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  111378. /**
  111379. * Set the value of an uniform to a matrix (3x3)
  111380. * @param uniform defines the webGL uniform location where to store the value
  111381. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  111382. */
  111383. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111384. /**
  111385. * Set the value of an uniform to a matrix (2x2)
  111386. * @param uniform defines the webGL uniform location where to store the value
  111387. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  111388. */
  111389. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111390. /**
  111391. * Set the value of an uniform to a number (float)
  111392. * @param uniform defines the webGL uniform location where to store the value
  111393. * @param value defines the float number to store
  111394. */
  111395. setFloat(uniform: WebGLUniformLocation, value: number): void;
  111396. /**
  111397. * Set the value of an uniform to a vec2
  111398. * @param uniform defines the webGL uniform location where to store the value
  111399. * @param x defines the 1st component of the value
  111400. * @param y defines the 2nd component of the value
  111401. */
  111402. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  111403. /**
  111404. * Set the value of an uniform to a vec3
  111405. * @param uniform defines the webGL uniform location where to store the value
  111406. * @param x defines the 1st component of the value
  111407. * @param y defines the 2nd component of the value
  111408. * @param z defines the 3rd component of the value
  111409. */
  111410. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  111411. /**
  111412. * Set the value of an uniform to a boolean
  111413. * @param uniform defines the webGL uniform location where to store the value
  111414. * @param bool defines the boolean to store
  111415. */
  111416. setBool(uniform: WebGLUniformLocation, bool: number): void;
  111417. /**
  111418. * Set the value of an uniform to a vec4
  111419. * @param uniform defines the webGL uniform location where to store the value
  111420. * @param x defines the 1st component of the value
  111421. * @param y defines the 2nd component of the value
  111422. * @param z defines the 3rd component of the value
  111423. * @param w defines the 4th component of the value
  111424. */
  111425. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  111426. /**
  111427. * Sets the current alpha mode
  111428. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  111429. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  111430. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  111431. */
  111432. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  111433. /**
  111434. * Bind webGl buffers directly to the webGL context
  111435. * @param vertexBuffers defines the vertex buffer to bind
  111436. * @param indexBuffer defines the index buffer to bind
  111437. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  111438. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  111439. * @param effect defines the effect associated with the vertex buffer
  111440. */
  111441. bindBuffers(vertexBuffers: {
  111442. [key: string]: VertexBuffer;
  111443. }, indexBuffer: DataBuffer, effect: Effect): void;
  111444. /**
  111445. * Force the entire cache to be cleared
  111446. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  111447. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  111448. */
  111449. wipeCaches(bruteForce?: boolean): void;
  111450. /**
  111451. * Send a draw order
  111452. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  111453. * @param indexStart defines the starting index
  111454. * @param indexCount defines the number of index to draw
  111455. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111456. */
  111457. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  111458. /**
  111459. * Draw a list of indexed primitives
  111460. * @param fillMode defines the primitive to use
  111461. * @param indexStart defines the starting index
  111462. * @param indexCount defines the number of index to draw
  111463. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111464. */
  111465. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  111466. /**
  111467. * Draw a list of unindexed primitives
  111468. * @param fillMode defines the primitive to use
  111469. * @param verticesStart defines the index of first vertex to draw
  111470. * @param verticesCount defines the count of vertices to draw
  111471. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111472. */
  111473. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  111474. /** @hidden */
  111475. _createTexture(): WebGLTexture;
  111476. /** @hidden */
  111477. _releaseTexture(texture: InternalTexture): void;
  111478. /**
  111479. * Usually called from Texture.ts.
  111480. * Passed information to create a WebGLTexture
  111481. * @param urlArg defines a value which contains one of the following:
  111482. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  111483. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  111484. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  111485. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  111486. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  111487. * @param scene needed for loading to the correct scene
  111488. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  111489. * @param onLoad optional callback to be called upon successful completion
  111490. * @param onError optional callback to be called upon failure
  111491. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  111492. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  111493. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  111494. * @param forcedExtension defines the extension to use to pick the right loader
  111495. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  111496. * @returns a InternalTexture for assignment back into BABYLON.Texture
  111497. */
  111498. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  111499. /**
  111500. * Creates a new render target texture
  111501. * @param size defines the size of the texture
  111502. * @param options defines the options used to create the texture
  111503. * @returns a new render target texture stored in an InternalTexture
  111504. */
  111505. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  111506. /**
  111507. * Update the sampling mode of a given texture
  111508. * @param samplingMode defines the required sampling mode
  111509. * @param texture defines the texture to update
  111510. */
  111511. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  111512. /**
  111513. * Binds the frame buffer to the specified texture.
  111514. * @param texture The texture to render to or null for the default canvas
  111515. * @param faceIndex The face of the texture to render to in case of cube texture
  111516. * @param requiredWidth The width of the target to render to
  111517. * @param requiredHeight The height of the target to render to
  111518. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  111519. * @param depthStencilTexture The depth stencil texture to use to render
  111520. * @param lodLevel defines le lod level to bind to the frame buffer
  111521. */
  111522. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  111523. /**
  111524. * Unbind the current render target texture from the webGL context
  111525. * @param texture defines the render target texture to unbind
  111526. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111527. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111528. */
  111529. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  111530. /**
  111531. * Creates a dynamic vertex buffer
  111532. * @param vertices the data for the dynamic vertex buffer
  111533. * @returns the new WebGL dynamic buffer
  111534. */
  111535. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  111536. /**
  111537. * Update the content of a dynamic texture
  111538. * @param texture defines the texture to update
  111539. * @param canvas defines the canvas containing the source
  111540. * @param invertY defines if data must be stored with Y axis inverted
  111541. * @param premulAlpha defines if alpha is stored as premultiplied
  111542. * @param format defines the format of the data
  111543. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  111544. */
  111545. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  111546. /**
  111547. * Gets a boolean indicating if all created effects are ready
  111548. * @returns true if all effects are ready
  111549. */
  111550. areAllEffectsReady(): boolean;
  111551. /**
  111552. * @hidden
  111553. * Get the current error code of the webGL context
  111554. * @returns the error code
  111555. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  111556. */
  111557. getError(): number;
  111558. /** @hidden */
  111559. _getUnpackAlignement(): number;
  111560. /** @hidden */
  111561. _unpackFlipY(value: boolean): void;
  111562. /**
  111563. * Update a dynamic index buffer
  111564. * @param indexBuffer defines the target index buffer
  111565. * @param indices defines the data to update
  111566. * @param offset defines the offset in the target index buffer where update should start
  111567. */
  111568. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  111569. /**
  111570. * Updates a dynamic vertex buffer.
  111571. * @param vertexBuffer the vertex buffer to update
  111572. * @param vertices the data used to update the vertex buffer
  111573. * @param byteOffset the byte offset of the data (optional)
  111574. * @param byteLength the byte length of the data (optional)
  111575. */
  111576. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  111577. /** @hidden */
  111578. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  111579. /** @hidden */
  111580. _bindTexture(channel: number, texture: InternalTexture): void;
  111581. protected _deleteBuffer(buffer: WebGLBuffer): void;
  111582. /**
  111583. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  111584. */
  111585. releaseEffects(): void;
  111586. displayLoadingUI(): void;
  111587. hideLoadingUI(): void;
  111588. /** @hidden */
  111589. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111590. /** @hidden */
  111591. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111592. /** @hidden */
  111593. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111594. /** @hidden */
  111595. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  111596. }
  111597. }
  111598. declare module BABYLON {
  111599. /** @hidden */
  111600. export class _OcclusionDataStorage {
  111601. /** @hidden */
  111602. occlusionInternalRetryCounter: number;
  111603. /** @hidden */
  111604. isOcclusionQueryInProgress: boolean;
  111605. /** @hidden */
  111606. isOccluded: boolean;
  111607. /** @hidden */
  111608. occlusionRetryCount: number;
  111609. /** @hidden */
  111610. occlusionType: number;
  111611. /** @hidden */
  111612. occlusionQueryAlgorithmType: number;
  111613. }
  111614. interface Engine {
  111615. /**
  111616. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  111617. * @return the new query
  111618. */
  111619. createQuery(): WebGLQuery;
  111620. /**
  111621. * Delete and release a webGL query
  111622. * @param query defines the query to delete
  111623. * @return the current engine
  111624. */
  111625. deleteQuery(query: WebGLQuery): Engine;
  111626. /**
  111627. * Check if a given query has resolved and got its value
  111628. * @param query defines the query to check
  111629. * @returns true if the query got its value
  111630. */
  111631. isQueryResultAvailable(query: WebGLQuery): boolean;
  111632. /**
  111633. * Gets the value of a given query
  111634. * @param query defines the query to check
  111635. * @returns the value of the query
  111636. */
  111637. getQueryResult(query: WebGLQuery): number;
  111638. /**
  111639. * Initiates an occlusion query
  111640. * @param algorithmType defines the algorithm to use
  111641. * @param query defines the query to use
  111642. * @returns the current engine
  111643. * @see http://doc.babylonjs.com/features/occlusionquery
  111644. */
  111645. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  111646. /**
  111647. * Ends an occlusion query
  111648. * @see http://doc.babylonjs.com/features/occlusionquery
  111649. * @param algorithmType defines the algorithm to use
  111650. * @returns the current engine
  111651. */
  111652. endOcclusionQuery(algorithmType: number): Engine;
  111653. /**
  111654. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  111655. * Please note that only one query can be issued at a time
  111656. * @returns a time token used to track the time span
  111657. */
  111658. startTimeQuery(): Nullable<_TimeToken>;
  111659. /**
  111660. * Ends a time query
  111661. * @param token defines the token used to measure the time span
  111662. * @returns the time spent (in ns)
  111663. */
  111664. endTimeQuery(token: _TimeToken): int;
  111665. /** @hidden */
  111666. _currentNonTimestampToken: Nullable<_TimeToken>;
  111667. /** @hidden */
  111668. _createTimeQuery(): WebGLQuery;
  111669. /** @hidden */
  111670. _deleteTimeQuery(query: WebGLQuery): void;
  111671. /** @hidden */
  111672. _getGlAlgorithmType(algorithmType: number): number;
  111673. /** @hidden */
  111674. _getTimeQueryResult(query: WebGLQuery): any;
  111675. /** @hidden */
  111676. _getTimeQueryAvailability(query: WebGLQuery): any;
  111677. }
  111678. interface AbstractMesh {
  111679. /**
  111680. * Backing filed
  111681. * @hidden
  111682. */
  111683. __occlusionDataStorage: _OcclusionDataStorage;
  111684. /**
  111685. * Access property
  111686. * @hidden
  111687. */
  111688. _occlusionDataStorage: _OcclusionDataStorage;
  111689. /**
  111690. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  111691. * The default value is -1 which means don't break the query and wait till the result
  111692. * @see http://doc.babylonjs.com/features/occlusionquery
  111693. */
  111694. occlusionRetryCount: number;
  111695. /**
  111696. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  111697. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  111698. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  111699. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  111700. * @see http://doc.babylonjs.com/features/occlusionquery
  111701. */
  111702. occlusionType: number;
  111703. /**
  111704. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  111705. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  111706. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  111707. * @see http://doc.babylonjs.com/features/occlusionquery
  111708. */
  111709. occlusionQueryAlgorithmType: number;
  111710. /**
  111711. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  111712. * @see http://doc.babylonjs.com/features/occlusionquery
  111713. */
  111714. isOccluded: boolean;
  111715. /**
  111716. * Flag to check the progress status of the query
  111717. * @see http://doc.babylonjs.com/features/occlusionquery
  111718. */
  111719. isOcclusionQueryInProgress: boolean;
  111720. }
  111721. }
  111722. declare module BABYLON {
  111723. /** @hidden */
  111724. export var _forceTransformFeedbackToBundle: boolean;
  111725. interface Engine {
  111726. /**
  111727. * Creates a webGL transform feedback object
  111728. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  111729. * @returns the webGL transform feedback object
  111730. */
  111731. createTransformFeedback(): WebGLTransformFeedback;
  111732. /**
  111733. * Delete a webGL transform feedback object
  111734. * @param value defines the webGL transform feedback object to delete
  111735. */
  111736. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  111737. /**
  111738. * Bind a webGL transform feedback object to the webgl context
  111739. * @param value defines the webGL transform feedback object to bind
  111740. */
  111741. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  111742. /**
  111743. * Begins a transform feedback operation
  111744. * @param usePoints defines if points or triangles must be used
  111745. */
  111746. beginTransformFeedback(usePoints: boolean): void;
  111747. /**
  111748. * Ends a transform feedback operation
  111749. */
  111750. endTransformFeedback(): void;
  111751. /**
  111752. * Specify the varyings to use with transform feedback
  111753. * @param program defines the associated webGL program
  111754. * @param value defines the list of strings representing the varying names
  111755. */
  111756. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  111757. /**
  111758. * Bind a webGL buffer for a transform feedback operation
  111759. * @param value defines the webGL buffer to bind
  111760. */
  111761. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  111762. }
  111763. }
  111764. declare module BABYLON {
  111765. /**
  111766. * Creation options of the multi render target texture.
  111767. */
  111768. export interface IMultiRenderTargetOptions {
  111769. /**
  111770. * Define if the texture needs to create mip maps after render.
  111771. */
  111772. generateMipMaps?: boolean;
  111773. /**
  111774. * Define the types of all the draw buffers we want to create
  111775. */
  111776. types?: number[];
  111777. /**
  111778. * Define the sampling modes of all the draw buffers we want to create
  111779. */
  111780. samplingModes?: number[];
  111781. /**
  111782. * Define if a depth buffer is required
  111783. */
  111784. generateDepthBuffer?: boolean;
  111785. /**
  111786. * Define if a stencil buffer is required
  111787. */
  111788. generateStencilBuffer?: boolean;
  111789. /**
  111790. * Define if a depth texture is required instead of a depth buffer
  111791. */
  111792. generateDepthTexture?: boolean;
  111793. /**
  111794. * Define the number of desired draw buffers
  111795. */
  111796. textureCount?: number;
  111797. /**
  111798. * Define if aspect ratio should be adapted to the texture or stay the scene one
  111799. */
  111800. doNotChangeAspectRatio?: boolean;
  111801. /**
  111802. * Define the default type of the buffers we are creating
  111803. */
  111804. defaultType?: number;
  111805. }
  111806. /**
  111807. * A multi render target, like a render target provides the ability to render to a texture.
  111808. * Unlike the render target, it can render to several draw buffers in one draw.
  111809. * This is specially interesting in deferred rendering or for any effects requiring more than
  111810. * just one color from a single pass.
  111811. */
  111812. export class MultiRenderTarget extends RenderTargetTexture {
  111813. private _internalTextures;
  111814. private _textures;
  111815. private _multiRenderTargetOptions;
  111816. /**
  111817. * Get if draw buffers are currently supported by the used hardware and browser.
  111818. */
  111819. readonly isSupported: boolean;
  111820. /**
  111821. * Get the list of textures generated by the multi render target.
  111822. */
  111823. readonly textures: Texture[];
  111824. /**
  111825. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  111826. */
  111827. readonly depthTexture: Texture;
  111828. /**
  111829. * Set the wrapping mode on U of all the textures we are rendering to.
  111830. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  111831. */
  111832. wrapU: number;
  111833. /**
  111834. * Set the wrapping mode on V of all the textures we are rendering to.
  111835. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  111836. */
  111837. wrapV: number;
  111838. /**
  111839. * Instantiate a new multi render target texture.
  111840. * A multi render target, like a render target provides the ability to render to a texture.
  111841. * Unlike the render target, it can render to several draw buffers in one draw.
  111842. * This is specially interesting in deferred rendering or for any effects requiring more than
  111843. * just one color from a single pass.
  111844. * @param name Define the name of the texture
  111845. * @param size Define the size of the buffers to render to
  111846. * @param count Define the number of target we are rendering into
  111847. * @param scene Define the scene the texture belongs to
  111848. * @param options Define the options used to create the multi render target
  111849. */
  111850. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  111851. /** @hidden */
  111852. _rebuild(): void;
  111853. private _createInternalTextures;
  111854. private _createTextures;
  111855. /**
  111856. * Define the number of samples used if MSAA is enabled.
  111857. */
  111858. samples: number;
  111859. /**
  111860. * Resize all the textures in the multi render target.
  111861. * Be carrefull as it will recreate all the data in the new texture.
  111862. * @param size Define the new size
  111863. */
  111864. resize(size: any): void;
  111865. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  111866. /**
  111867. * Dispose the render targets and their associated resources
  111868. */
  111869. dispose(): void;
  111870. /**
  111871. * Release all the underlying texture used as draw buffers.
  111872. */
  111873. releaseInternalTextures(): void;
  111874. }
  111875. }
  111876. declare module BABYLON {
  111877. interface ThinEngine {
  111878. /**
  111879. * Unbind a list of render target textures from the webGL context
  111880. * This is used only when drawBuffer extension or webGL2 are active
  111881. * @param textures defines the render target textures to unbind
  111882. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111883. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111884. */
  111885. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  111886. /**
  111887. * Create a multi render target texture
  111888. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  111889. * @param size defines the size of the texture
  111890. * @param options defines the creation options
  111891. * @returns the cube texture as an InternalTexture
  111892. */
  111893. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  111894. /**
  111895. * Update the sample count for a given multiple render target texture
  111896. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  111897. * @param textures defines the textures to update
  111898. * @param samples defines the sample count to set
  111899. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  111900. */
  111901. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  111902. }
  111903. }
  111904. declare module BABYLON {
  111905. /**
  111906. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  111907. */
  111908. export interface CubeMapInfo {
  111909. /**
  111910. * The pixel array for the front face.
  111911. * This is stored in format, left to right, up to down format.
  111912. */
  111913. front: Nullable<ArrayBufferView>;
  111914. /**
  111915. * The pixel array for the back face.
  111916. * This is stored in format, left to right, up to down format.
  111917. */
  111918. back: Nullable<ArrayBufferView>;
  111919. /**
  111920. * The pixel array for the left face.
  111921. * This is stored in format, left to right, up to down format.
  111922. */
  111923. left: Nullable<ArrayBufferView>;
  111924. /**
  111925. * The pixel array for the right face.
  111926. * This is stored in format, left to right, up to down format.
  111927. */
  111928. right: Nullable<ArrayBufferView>;
  111929. /**
  111930. * The pixel array for the up face.
  111931. * This is stored in format, left to right, up to down format.
  111932. */
  111933. up: Nullable<ArrayBufferView>;
  111934. /**
  111935. * The pixel array for the down face.
  111936. * This is stored in format, left to right, up to down format.
  111937. */
  111938. down: Nullable<ArrayBufferView>;
  111939. /**
  111940. * The size of the cubemap stored.
  111941. *
  111942. * Each faces will be size * size pixels.
  111943. */
  111944. size: number;
  111945. /**
  111946. * The format of the texture.
  111947. *
  111948. * RGBA, RGB.
  111949. */
  111950. format: number;
  111951. /**
  111952. * The type of the texture data.
  111953. *
  111954. * UNSIGNED_INT, FLOAT.
  111955. */
  111956. type: number;
  111957. /**
  111958. * Specifies whether the texture is in gamma space.
  111959. */
  111960. gammaSpace: boolean;
  111961. }
  111962. /**
  111963. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  111964. */
  111965. export class PanoramaToCubeMapTools {
  111966. private static FACE_FRONT;
  111967. private static FACE_BACK;
  111968. private static FACE_RIGHT;
  111969. private static FACE_LEFT;
  111970. private static FACE_DOWN;
  111971. private static FACE_UP;
  111972. /**
  111973. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  111974. *
  111975. * @param float32Array The source data.
  111976. * @param inputWidth The width of the input panorama.
  111977. * @param inputHeight The height of the input panorama.
  111978. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  111979. * @return The cubemap data
  111980. */
  111981. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  111982. private static CreateCubemapTexture;
  111983. private static CalcProjectionSpherical;
  111984. }
  111985. }
  111986. declare module BABYLON {
  111987. /**
  111988. * Helper class dealing with the extraction of spherical polynomial dataArray
  111989. * from a cube map.
  111990. */
  111991. export class CubeMapToSphericalPolynomialTools {
  111992. private static FileFaces;
  111993. /**
  111994. * Converts a texture to the according Spherical Polynomial data.
  111995. * This extracts the first 3 orders only as they are the only one used in the lighting.
  111996. *
  111997. * @param texture The texture to extract the information from.
  111998. * @return The Spherical Polynomial data.
  111999. */
  112000. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  112001. /**
  112002. * Converts a cubemap to the according Spherical Polynomial data.
  112003. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112004. *
  112005. * @param cubeInfo The Cube map to extract the information from.
  112006. * @return The Spherical Polynomial data.
  112007. */
  112008. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  112009. }
  112010. }
  112011. declare module BABYLON {
  112012. interface BaseTexture {
  112013. /**
  112014. * Get the polynomial representation of the texture data.
  112015. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112016. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112017. */
  112018. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112019. }
  112020. }
  112021. declare module BABYLON {
  112022. /** @hidden */
  112023. export var rgbdEncodePixelShader: {
  112024. name: string;
  112025. shader: string;
  112026. };
  112027. }
  112028. declare module BABYLON {
  112029. /** @hidden */
  112030. export var rgbdDecodePixelShader: {
  112031. name: string;
  112032. shader: string;
  112033. };
  112034. }
  112035. declare module BABYLON {
  112036. /**
  112037. * Raw texture data and descriptor sufficient for WebGL texture upload
  112038. */
  112039. export interface EnvironmentTextureInfo {
  112040. /**
  112041. * Version of the environment map
  112042. */
  112043. version: number;
  112044. /**
  112045. * Width of image
  112046. */
  112047. width: number;
  112048. /**
  112049. * Irradiance information stored in the file.
  112050. */
  112051. irradiance: any;
  112052. /**
  112053. * Specular information stored in the file.
  112054. */
  112055. specular: any;
  112056. }
  112057. /**
  112058. * Defines One Image in the file. It requires only the position in the file
  112059. * as well as the length.
  112060. */
  112061. interface BufferImageData {
  112062. /**
  112063. * Length of the image data.
  112064. */
  112065. length: number;
  112066. /**
  112067. * Position of the data from the null terminator delimiting the end of the JSON.
  112068. */
  112069. position: number;
  112070. }
  112071. /**
  112072. * Defines the specular data enclosed in the file.
  112073. * This corresponds to the version 1 of the data.
  112074. */
  112075. export interface EnvironmentTextureSpecularInfoV1 {
  112076. /**
  112077. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  112078. */
  112079. specularDataPosition?: number;
  112080. /**
  112081. * This contains all the images data needed to reconstruct the cubemap.
  112082. */
  112083. mipmaps: Array<BufferImageData>;
  112084. /**
  112085. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  112086. */
  112087. lodGenerationScale: number;
  112088. }
  112089. /**
  112090. * Sets of helpers addressing the serialization and deserialization of environment texture
  112091. * stored in a BabylonJS env file.
  112092. * Those files are usually stored as .env files.
  112093. */
  112094. export class EnvironmentTextureTools {
  112095. /**
  112096. * Magic number identifying the env file.
  112097. */
  112098. private static _MagicBytes;
  112099. /**
  112100. * Gets the environment info from an env file.
  112101. * @param data The array buffer containing the .env bytes.
  112102. * @returns the environment file info (the json header) if successfully parsed.
  112103. */
  112104. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112105. /**
  112106. * Creates an environment texture from a loaded cube texture.
  112107. * @param texture defines the cube texture to convert in env file
  112108. * @return a promise containing the environment data if succesfull.
  112109. */
  112110. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112111. /**
  112112. * Creates a JSON representation of the spherical data.
  112113. * @param texture defines the texture containing the polynomials
  112114. * @return the JSON representation of the spherical info
  112115. */
  112116. private static _CreateEnvTextureIrradiance;
  112117. /**
  112118. * Creates the ArrayBufferViews used for initializing environment texture image data.
  112119. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  112120. * @param info parameters that determine what views will be created for accessing the underlying buffer
  112121. * @return the views described by info providing access to the underlying buffer
  112122. */
  112123. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  112124. /**
  112125. * Uploads the texture info contained in the env file to the GPU.
  112126. * @param texture defines the internal texture to upload to
  112127. * @param arrayBuffer defines the buffer cotaining the data to load
  112128. * @param info defines the texture info retrieved through the GetEnvInfo method
  112129. * @returns a promise
  112130. */
  112131. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112132. private static _OnImageReadyAsync;
  112133. /**
  112134. * Uploads the levels of image data to the GPU.
  112135. * @param texture defines the internal texture to upload to
  112136. * @param imageData defines the array buffer views of image data [mipmap][face]
  112137. * @returns a promise
  112138. */
  112139. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112140. /**
  112141. * Uploads spherical polynomials information to the texture.
  112142. * @param texture defines the texture we are trying to upload the information to
  112143. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112144. */
  112145. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112146. /** @hidden */
  112147. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112148. }
  112149. }
  112150. declare module BABYLON {
  112151. /**
  112152. * Contains position and normal vectors for a vertex
  112153. */
  112154. export class PositionNormalVertex {
  112155. /** the position of the vertex (defaut: 0,0,0) */
  112156. position: Vector3;
  112157. /** the normal of the vertex (defaut: 0,1,0) */
  112158. normal: Vector3;
  112159. /**
  112160. * Creates a PositionNormalVertex
  112161. * @param position the position of the vertex (defaut: 0,0,0)
  112162. * @param normal the normal of the vertex (defaut: 0,1,0)
  112163. */
  112164. constructor(
  112165. /** the position of the vertex (defaut: 0,0,0) */
  112166. position?: Vector3,
  112167. /** the normal of the vertex (defaut: 0,1,0) */
  112168. normal?: Vector3);
  112169. /**
  112170. * Clones the PositionNormalVertex
  112171. * @returns the cloned PositionNormalVertex
  112172. */
  112173. clone(): PositionNormalVertex;
  112174. }
  112175. /**
  112176. * Contains position, normal and uv vectors for a vertex
  112177. */
  112178. export class PositionNormalTextureVertex {
  112179. /** the position of the vertex (defaut: 0,0,0) */
  112180. position: Vector3;
  112181. /** the normal of the vertex (defaut: 0,1,0) */
  112182. normal: Vector3;
  112183. /** the uv of the vertex (default: 0,0) */
  112184. uv: Vector2;
  112185. /**
  112186. * Creates a PositionNormalTextureVertex
  112187. * @param position the position of the vertex (defaut: 0,0,0)
  112188. * @param normal the normal of the vertex (defaut: 0,1,0)
  112189. * @param uv the uv of the vertex (default: 0,0)
  112190. */
  112191. constructor(
  112192. /** the position of the vertex (defaut: 0,0,0) */
  112193. position?: Vector3,
  112194. /** the normal of the vertex (defaut: 0,1,0) */
  112195. normal?: Vector3,
  112196. /** the uv of the vertex (default: 0,0) */
  112197. uv?: Vector2);
  112198. /**
  112199. * Clones the PositionNormalTextureVertex
  112200. * @returns the cloned PositionNormalTextureVertex
  112201. */
  112202. clone(): PositionNormalTextureVertex;
  112203. }
  112204. }
  112205. declare module BABYLON {
  112206. /** @hidden */
  112207. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  112208. private _genericAttributeLocation;
  112209. private _varyingLocationCount;
  112210. private _varyingLocationMap;
  112211. private _replacements;
  112212. private _textureCount;
  112213. private _uniforms;
  112214. lineProcessor(line: string): string;
  112215. attributeProcessor(attribute: string): string;
  112216. varyingProcessor(varying: string, isFragment: boolean): string;
  112217. uniformProcessor(uniform: string): string;
  112218. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  112219. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  112220. }
  112221. }
  112222. declare module BABYLON {
  112223. /**
  112224. * Container for accessors for natively-stored mesh data buffers.
  112225. */
  112226. class NativeDataBuffer extends DataBuffer {
  112227. /**
  112228. * Accessor value used to identify/retrieve a natively-stored index buffer.
  112229. */
  112230. nativeIndexBuffer?: any;
  112231. /**
  112232. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  112233. */
  112234. nativeVertexBuffer?: any;
  112235. }
  112236. /** @hidden */
  112237. export class NativeEngine extends Engine {
  112238. private readonly _native;
  112239. getHardwareScalingLevel(): number;
  112240. constructor();
  112241. /**
  112242. * Can be used to override the current requestAnimationFrame requester.
  112243. * @hidden
  112244. */
  112245. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  112246. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112247. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  112248. createVertexBuffer(data: DataArray): NativeDataBuffer;
  112249. recordVertexArrayObject(vertexBuffers: {
  112250. [key: string]: VertexBuffer;
  112251. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  112252. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112253. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112254. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112255. /**
  112256. * Draw a list of indexed primitives
  112257. * @param fillMode defines the primitive to use
  112258. * @param indexStart defines the starting index
  112259. * @param indexCount defines the number of index to draw
  112260. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112261. */
  112262. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112263. /**
  112264. * Draw a list of unindexed primitives
  112265. * @param fillMode defines the primitive to use
  112266. * @param verticesStart defines the index of first vertex to draw
  112267. * @param verticesCount defines the count of vertices to draw
  112268. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112269. */
  112270. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112271. createPipelineContext(): IPipelineContext;
  112272. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  112273. /** @hidden */
  112274. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  112275. /** @hidden */
  112276. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  112277. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112278. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112279. protected _setProgram(program: WebGLProgram): void;
  112280. _releaseEffect(effect: Effect): void;
  112281. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  112282. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  112283. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  112284. bindSamplers(effect: Effect): void;
  112285. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  112286. getRenderWidth(useScreen?: boolean): number;
  112287. getRenderHeight(useScreen?: boolean): number;
  112288. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  112289. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112290. /**
  112291. * Set the z offset to apply to current rendering
  112292. * @param value defines the offset to apply
  112293. */
  112294. setZOffset(value: number): void;
  112295. /**
  112296. * Gets the current value of the zOffset
  112297. * @returns the current zOffset state
  112298. */
  112299. getZOffset(): number;
  112300. /**
  112301. * Enable or disable depth buffering
  112302. * @param enable defines the state to set
  112303. */
  112304. setDepthBuffer(enable: boolean): void;
  112305. /**
  112306. * Gets a boolean indicating if depth writing is enabled
  112307. * @returns the current depth writing state
  112308. */
  112309. getDepthWrite(): boolean;
  112310. /**
  112311. * Enable or disable depth writing
  112312. * @param enable defines the state to set
  112313. */
  112314. setDepthWrite(enable: boolean): void;
  112315. /**
  112316. * Enable or disable color writing
  112317. * @param enable defines the state to set
  112318. */
  112319. setColorWrite(enable: boolean): void;
  112320. /**
  112321. * Gets a boolean indicating if color writing is enabled
  112322. * @returns the current color writing state
  112323. */
  112324. getColorWrite(): boolean;
  112325. /**
  112326. * Sets alpha constants used by some alpha blending modes
  112327. * @param r defines the red component
  112328. * @param g defines the green component
  112329. * @param b defines the blue component
  112330. * @param a defines the alpha component
  112331. */
  112332. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  112333. /**
  112334. * Sets the current alpha mode
  112335. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  112336. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112337. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112338. */
  112339. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112340. /**
  112341. * Gets the current alpha mode
  112342. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112343. * @returns the current alpha mode
  112344. */
  112345. getAlphaMode(): number;
  112346. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112347. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112348. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112349. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112350. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112351. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112352. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112353. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112354. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112355. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112356. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112357. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112358. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112359. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112360. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112361. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112362. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112363. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112364. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112365. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112366. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  112367. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  112368. wipeCaches(bruteForce?: boolean): void;
  112369. _createTexture(): WebGLTexture;
  112370. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  112371. /**
  112372. * Usually called from BABYLON.Texture.ts.
  112373. * Passed information to create a WebGLTexture
  112374. * @param urlArg defines a value which contains one of the following:
  112375. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112376. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112377. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112378. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112379. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  112380. * @param scene needed for loading to the correct scene
  112381. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112382. * @param onLoad optional callback to be called upon successful completion
  112383. * @param onError optional callback to be called upon failure
  112384. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  112385. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112386. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112387. * @param forcedExtension defines the extension to use to pick the right loader
  112388. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112389. */
  112390. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  112391. /**
  112392. * Creates a cube texture
  112393. * @param rootUrl defines the url where the files to load is located
  112394. * @param scene defines the current scene
  112395. * @param files defines the list of files to load (1 per face)
  112396. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  112397. * @param onLoad defines an optional callback raised when the texture is loaded
  112398. * @param onError defines an optional callback raised if there is an issue to load the texture
  112399. * @param format defines the format of the data
  112400. * @param forcedExtension defines the extension to use to pick the right loader
  112401. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  112402. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  112403. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  112404. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  112405. * @returns the cube texture as an InternalTexture
  112406. */
  112407. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  112408. private _getSamplingFilter;
  112409. private static _GetNativeTextureFormat;
  112410. createRenderTargetTexture(size: number | {
  112411. width: number;
  112412. height: number;
  112413. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  112414. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112415. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112416. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112417. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  112418. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  112419. /**
  112420. * Updates a dynamic vertex buffer.
  112421. * @param vertexBuffer the vertex buffer to update
  112422. * @param data the data used to update the vertex buffer
  112423. * @param byteOffset the byte offset of the data (optional)
  112424. * @param byteLength the byte length of the data (optional)
  112425. */
  112426. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  112427. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  112428. private _updateAnisotropicLevel;
  112429. private _getAddressMode;
  112430. /** @hidden */
  112431. _bindTexture(channel: number, texture: InternalTexture): void;
  112432. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  112433. releaseEffects(): void;
  112434. /** @hidden */
  112435. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112436. /** @hidden */
  112437. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112438. /** @hidden */
  112439. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112440. /** @hidden */
  112441. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112442. }
  112443. }
  112444. declare module BABYLON {
  112445. /**
  112446. * Gather the list of clipboard event types as constants.
  112447. */
  112448. export class ClipboardEventTypes {
  112449. /**
  112450. * The clipboard event is fired when a copy command is active (pressed).
  112451. */
  112452. static readonly COPY: number;
  112453. /**
  112454. * The clipboard event is fired when a cut command is active (pressed).
  112455. */
  112456. static readonly CUT: number;
  112457. /**
  112458. * The clipboard event is fired when a paste command is active (pressed).
  112459. */
  112460. static readonly PASTE: number;
  112461. }
  112462. /**
  112463. * This class is used to store clipboard related info for the onClipboardObservable event.
  112464. */
  112465. export class ClipboardInfo {
  112466. /**
  112467. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112468. */
  112469. type: number;
  112470. /**
  112471. * Defines the related dom event
  112472. */
  112473. event: ClipboardEvent;
  112474. /**
  112475. *Creates an instance of ClipboardInfo.
  112476. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  112477. * @param event Defines the related dom event
  112478. */
  112479. constructor(
  112480. /**
  112481. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112482. */
  112483. type: number,
  112484. /**
  112485. * Defines the related dom event
  112486. */
  112487. event: ClipboardEvent);
  112488. /**
  112489. * Get the clipboard event's type from the keycode.
  112490. * @param keyCode Defines the keyCode for the current keyboard event.
  112491. * @return {number}
  112492. */
  112493. static GetTypeFromCharacter(keyCode: number): number;
  112494. }
  112495. }
  112496. declare module BABYLON {
  112497. /**
  112498. * Google Daydream controller
  112499. */
  112500. export class DaydreamController extends WebVRController {
  112501. /**
  112502. * Base Url for the controller model.
  112503. */
  112504. static MODEL_BASE_URL: string;
  112505. /**
  112506. * File name for the controller model.
  112507. */
  112508. static MODEL_FILENAME: string;
  112509. /**
  112510. * Gamepad Id prefix used to identify Daydream Controller.
  112511. */
  112512. static readonly GAMEPAD_ID_PREFIX: string;
  112513. /**
  112514. * Creates a new DaydreamController from a gamepad
  112515. * @param vrGamepad the gamepad that the controller should be created from
  112516. */
  112517. constructor(vrGamepad: any);
  112518. /**
  112519. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112520. * @param scene scene in which to add meshes
  112521. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112522. */
  112523. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112524. /**
  112525. * Called once for each button that changed state since the last frame
  112526. * @param buttonIdx Which button index changed
  112527. * @param state New state of the button
  112528. * @param changes Which properties on the state changed since last frame
  112529. */
  112530. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112531. }
  112532. }
  112533. declare module BABYLON {
  112534. /**
  112535. * Gear VR Controller
  112536. */
  112537. export class GearVRController extends WebVRController {
  112538. /**
  112539. * Base Url for the controller model.
  112540. */
  112541. static MODEL_BASE_URL: string;
  112542. /**
  112543. * File name for the controller model.
  112544. */
  112545. static MODEL_FILENAME: string;
  112546. /**
  112547. * Gamepad Id prefix used to identify this controller.
  112548. */
  112549. static readonly GAMEPAD_ID_PREFIX: string;
  112550. private readonly _buttonIndexToObservableNameMap;
  112551. /**
  112552. * Creates a new GearVRController from a gamepad
  112553. * @param vrGamepad the gamepad that the controller should be created from
  112554. */
  112555. constructor(vrGamepad: any);
  112556. /**
  112557. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112558. * @param scene scene in which to add meshes
  112559. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112560. */
  112561. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112562. /**
  112563. * Called once for each button that changed state since the last frame
  112564. * @param buttonIdx Which button index changed
  112565. * @param state New state of the button
  112566. * @param changes Which properties on the state changed since last frame
  112567. */
  112568. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112569. }
  112570. }
  112571. declare module BABYLON {
  112572. /**
  112573. * Class containing static functions to help procedurally build meshes
  112574. */
  112575. export class PolyhedronBuilder {
  112576. /**
  112577. * Creates a polyhedron mesh
  112578. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  112579. * * The parameter `size` (positive float, default 1) sets the polygon size
  112580. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  112581. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  112582. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  112583. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  112584. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112585. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  112586. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112587. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  112588. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112589. * @param name defines the name of the mesh
  112590. * @param options defines the options used to create the mesh
  112591. * @param scene defines the hosting scene
  112592. * @returns the polyhedron mesh
  112593. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  112594. */
  112595. static CreatePolyhedron(name: string, options: {
  112596. type?: number;
  112597. size?: number;
  112598. sizeX?: number;
  112599. sizeY?: number;
  112600. sizeZ?: number;
  112601. custom?: any;
  112602. faceUV?: Vector4[];
  112603. faceColors?: Color4[];
  112604. flat?: boolean;
  112605. updatable?: boolean;
  112606. sideOrientation?: number;
  112607. frontUVs?: Vector4;
  112608. backUVs?: Vector4;
  112609. }, scene?: Nullable<Scene>): Mesh;
  112610. }
  112611. }
  112612. declare module BABYLON {
  112613. /**
  112614. * Gizmo that enables scaling a mesh along 3 axis
  112615. */
  112616. export class ScaleGizmo extends Gizmo {
  112617. /**
  112618. * Internal gizmo used for interactions on the x axis
  112619. */
  112620. xGizmo: AxisScaleGizmo;
  112621. /**
  112622. * Internal gizmo used for interactions on the y axis
  112623. */
  112624. yGizmo: AxisScaleGizmo;
  112625. /**
  112626. * Internal gizmo used for interactions on the z axis
  112627. */
  112628. zGizmo: AxisScaleGizmo;
  112629. /**
  112630. * Internal gizmo used to scale all axis equally
  112631. */
  112632. uniformScaleGizmo: AxisScaleGizmo;
  112633. private _meshAttached;
  112634. private _updateGizmoRotationToMatchAttachedMesh;
  112635. private _snapDistance;
  112636. private _scaleRatio;
  112637. private _uniformScalingMesh;
  112638. private _octahedron;
  112639. /** Fires an event when any of it's sub gizmos are dragged */
  112640. onDragStartObservable: Observable<unknown>;
  112641. /** Fires an event when any of it's sub gizmos are released from dragging */
  112642. onDragEndObservable: Observable<unknown>;
  112643. attachedMesh: Nullable<AbstractMesh>;
  112644. /**
  112645. * Creates a ScaleGizmo
  112646. * @param gizmoLayer The utility layer the gizmo will be added to
  112647. */
  112648. constructor(gizmoLayer?: UtilityLayerRenderer);
  112649. updateGizmoRotationToMatchAttachedMesh: boolean;
  112650. /**
  112651. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112652. */
  112653. snapDistance: number;
  112654. /**
  112655. * Ratio for the scale of the gizmo (Default: 1)
  112656. */
  112657. scaleRatio: number;
  112658. /**
  112659. * Disposes of the gizmo
  112660. */
  112661. dispose(): void;
  112662. }
  112663. }
  112664. declare module BABYLON {
  112665. /**
  112666. * Single axis scale gizmo
  112667. */
  112668. export class AxisScaleGizmo extends Gizmo {
  112669. /**
  112670. * Drag behavior responsible for the gizmos dragging interactions
  112671. */
  112672. dragBehavior: PointerDragBehavior;
  112673. private _pointerObserver;
  112674. /**
  112675. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112676. */
  112677. snapDistance: number;
  112678. /**
  112679. * Event that fires each time the gizmo snaps to a new location.
  112680. * * snapDistance is the the change in distance
  112681. */
  112682. onSnapObservable: Observable<{
  112683. snapDistance: number;
  112684. }>;
  112685. /**
  112686. * If the scaling operation should be done on all axis (default: false)
  112687. */
  112688. uniformScaling: boolean;
  112689. private _isEnabled;
  112690. private _parent;
  112691. private _arrow;
  112692. private _coloredMaterial;
  112693. private _hoverMaterial;
  112694. /**
  112695. * Creates an AxisScaleGizmo
  112696. * @param gizmoLayer The utility layer the gizmo will be added to
  112697. * @param dragAxis The axis which the gizmo will be able to scale on
  112698. * @param color The color of the gizmo
  112699. */
  112700. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  112701. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112702. /**
  112703. * If the gizmo is enabled
  112704. */
  112705. isEnabled: boolean;
  112706. /**
  112707. * Disposes of the gizmo
  112708. */
  112709. dispose(): void;
  112710. /**
  112711. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  112712. * @param mesh The mesh to replace the default mesh of the gizmo
  112713. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  112714. */
  112715. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  112716. }
  112717. }
  112718. declare module BABYLON {
  112719. /**
  112720. * Bounding box gizmo
  112721. */
  112722. export class BoundingBoxGizmo extends Gizmo {
  112723. private _lineBoundingBox;
  112724. private _rotateSpheresParent;
  112725. private _scaleBoxesParent;
  112726. private _boundingDimensions;
  112727. private _renderObserver;
  112728. private _pointerObserver;
  112729. private _scaleDragSpeed;
  112730. private _tmpQuaternion;
  112731. private _tmpVector;
  112732. private _tmpRotationMatrix;
  112733. /**
  112734. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  112735. */
  112736. ignoreChildren: boolean;
  112737. /**
  112738. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  112739. */
  112740. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  112741. /**
  112742. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  112743. */
  112744. rotationSphereSize: number;
  112745. /**
  112746. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  112747. */
  112748. scaleBoxSize: number;
  112749. /**
  112750. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  112751. */
  112752. fixedDragMeshScreenSize: boolean;
  112753. /**
  112754. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  112755. */
  112756. fixedDragMeshScreenSizeDistanceFactor: number;
  112757. /**
  112758. * Fired when a rotation sphere or scale box is dragged
  112759. */
  112760. onDragStartObservable: Observable<{}>;
  112761. /**
  112762. * Fired when a scale box is dragged
  112763. */
  112764. onScaleBoxDragObservable: Observable<{}>;
  112765. /**
  112766. * Fired when a scale box drag is ended
  112767. */
  112768. onScaleBoxDragEndObservable: Observable<{}>;
  112769. /**
  112770. * Fired when a rotation sphere is dragged
  112771. */
  112772. onRotationSphereDragObservable: Observable<{}>;
  112773. /**
  112774. * Fired when a rotation sphere drag is ended
  112775. */
  112776. onRotationSphereDragEndObservable: Observable<{}>;
  112777. /**
  112778. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  112779. */
  112780. scalePivot: Nullable<Vector3>;
  112781. /**
  112782. * Mesh used as a pivot to rotate the attached mesh
  112783. */
  112784. private _anchorMesh;
  112785. private _existingMeshScale;
  112786. private _dragMesh;
  112787. private pointerDragBehavior;
  112788. private coloredMaterial;
  112789. private hoverColoredMaterial;
  112790. /**
  112791. * Sets the color of the bounding box gizmo
  112792. * @param color the color to set
  112793. */
  112794. setColor(color: Color3): void;
  112795. /**
  112796. * Creates an BoundingBoxGizmo
  112797. * @param gizmoLayer The utility layer the gizmo will be added to
  112798. * @param color The color of the gizmo
  112799. */
  112800. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  112801. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112802. private _selectNode;
  112803. /**
  112804. * Updates the bounding box information for the Gizmo
  112805. */
  112806. updateBoundingBox(): void;
  112807. private _updateRotationSpheres;
  112808. private _updateScaleBoxes;
  112809. /**
  112810. * Enables rotation on the specified axis and disables rotation on the others
  112811. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  112812. */
  112813. setEnabledRotationAxis(axis: string): void;
  112814. /**
  112815. * Enables/disables scaling
  112816. * @param enable if scaling should be enabled
  112817. */
  112818. setEnabledScaling(enable: boolean): void;
  112819. private _updateDummy;
  112820. /**
  112821. * Enables a pointer drag behavior on the bounding box of the gizmo
  112822. */
  112823. enableDragBehavior(): void;
  112824. /**
  112825. * Disposes of the gizmo
  112826. */
  112827. dispose(): void;
  112828. /**
  112829. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  112830. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  112831. * @returns the bounding box mesh with the passed in mesh as a child
  112832. */
  112833. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  112834. /**
  112835. * CustomMeshes are not supported by this gizmo
  112836. * @param mesh The mesh to replace the default mesh of the gizmo
  112837. */
  112838. setCustomMesh(mesh: Mesh): void;
  112839. }
  112840. }
  112841. declare module BABYLON {
  112842. /**
  112843. * Single plane rotation gizmo
  112844. */
  112845. export class PlaneRotationGizmo extends Gizmo {
  112846. /**
  112847. * Drag behavior responsible for the gizmos dragging interactions
  112848. */
  112849. dragBehavior: PointerDragBehavior;
  112850. private _pointerObserver;
  112851. /**
  112852. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  112853. */
  112854. snapDistance: number;
  112855. /**
  112856. * Event that fires each time the gizmo snaps to a new location.
  112857. * * snapDistance is the the change in distance
  112858. */
  112859. onSnapObservable: Observable<{
  112860. snapDistance: number;
  112861. }>;
  112862. private _isEnabled;
  112863. private _parent;
  112864. /**
  112865. * Creates a PlaneRotationGizmo
  112866. * @param gizmoLayer The utility layer the gizmo will be added to
  112867. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  112868. * @param color The color of the gizmo
  112869. * @param tessellation Amount of tessellation to be used when creating rotation circles
  112870. * @param useEulerRotation Use and update Euler angle instead of quaternion
  112871. */
  112872. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  112873. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112874. /**
  112875. * If the gizmo is enabled
  112876. */
  112877. isEnabled: boolean;
  112878. /**
  112879. * Disposes of the gizmo
  112880. */
  112881. dispose(): void;
  112882. }
  112883. }
  112884. declare module BABYLON {
  112885. /**
  112886. * Gizmo that enables rotating a mesh along 3 axis
  112887. */
  112888. export class RotationGizmo extends Gizmo {
  112889. /**
  112890. * Internal gizmo used for interactions on the x axis
  112891. */
  112892. xGizmo: PlaneRotationGizmo;
  112893. /**
  112894. * Internal gizmo used for interactions on the y axis
  112895. */
  112896. yGizmo: PlaneRotationGizmo;
  112897. /**
  112898. * Internal gizmo used for interactions on the z axis
  112899. */
  112900. zGizmo: PlaneRotationGizmo;
  112901. /** Fires an event when any of it's sub gizmos are dragged */
  112902. onDragStartObservable: Observable<unknown>;
  112903. /** Fires an event when any of it's sub gizmos are released from dragging */
  112904. onDragEndObservable: Observable<unknown>;
  112905. private _meshAttached;
  112906. attachedMesh: Nullable<AbstractMesh>;
  112907. /**
  112908. * Creates a RotationGizmo
  112909. * @param gizmoLayer The utility layer the gizmo will be added to
  112910. * @param tessellation Amount of tessellation to be used when creating rotation circles
  112911. * @param useEulerRotation Use and update Euler angle instead of quaternion
  112912. */
  112913. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  112914. updateGizmoRotationToMatchAttachedMesh: boolean;
  112915. /**
  112916. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112917. */
  112918. snapDistance: number;
  112919. /**
  112920. * Ratio for the scale of the gizmo (Default: 1)
  112921. */
  112922. scaleRatio: number;
  112923. /**
  112924. * Disposes of the gizmo
  112925. */
  112926. dispose(): void;
  112927. /**
  112928. * CustomMeshes are not supported by this gizmo
  112929. * @param mesh The mesh to replace the default mesh of the gizmo
  112930. */
  112931. setCustomMesh(mesh: Mesh): void;
  112932. }
  112933. }
  112934. declare module BABYLON {
  112935. /**
  112936. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  112937. */
  112938. export class GizmoManager implements IDisposable {
  112939. private scene;
  112940. /**
  112941. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  112942. */
  112943. gizmos: {
  112944. positionGizmo: Nullable<PositionGizmo>;
  112945. rotationGizmo: Nullable<RotationGizmo>;
  112946. scaleGizmo: Nullable<ScaleGizmo>;
  112947. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  112948. };
  112949. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  112950. clearGizmoOnEmptyPointerEvent: boolean;
  112951. /** Fires an event when the manager is attached to a mesh */
  112952. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  112953. private _gizmosEnabled;
  112954. private _pointerObserver;
  112955. private _attachedMesh;
  112956. private _boundingBoxColor;
  112957. private _defaultUtilityLayer;
  112958. private _defaultKeepDepthUtilityLayer;
  112959. /**
  112960. * When bounding box gizmo is enabled, this can be used to track drag/end events
  112961. */
  112962. boundingBoxDragBehavior: SixDofDragBehavior;
  112963. /**
  112964. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  112965. */
  112966. attachableMeshes: Nullable<Array<AbstractMesh>>;
  112967. /**
  112968. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  112969. */
  112970. usePointerToAttachGizmos: boolean;
  112971. /**
  112972. * Utility layer that the bounding box gizmo belongs to
  112973. */
  112974. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  112975. /**
  112976. * Utility layer that all gizmos besides bounding box belong to
  112977. */
  112978. readonly utilityLayer: UtilityLayerRenderer;
  112979. /**
  112980. * Instatiates a gizmo manager
  112981. * @param scene the scene to overlay the gizmos on top of
  112982. */
  112983. constructor(scene: Scene);
  112984. /**
  112985. * Attaches a set of gizmos to the specified mesh
  112986. * @param mesh The mesh the gizmo's should be attached to
  112987. */
  112988. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  112989. /**
  112990. * If the position gizmo is enabled
  112991. */
  112992. positionGizmoEnabled: boolean;
  112993. /**
  112994. * If the rotation gizmo is enabled
  112995. */
  112996. rotationGizmoEnabled: boolean;
  112997. /**
  112998. * If the scale gizmo is enabled
  112999. */
  113000. scaleGizmoEnabled: boolean;
  113001. /**
  113002. * If the boundingBox gizmo is enabled
  113003. */
  113004. boundingBoxGizmoEnabled: boolean;
  113005. /**
  113006. * Disposes of the gizmo manager
  113007. */
  113008. dispose(): void;
  113009. }
  113010. }
  113011. declare module BABYLON {
  113012. /**
  113013. * A directional light is defined by a direction (what a surprise!).
  113014. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113015. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  113016. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113017. */
  113018. export class DirectionalLight extends ShadowLight {
  113019. private _shadowFrustumSize;
  113020. /**
  113021. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113022. */
  113023. /**
  113024. * Specifies a fix frustum size for the shadow generation.
  113025. */
  113026. shadowFrustumSize: number;
  113027. private _shadowOrthoScale;
  113028. /**
  113029. * Gets the shadow projection scale against the optimal computed one.
  113030. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113031. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113032. */
  113033. /**
  113034. * Sets the shadow projection scale against the optimal computed one.
  113035. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113036. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113037. */
  113038. shadowOrthoScale: number;
  113039. /**
  113040. * Automatically compute the projection matrix to best fit (including all the casters)
  113041. * on each frame.
  113042. */
  113043. autoUpdateExtends: boolean;
  113044. private _orthoLeft;
  113045. private _orthoRight;
  113046. private _orthoTop;
  113047. private _orthoBottom;
  113048. /**
  113049. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113050. * The directional light is emitted from everywhere in the given direction.
  113051. * It can cast shadows.
  113052. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113053. * @param name The friendly name of the light
  113054. * @param direction The direction of the light
  113055. * @param scene The scene the light belongs to
  113056. */
  113057. constructor(name: string, direction: Vector3, scene: Scene);
  113058. /**
  113059. * Returns the string "DirectionalLight".
  113060. * @return The class name
  113061. */
  113062. getClassName(): string;
  113063. /**
  113064. * Returns the integer 1.
  113065. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113066. */
  113067. getTypeID(): number;
  113068. /**
  113069. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  113070. * Returns the DirectionalLight Shadow projection matrix.
  113071. */
  113072. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113073. /**
  113074. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  113075. * Returns the DirectionalLight Shadow projection matrix.
  113076. */
  113077. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  113078. /**
  113079. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  113080. * Returns the DirectionalLight Shadow projection matrix.
  113081. */
  113082. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113083. protected _buildUniformLayout(): void;
  113084. /**
  113085. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  113086. * @param effect The effect to update
  113087. * @param lightIndex The index of the light in the effect to update
  113088. * @returns The directional light
  113089. */
  113090. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  113091. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  113092. /**
  113093. * Gets the minZ used for shadow according to both the scene and the light.
  113094. *
  113095. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113096. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113097. * @param activeCamera The camera we are returning the min for
  113098. * @returns the depth min z
  113099. */
  113100. getDepthMinZ(activeCamera: Camera): number;
  113101. /**
  113102. * Gets the maxZ used for shadow according to both the scene and the light.
  113103. *
  113104. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113105. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113106. * @param activeCamera The camera we are returning the max for
  113107. * @returns the depth max z
  113108. */
  113109. getDepthMaxZ(activeCamera: Camera): number;
  113110. /**
  113111. * Prepares the list of defines specific to the light type.
  113112. * @param defines the list of defines
  113113. * @param lightIndex defines the index of the light for the effect
  113114. */
  113115. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113116. }
  113117. }
  113118. declare module BABYLON {
  113119. /**
  113120. * Class containing static functions to help procedurally build meshes
  113121. */
  113122. export class HemisphereBuilder {
  113123. /**
  113124. * Creates a hemisphere mesh
  113125. * @param name defines the name of the mesh
  113126. * @param options defines the options used to create the mesh
  113127. * @param scene defines the hosting scene
  113128. * @returns the hemisphere mesh
  113129. */
  113130. static CreateHemisphere(name: string, options: {
  113131. segments?: number;
  113132. diameter?: number;
  113133. sideOrientation?: number;
  113134. }, scene: any): Mesh;
  113135. }
  113136. }
  113137. declare module BABYLON {
  113138. /**
  113139. * A spot light is defined by a position, a direction, an angle, and an exponent.
  113140. * These values define a cone of light starting from the position, emitting toward the direction.
  113141. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  113142. * and the exponent defines the speed of the decay of the light with distance (reach).
  113143. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113144. */
  113145. export class SpotLight extends ShadowLight {
  113146. private _angle;
  113147. private _innerAngle;
  113148. private _cosHalfAngle;
  113149. private _lightAngleScale;
  113150. private _lightAngleOffset;
  113151. /**
  113152. * Gets the cone angle of the spot light in Radians.
  113153. */
  113154. /**
  113155. * Sets the cone angle of the spot light in Radians.
  113156. */
  113157. angle: number;
  113158. /**
  113159. * Only used in gltf falloff mode, this defines the angle where
  113160. * the directional falloff will start before cutting at angle which could be seen
  113161. * as outer angle.
  113162. */
  113163. /**
  113164. * Only used in gltf falloff mode, this defines the angle where
  113165. * the directional falloff will start before cutting at angle which could be seen
  113166. * as outer angle.
  113167. */
  113168. innerAngle: number;
  113169. private _shadowAngleScale;
  113170. /**
  113171. * Allows scaling the angle of the light for shadow generation only.
  113172. */
  113173. /**
  113174. * Allows scaling the angle of the light for shadow generation only.
  113175. */
  113176. shadowAngleScale: number;
  113177. /**
  113178. * The light decay speed with the distance from the emission spot.
  113179. */
  113180. exponent: number;
  113181. private _projectionTextureMatrix;
  113182. /**
  113183. * Allows reading the projecton texture
  113184. */
  113185. readonly projectionTextureMatrix: Matrix;
  113186. protected _projectionTextureLightNear: number;
  113187. /**
  113188. * Gets the near clip of the Spotlight for texture projection.
  113189. */
  113190. /**
  113191. * Sets the near clip of the Spotlight for texture projection.
  113192. */
  113193. projectionTextureLightNear: number;
  113194. protected _projectionTextureLightFar: number;
  113195. /**
  113196. * Gets the far clip of the Spotlight for texture projection.
  113197. */
  113198. /**
  113199. * Sets the far clip of the Spotlight for texture projection.
  113200. */
  113201. projectionTextureLightFar: number;
  113202. protected _projectionTextureUpDirection: Vector3;
  113203. /**
  113204. * Gets the Up vector of the Spotlight for texture projection.
  113205. */
  113206. /**
  113207. * Sets the Up vector of the Spotlight for texture projection.
  113208. */
  113209. projectionTextureUpDirection: Vector3;
  113210. private _projectionTexture;
  113211. /**
  113212. * Gets the projection texture of the light.
  113213. */
  113214. /**
  113215. * Sets the projection texture of the light.
  113216. */
  113217. projectionTexture: Nullable<BaseTexture>;
  113218. private _projectionTextureViewLightDirty;
  113219. private _projectionTextureProjectionLightDirty;
  113220. private _projectionTextureDirty;
  113221. private _projectionTextureViewTargetVector;
  113222. private _projectionTextureViewLightMatrix;
  113223. private _projectionTextureProjectionLightMatrix;
  113224. private _projectionTextureScalingMatrix;
  113225. /**
  113226. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  113227. * It can cast shadows.
  113228. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113229. * @param name The light friendly name
  113230. * @param position The position of the spot light in the scene
  113231. * @param direction The direction of the light in the scene
  113232. * @param angle The cone angle of the light in Radians
  113233. * @param exponent The light decay speed with the distance from the emission spot
  113234. * @param scene The scene the lights belongs to
  113235. */
  113236. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  113237. /**
  113238. * Returns the string "SpotLight".
  113239. * @returns the class name
  113240. */
  113241. getClassName(): string;
  113242. /**
  113243. * Returns the integer 2.
  113244. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113245. */
  113246. getTypeID(): number;
  113247. /**
  113248. * Overrides the direction setter to recompute the projection texture view light Matrix.
  113249. */
  113250. protected _setDirection(value: Vector3): void;
  113251. /**
  113252. * Overrides the position setter to recompute the projection texture view light Matrix.
  113253. */
  113254. protected _setPosition(value: Vector3): void;
  113255. /**
  113256. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  113257. * Returns the SpotLight.
  113258. */
  113259. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113260. protected _computeProjectionTextureViewLightMatrix(): void;
  113261. protected _computeProjectionTextureProjectionLightMatrix(): void;
  113262. /**
  113263. * Main function for light texture projection matrix computing.
  113264. */
  113265. protected _computeProjectionTextureMatrix(): void;
  113266. protected _buildUniformLayout(): void;
  113267. private _computeAngleValues;
  113268. /**
  113269. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  113270. * @param effect The effect to update
  113271. * @param lightIndex The index of the light in the effect to update
  113272. * @returns The spot light
  113273. */
  113274. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  113275. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  113276. /**
  113277. * Disposes the light and the associated resources.
  113278. */
  113279. dispose(): void;
  113280. /**
  113281. * Prepares the list of defines specific to the light type.
  113282. * @param defines the list of defines
  113283. * @param lightIndex defines the index of the light for the effect
  113284. */
  113285. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113286. }
  113287. }
  113288. declare module BABYLON {
  113289. /**
  113290. * Gizmo that enables viewing a light
  113291. */
  113292. export class LightGizmo extends Gizmo {
  113293. private _lightMesh;
  113294. private _material;
  113295. private cachedPosition;
  113296. private cachedForward;
  113297. /**
  113298. * Creates a LightGizmo
  113299. * @param gizmoLayer The utility layer the gizmo will be added to
  113300. */
  113301. constructor(gizmoLayer?: UtilityLayerRenderer);
  113302. private _light;
  113303. /**
  113304. * The light that the gizmo is attached to
  113305. */
  113306. light: Nullable<Light>;
  113307. /**
  113308. * Gets the material used to render the light gizmo
  113309. */
  113310. readonly material: StandardMaterial;
  113311. /**
  113312. * @hidden
  113313. * Updates the gizmo to match the attached mesh's position/rotation
  113314. */
  113315. protected _update(): void;
  113316. private static _Scale;
  113317. /**
  113318. * Creates the lines for a light mesh
  113319. */
  113320. private static _createLightLines;
  113321. /**
  113322. * Disposes of the light gizmo
  113323. */
  113324. dispose(): void;
  113325. private static _CreateHemisphericLightMesh;
  113326. private static _CreatePointLightMesh;
  113327. private static _CreateSpotLightMesh;
  113328. private static _CreateDirectionalLightMesh;
  113329. }
  113330. }
  113331. declare module BABYLON {
  113332. /** @hidden */
  113333. export var backgroundFragmentDeclaration: {
  113334. name: string;
  113335. shader: string;
  113336. };
  113337. }
  113338. declare module BABYLON {
  113339. /** @hidden */
  113340. export var backgroundUboDeclaration: {
  113341. name: string;
  113342. shader: string;
  113343. };
  113344. }
  113345. declare module BABYLON {
  113346. /** @hidden */
  113347. export var backgroundPixelShader: {
  113348. name: string;
  113349. shader: string;
  113350. };
  113351. }
  113352. declare module BABYLON {
  113353. /** @hidden */
  113354. export var backgroundVertexDeclaration: {
  113355. name: string;
  113356. shader: string;
  113357. };
  113358. }
  113359. declare module BABYLON {
  113360. /** @hidden */
  113361. export var backgroundVertexShader: {
  113362. name: string;
  113363. shader: string;
  113364. };
  113365. }
  113366. declare module BABYLON {
  113367. /**
  113368. * Background material used to create an efficient environement around your scene.
  113369. */
  113370. export class BackgroundMaterial extends PushMaterial {
  113371. /**
  113372. * Standard reflectance value at parallel view angle.
  113373. */
  113374. static StandardReflectance0: number;
  113375. /**
  113376. * Standard reflectance value at grazing angle.
  113377. */
  113378. static StandardReflectance90: number;
  113379. protected _primaryColor: Color3;
  113380. /**
  113381. * Key light Color (multiply against the environement texture)
  113382. */
  113383. primaryColor: Color3;
  113384. protected __perceptualColor: Nullable<Color3>;
  113385. /**
  113386. * Experimental Internal Use Only.
  113387. *
  113388. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  113389. * This acts as a helper to set the primary color to a more "human friendly" value.
  113390. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  113391. * output color as close as possible from the chosen value.
  113392. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  113393. * part of lighting setup.)
  113394. */
  113395. _perceptualColor: Nullable<Color3>;
  113396. protected _primaryColorShadowLevel: float;
  113397. /**
  113398. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  113399. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  113400. */
  113401. primaryColorShadowLevel: float;
  113402. protected _primaryColorHighlightLevel: float;
  113403. /**
  113404. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  113405. * The primary color is used at the level chosen to define what the white area would look.
  113406. */
  113407. primaryColorHighlightLevel: float;
  113408. protected _reflectionTexture: Nullable<BaseTexture>;
  113409. /**
  113410. * Reflection Texture used in the material.
  113411. * Should be author in a specific way for the best result (refer to the documentation).
  113412. */
  113413. reflectionTexture: Nullable<BaseTexture>;
  113414. protected _reflectionBlur: float;
  113415. /**
  113416. * Reflection Texture level of blur.
  113417. *
  113418. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  113419. * texture twice.
  113420. */
  113421. reflectionBlur: float;
  113422. protected _diffuseTexture: Nullable<BaseTexture>;
  113423. /**
  113424. * Diffuse Texture used in the material.
  113425. * Should be author in a specific way for the best result (refer to the documentation).
  113426. */
  113427. diffuseTexture: Nullable<BaseTexture>;
  113428. protected _shadowLights: Nullable<IShadowLight[]>;
  113429. /**
  113430. * Specify the list of lights casting shadow on the material.
  113431. * All scene shadow lights will be included if null.
  113432. */
  113433. shadowLights: Nullable<IShadowLight[]>;
  113434. protected _shadowLevel: float;
  113435. /**
  113436. * Helps adjusting the shadow to a softer level if required.
  113437. * 0 means black shadows and 1 means no shadows.
  113438. */
  113439. shadowLevel: float;
  113440. protected _sceneCenter: Vector3;
  113441. /**
  113442. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  113443. * It is usually zero but might be interesting to modify according to your setup.
  113444. */
  113445. sceneCenter: Vector3;
  113446. protected _opacityFresnel: boolean;
  113447. /**
  113448. * This helps specifying that the material is falling off to the sky box at grazing angle.
  113449. * This helps ensuring a nice transition when the camera goes under the ground.
  113450. */
  113451. opacityFresnel: boolean;
  113452. protected _reflectionFresnel: boolean;
  113453. /**
  113454. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  113455. * This helps adding a mirror texture on the ground.
  113456. */
  113457. reflectionFresnel: boolean;
  113458. protected _reflectionFalloffDistance: number;
  113459. /**
  113460. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  113461. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  113462. */
  113463. reflectionFalloffDistance: number;
  113464. protected _reflectionAmount: number;
  113465. /**
  113466. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  113467. */
  113468. reflectionAmount: number;
  113469. protected _reflectionReflectance0: number;
  113470. /**
  113471. * This specifies the weight of the reflection at grazing angle.
  113472. */
  113473. reflectionReflectance0: number;
  113474. protected _reflectionReflectance90: number;
  113475. /**
  113476. * This specifies the weight of the reflection at a perpendicular point of view.
  113477. */
  113478. reflectionReflectance90: number;
  113479. /**
  113480. * Sets the reflection reflectance fresnel values according to the default standard
  113481. * empirically know to work well :-)
  113482. */
  113483. reflectionStandardFresnelWeight: number;
  113484. protected _useRGBColor: boolean;
  113485. /**
  113486. * Helps to directly use the maps channels instead of their level.
  113487. */
  113488. useRGBColor: boolean;
  113489. protected _enableNoise: boolean;
  113490. /**
  113491. * This helps reducing the banding effect that could occur on the background.
  113492. */
  113493. enableNoise: boolean;
  113494. /**
  113495. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113496. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  113497. * Recommended to be keep at 1.0 except for special cases.
  113498. */
  113499. fovMultiplier: number;
  113500. private _fovMultiplier;
  113501. /**
  113502. * Enable the FOV adjustment feature controlled by fovMultiplier.
  113503. */
  113504. useEquirectangularFOV: boolean;
  113505. private _maxSimultaneousLights;
  113506. /**
  113507. * Number of Simultaneous lights allowed on the material.
  113508. */
  113509. maxSimultaneousLights: int;
  113510. /**
  113511. * Default configuration related to image processing available in the Background Material.
  113512. */
  113513. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113514. /**
  113515. * Keep track of the image processing observer to allow dispose and replace.
  113516. */
  113517. private _imageProcessingObserver;
  113518. /**
  113519. * Attaches a new image processing configuration to the PBR Material.
  113520. * @param configuration (if null the scene configuration will be use)
  113521. */
  113522. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113523. /**
  113524. * Gets the image processing configuration used either in this material.
  113525. */
  113526. /**
  113527. * Sets the Default image processing configuration used either in the this material.
  113528. *
  113529. * If sets to null, the scene one is in use.
  113530. */
  113531. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  113532. /**
  113533. * Gets wether the color curves effect is enabled.
  113534. */
  113535. /**
  113536. * Sets wether the color curves effect is enabled.
  113537. */
  113538. cameraColorCurvesEnabled: boolean;
  113539. /**
  113540. * Gets wether the color grading effect is enabled.
  113541. */
  113542. /**
  113543. * Gets wether the color grading effect is enabled.
  113544. */
  113545. cameraColorGradingEnabled: boolean;
  113546. /**
  113547. * Gets wether tonemapping is enabled or not.
  113548. */
  113549. /**
  113550. * Sets wether tonemapping is enabled or not
  113551. */
  113552. cameraToneMappingEnabled: boolean;
  113553. /**
  113554. * The camera exposure used on this material.
  113555. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113556. * This corresponds to a photographic exposure.
  113557. */
  113558. /**
  113559. * The camera exposure used on this material.
  113560. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113561. * This corresponds to a photographic exposure.
  113562. */
  113563. cameraExposure: float;
  113564. /**
  113565. * Gets The camera contrast used on this material.
  113566. */
  113567. /**
  113568. * Sets The camera contrast used on this material.
  113569. */
  113570. cameraContrast: float;
  113571. /**
  113572. * Gets the Color Grading 2D Lookup Texture.
  113573. */
  113574. /**
  113575. * Sets the Color Grading 2D Lookup Texture.
  113576. */
  113577. cameraColorGradingTexture: Nullable<BaseTexture>;
  113578. /**
  113579. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113580. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113581. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  113582. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113583. */
  113584. /**
  113585. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113586. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113587. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  113588. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113589. */
  113590. cameraColorCurves: Nullable<ColorCurves>;
  113591. /**
  113592. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  113593. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  113594. */
  113595. switchToBGR: boolean;
  113596. private _renderTargets;
  113597. private _reflectionControls;
  113598. private _white;
  113599. private _primaryShadowColor;
  113600. private _primaryHighlightColor;
  113601. /**
  113602. * Instantiates a Background Material in the given scene
  113603. * @param name The friendly name of the material
  113604. * @param scene The scene to add the material to
  113605. */
  113606. constructor(name: string, scene: Scene);
  113607. /**
  113608. * Gets a boolean indicating that current material needs to register RTT
  113609. */
  113610. readonly hasRenderTargetTextures: boolean;
  113611. /**
  113612. * The entire material has been created in order to prevent overdraw.
  113613. * @returns false
  113614. */
  113615. needAlphaTesting(): boolean;
  113616. /**
  113617. * The entire material has been created in order to prevent overdraw.
  113618. * @returns true if blending is enable
  113619. */
  113620. needAlphaBlending(): boolean;
  113621. /**
  113622. * Checks wether the material is ready to be rendered for a given mesh.
  113623. * @param mesh The mesh to render
  113624. * @param subMesh The submesh to check against
  113625. * @param useInstances Specify wether or not the material is used with instances
  113626. * @returns true if all the dependencies are ready (Textures, Effects...)
  113627. */
  113628. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113629. /**
  113630. * Compute the primary color according to the chosen perceptual color.
  113631. */
  113632. private _computePrimaryColorFromPerceptualColor;
  113633. /**
  113634. * Compute the highlights and shadow colors according to their chosen levels.
  113635. */
  113636. private _computePrimaryColors;
  113637. /**
  113638. * Build the uniform buffer used in the material.
  113639. */
  113640. buildUniformLayout(): void;
  113641. /**
  113642. * Unbind the material.
  113643. */
  113644. unbind(): void;
  113645. /**
  113646. * Bind only the world matrix to the material.
  113647. * @param world The world matrix to bind.
  113648. */
  113649. bindOnlyWorldMatrix(world: Matrix): void;
  113650. /**
  113651. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  113652. * @param world The world matrix to bind.
  113653. * @param subMesh The submesh to bind for.
  113654. */
  113655. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113656. /**
  113657. * Checks to see if a texture is used in the material.
  113658. * @param texture - Base texture to use.
  113659. * @returns - Boolean specifying if a texture is used in the material.
  113660. */
  113661. hasTexture(texture: BaseTexture): boolean;
  113662. /**
  113663. * Dispose the material.
  113664. * @param forceDisposeEffect Force disposal of the associated effect.
  113665. * @param forceDisposeTextures Force disposal of the associated textures.
  113666. */
  113667. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  113668. /**
  113669. * Clones the material.
  113670. * @param name The cloned name.
  113671. * @returns The cloned material.
  113672. */
  113673. clone(name: string): BackgroundMaterial;
  113674. /**
  113675. * Serializes the current material to its JSON representation.
  113676. * @returns The JSON representation.
  113677. */
  113678. serialize(): any;
  113679. /**
  113680. * Gets the class name of the material
  113681. * @returns "BackgroundMaterial"
  113682. */
  113683. getClassName(): string;
  113684. /**
  113685. * Parse a JSON input to create back a background material.
  113686. * @param source The JSON data to parse
  113687. * @param scene The scene to create the parsed material in
  113688. * @param rootUrl The root url of the assets the material depends upon
  113689. * @returns the instantiated BackgroundMaterial.
  113690. */
  113691. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  113692. }
  113693. }
  113694. declare module BABYLON {
  113695. /**
  113696. * Represents the different options available during the creation of
  113697. * a Environment helper.
  113698. *
  113699. * This can control the default ground, skybox and image processing setup of your scene.
  113700. */
  113701. export interface IEnvironmentHelperOptions {
  113702. /**
  113703. * Specifies wether or not to create a ground.
  113704. * True by default.
  113705. */
  113706. createGround: boolean;
  113707. /**
  113708. * Specifies the ground size.
  113709. * 15 by default.
  113710. */
  113711. groundSize: number;
  113712. /**
  113713. * The texture used on the ground for the main color.
  113714. * Comes from the BabylonJS CDN by default.
  113715. *
  113716. * Remarks: Can be either a texture or a url.
  113717. */
  113718. groundTexture: string | BaseTexture;
  113719. /**
  113720. * The color mixed in the ground texture by default.
  113721. * BabylonJS clearColor by default.
  113722. */
  113723. groundColor: Color3;
  113724. /**
  113725. * Specifies the ground opacity.
  113726. * 1 by default.
  113727. */
  113728. groundOpacity: number;
  113729. /**
  113730. * Enables the ground to receive shadows.
  113731. * True by default.
  113732. */
  113733. enableGroundShadow: boolean;
  113734. /**
  113735. * Helps preventing the shadow to be fully black on the ground.
  113736. * 0.5 by default.
  113737. */
  113738. groundShadowLevel: number;
  113739. /**
  113740. * Creates a mirror texture attach to the ground.
  113741. * false by default.
  113742. */
  113743. enableGroundMirror: boolean;
  113744. /**
  113745. * Specifies the ground mirror size ratio.
  113746. * 0.3 by default as the default kernel is 64.
  113747. */
  113748. groundMirrorSizeRatio: number;
  113749. /**
  113750. * Specifies the ground mirror blur kernel size.
  113751. * 64 by default.
  113752. */
  113753. groundMirrorBlurKernel: number;
  113754. /**
  113755. * Specifies the ground mirror visibility amount.
  113756. * 1 by default
  113757. */
  113758. groundMirrorAmount: number;
  113759. /**
  113760. * Specifies the ground mirror reflectance weight.
  113761. * This uses the standard weight of the background material to setup the fresnel effect
  113762. * of the mirror.
  113763. * 1 by default.
  113764. */
  113765. groundMirrorFresnelWeight: number;
  113766. /**
  113767. * Specifies the ground mirror Falloff distance.
  113768. * This can helps reducing the size of the reflection.
  113769. * 0 by Default.
  113770. */
  113771. groundMirrorFallOffDistance: number;
  113772. /**
  113773. * Specifies the ground mirror texture type.
  113774. * Unsigned Int by Default.
  113775. */
  113776. groundMirrorTextureType: number;
  113777. /**
  113778. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  113779. * the shown objects.
  113780. */
  113781. groundYBias: number;
  113782. /**
  113783. * Specifies wether or not to create a skybox.
  113784. * True by default.
  113785. */
  113786. createSkybox: boolean;
  113787. /**
  113788. * Specifies the skybox size.
  113789. * 20 by default.
  113790. */
  113791. skyboxSize: number;
  113792. /**
  113793. * The texture used on the skybox for the main color.
  113794. * Comes from the BabylonJS CDN by default.
  113795. *
  113796. * Remarks: Can be either a texture or a url.
  113797. */
  113798. skyboxTexture: string | BaseTexture;
  113799. /**
  113800. * The color mixed in the skybox texture by default.
  113801. * BabylonJS clearColor by default.
  113802. */
  113803. skyboxColor: Color3;
  113804. /**
  113805. * The background rotation around the Y axis of the scene.
  113806. * This helps aligning the key lights of your scene with the background.
  113807. * 0 by default.
  113808. */
  113809. backgroundYRotation: number;
  113810. /**
  113811. * Compute automatically the size of the elements to best fit with the scene.
  113812. */
  113813. sizeAuto: boolean;
  113814. /**
  113815. * Default position of the rootMesh if autoSize is not true.
  113816. */
  113817. rootPosition: Vector3;
  113818. /**
  113819. * Sets up the image processing in the scene.
  113820. * true by default.
  113821. */
  113822. setupImageProcessing: boolean;
  113823. /**
  113824. * The texture used as your environment texture in the scene.
  113825. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  113826. *
  113827. * Remarks: Can be either a texture or a url.
  113828. */
  113829. environmentTexture: string | BaseTexture;
  113830. /**
  113831. * The value of the exposure to apply to the scene.
  113832. * 0.6 by default if setupImageProcessing is true.
  113833. */
  113834. cameraExposure: number;
  113835. /**
  113836. * The value of the contrast to apply to the scene.
  113837. * 1.6 by default if setupImageProcessing is true.
  113838. */
  113839. cameraContrast: number;
  113840. /**
  113841. * Specifies wether or not tonemapping should be enabled in the scene.
  113842. * true by default if setupImageProcessing is true.
  113843. */
  113844. toneMappingEnabled: boolean;
  113845. }
  113846. /**
  113847. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  113848. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  113849. * It also helps with the default setup of your imageProcessing configuration.
  113850. */
  113851. export class EnvironmentHelper {
  113852. /**
  113853. * Default ground texture URL.
  113854. */
  113855. private static _groundTextureCDNUrl;
  113856. /**
  113857. * Default skybox texture URL.
  113858. */
  113859. private static _skyboxTextureCDNUrl;
  113860. /**
  113861. * Default environment texture URL.
  113862. */
  113863. private static _environmentTextureCDNUrl;
  113864. /**
  113865. * Creates the default options for the helper.
  113866. */
  113867. private static _getDefaultOptions;
  113868. private _rootMesh;
  113869. /**
  113870. * Gets the root mesh created by the helper.
  113871. */
  113872. readonly rootMesh: Mesh;
  113873. private _skybox;
  113874. /**
  113875. * Gets the skybox created by the helper.
  113876. */
  113877. readonly skybox: Nullable<Mesh>;
  113878. private _skyboxTexture;
  113879. /**
  113880. * Gets the skybox texture created by the helper.
  113881. */
  113882. readonly skyboxTexture: Nullable<BaseTexture>;
  113883. private _skyboxMaterial;
  113884. /**
  113885. * Gets the skybox material created by the helper.
  113886. */
  113887. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  113888. private _ground;
  113889. /**
  113890. * Gets the ground mesh created by the helper.
  113891. */
  113892. readonly ground: Nullable<Mesh>;
  113893. private _groundTexture;
  113894. /**
  113895. * Gets the ground texture created by the helper.
  113896. */
  113897. readonly groundTexture: Nullable<BaseTexture>;
  113898. private _groundMirror;
  113899. /**
  113900. * Gets the ground mirror created by the helper.
  113901. */
  113902. readonly groundMirror: Nullable<MirrorTexture>;
  113903. /**
  113904. * Gets the ground mirror render list to helps pushing the meshes
  113905. * you wish in the ground reflection.
  113906. */
  113907. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  113908. private _groundMaterial;
  113909. /**
  113910. * Gets the ground material created by the helper.
  113911. */
  113912. readonly groundMaterial: Nullable<BackgroundMaterial>;
  113913. /**
  113914. * Stores the creation options.
  113915. */
  113916. private readonly _scene;
  113917. private _options;
  113918. /**
  113919. * This observable will be notified with any error during the creation of the environment,
  113920. * mainly texture creation errors.
  113921. */
  113922. onErrorObservable: Observable<{
  113923. message?: string;
  113924. exception?: any;
  113925. }>;
  113926. /**
  113927. * constructor
  113928. * @param options Defines the options we want to customize the helper
  113929. * @param scene The scene to add the material to
  113930. */
  113931. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  113932. /**
  113933. * Updates the background according to the new options
  113934. * @param options
  113935. */
  113936. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  113937. /**
  113938. * Sets the primary color of all the available elements.
  113939. * @param color the main color to affect to the ground and the background
  113940. */
  113941. setMainColor(color: Color3): void;
  113942. /**
  113943. * Setup the image processing according to the specified options.
  113944. */
  113945. private _setupImageProcessing;
  113946. /**
  113947. * Setup the environment texture according to the specified options.
  113948. */
  113949. private _setupEnvironmentTexture;
  113950. /**
  113951. * Setup the background according to the specified options.
  113952. */
  113953. private _setupBackground;
  113954. /**
  113955. * Get the scene sizes according to the setup.
  113956. */
  113957. private _getSceneSize;
  113958. /**
  113959. * Setup the ground according to the specified options.
  113960. */
  113961. private _setupGround;
  113962. /**
  113963. * Setup the ground material according to the specified options.
  113964. */
  113965. private _setupGroundMaterial;
  113966. /**
  113967. * Setup the ground diffuse texture according to the specified options.
  113968. */
  113969. private _setupGroundDiffuseTexture;
  113970. /**
  113971. * Setup the ground mirror texture according to the specified options.
  113972. */
  113973. private _setupGroundMirrorTexture;
  113974. /**
  113975. * Setup the ground to receive the mirror texture.
  113976. */
  113977. private _setupMirrorInGroundMaterial;
  113978. /**
  113979. * Setup the skybox according to the specified options.
  113980. */
  113981. private _setupSkybox;
  113982. /**
  113983. * Setup the skybox material according to the specified options.
  113984. */
  113985. private _setupSkyboxMaterial;
  113986. /**
  113987. * Setup the skybox reflection texture according to the specified options.
  113988. */
  113989. private _setupSkyboxReflectionTexture;
  113990. private _errorHandler;
  113991. /**
  113992. * Dispose all the elements created by the Helper.
  113993. */
  113994. dispose(): void;
  113995. }
  113996. }
  113997. declare module BABYLON {
  113998. /**
  113999. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  114000. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  114001. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  114002. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114003. */
  114004. export class PhotoDome extends TransformNode {
  114005. /**
  114006. * Define the image as a Monoscopic panoramic 360 image.
  114007. */
  114008. static readonly MODE_MONOSCOPIC: number;
  114009. /**
  114010. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114011. */
  114012. static readonly MODE_TOPBOTTOM: number;
  114013. /**
  114014. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114015. */
  114016. static readonly MODE_SIDEBYSIDE: number;
  114017. private _useDirectMapping;
  114018. /**
  114019. * The texture being displayed on the sphere
  114020. */
  114021. protected _photoTexture: Texture;
  114022. /**
  114023. * Gets or sets the texture being displayed on the sphere
  114024. */
  114025. photoTexture: Texture;
  114026. /**
  114027. * Observable raised when an error occured while loading the 360 image
  114028. */
  114029. onLoadErrorObservable: Observable<string>;
  114030. /**
  114031. * The skybox material
  114032. */
  114033. protected _material: BackgroundMaterial;
  114034. /**
  114035. * The surface used for the skybox
  114036. */
  114037. protected _mesh: Mesh;
  114038. /**
  114039. * Gets the mesh used for the skybox.
  114040. */
  114041. readonly mesh: Mesh;
  114042. /**
  114043. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114044. * Also see the options.resolution property.
  114045. */
  114046. fovMultiplier: number;
  114047. private _imageMode;
  114048. /**
  114049. * Gets or set the current video mode for the video. It can be:
  114050. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114051. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114052. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114053. */
  114054. imageMode: number;
  114055. /**
  114056. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114057. * @param name Element's name, child elements will append suffixes for their own names.
  114058. * @param urlsOfPhoto defines the url of the photo to display
  114059. * @param options defines an object containing optional or exposed sub element properties
  114060. * @param onError defines a callback called when an error occured while loading the texture
  114061. */
  114062. constructor(name: string, urlOfPhoto: string, options: {
  114063. resolution?: number;
  114064. size?: number;
  114065. useDirectMapping?: boolean;
  114066. faceForward?: boolean;
  114067. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  114068. private _onBeforeCameraRenderObserver;
  114069. private _changeImageMode;
  114070. /**
  114071. * Releases resources associated with this node.
  114072. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114073. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114074. */
  114075. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114076. }
  114077. }
  114078. declare module BABYLON {
  114079. /**
  114080. * Class used to host RGBD texture specific utilities
  114081. */
  114082. export class RGBDTextureTools {
  114083. /**
  114084. * Expand the RGBD Texture from RGBD to Half Float if possible.
  114085. * @param texture the texture to expand.
  114086. */
  114087. static ExpandRGBDTexture(texture: Texture): void;
  114088. }
  114089. }
  114090. declare module BABYLON {
  114091. /**
  114092. * Class used to host texture specific utilities
  114093. */
  114094. export class BRDFTextureTools {
  114095. /**
  114096. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  114097. * @param scene defines the hosting scene
  114098. * @returns the environment BRDF texture
  114099. */
  114100. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  114101. private static _environmentBRDFBase64Texture;
  114102. }
  114103. }
  114104. declare module BABYLON {
  114105. /**
  114106. * @hidden
  114107. */
  114108. export interface IMaterialClearCoatDefines {
  114109. CLEARCOAT: boolean;
  114110. CLEARCOAT_DEFAULTIOR: boolean;
  114111. CLEARCOAT_TEXTURE: boolean;
  114112. CLEARCOAT_TEXTUREDIRECTUV: number;
  114113. CLEARCOAT_BUMP: boolean;
  114114. CLEARCOAT_BUMPDIRECTUV: number;
  114115. CLEARCOAT_TINT: boolean;
  114116. CLEARCOAT_TINT_TEXTURE: boolean;
  114117. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  114118. /** @hidden */
  114119. _areTexturesDirty: boolean;
  114120. }
  114121. /**
  114122. * Define the code related to the clear coat parameters of the pbr material.
  114123. */
  114124. export class PBRClearCoatConfiguration {
  114125. /**
  114126. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114127. * The default fits with a polyurethane material.
  114128. */
  114129. private static readonly _DefaultIndexOfRefraction;
  114130. private _isEnabled;
  114131. /**
  114132. * Defines if the clear coat is enabled in the material.
  114133. */
  114134. isEnabled: boolean;
  114135. /**
  114136. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  114137. */
  114138. intensity: number;
  114139. /**
  114140. * Defines the clear coat layer roughness.
  114141. */
  114142. roughness: number;
  114143. private _indexOfRefraction;
  114144. /**
  114145. * Defines the index of refraction of the clear coat.
  114146. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114147. * The default fits with a polyurethane material.
  114148. * Changing the default value is more performance intensive.
  114149. */
  114150. indexOfRefraction: number;
  114151. private _texture;
  114152. /**
  114153. * Stores the clear coat values in a texture.
  114154. */
  114155. texture: Nullable<BaseTexture>;
  114156. private _bumpTexture;
  114157. /**
  114158. * Define the clear coat specific bump texture.
  114159. */
  114160. bumpTexture: Nullable<BaseTexture>;
  114161. private _isTintEnabled;
  114162. /**
  114163. * Defines if the clear coat tint is enabled in the material.
  114164. */
  114165. isTintEnabled: boolean;
  114166. /**
  114167. * Defines the clear coat tint of the material.
  114168. * This is only use if tint is enabled
  114169. */
  114170. tintColor: Color3;
  114171. /**
  114172. * Defines the distance at which the tint color should be found in the
  114173. * clear coat media.
  114174. * This is only use if tint is enabled
  114175. */
  114176. tintColorAtDistance: number;
  114177. /**
  114178. * Defines the clear coat layer thickness.
  114179. * This is only use if tint is enabled
  114180. */
  114181. tintThickness: number;
  114182. private _tintTexture;
  114183. /**
  114184. * Stores the clear tint values in a texture.
  114185. * rgb is tint
  114186. * a is a thickness factor
  114187. */
  114188. tintTexture: Nullable<BaseTexture>;
  114189. /** @hidden */
  114190. private _internalMarkAllSubMeshesAsTexturesDirty;
  114191. /** @hidden */
  114192. _markAllSubMeshesAsTexturesDirty(): void;
  114193. /**
  114194. * Instantiate a new istance of clear coat configuration.
  114195. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114196. */
  114197. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114198. /**
  114199. * Gets wehter the submesh is ready to be used or not.
  114200. * @param defines the list of "defines" to update.
  114201. * @param scene defines the scene the material belongs to.
  114202. * @param engine defines the engine the material belongs to.
  114203. * @param disableBumpMap defines wether the material disables bump or not.
  114204. * @returns - boolean indicating that the submesh is ready or not.
  114205. */
  114206. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  114207. /**
  114208. * Checks to see if a texture is used in the material.
  114209. * @param defines the list of "defines" to update.
  114210. * @param scene defines the scene to the material belongs to.
  114211. */
  114212. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  114213. /**
  114214. * Binds the material data.
  114215. * @param uniformBuffer defines the Uniform buffer to fill in.
  114216. * @param scene defines the scene the material belongs to.
  114217. * @param engine defines the engine the material belongs to.
  114218. * @param disableBumpMap defines wether the material disables bump or not.
  114219. * @param isFrozen defines wether the material is frozen or not.
  114220. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  114221. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  114222. */
  114223. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  114224. /**
  114225. * Checks to see if a texture is used in the material.
  114226. * @param texture - Base texture to use.
  114227. * @returns - Boolean specifying if a texture is used in the material.
  114228. */
  114229. hasTexture(texture: BaseTexture): boolean;
  114230. /**
  114231. * Returns an array of the actively used textures.
  114232. * @param activeTextures Array of BaseTextures
  114233. */
  114234. getActiveTextures(activeTextures: BaseTexture[]): void;
  114235. /**
  114236. * Returns the animatable textures.
  114237. * @param animatables Array of animatable textures.
  114238. */
  114239. getAnimatables(animatables: IAnimatable[]): void;
  114240. /**
  114241. * Disposes the resources of the material.
  114242. * @param forceDisposeTextures - Forces the disposal of all textures.
  114243. */
  114244. dispose(forceDisposeTextures?: boolean): void;
  114245. /**
  114246. * Get the current class name of the texture useful for serialization or dynamic coding.
  114247. * @returns "PBRClearCoatConfiguration"
  114248. */
  114249. getClassName(): string;
  114250. /**
  114251. * Add fallbacks to the effect fallbacks list.
  114252. * @param defines defines the Base texture to use.
  114253. * @param fallbacks defines the current fallback list.
  114254. * @param currentRank defines the current fallback rank.
  114255. * @returns the new fallback rank.
  114256. */
  114257. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114258. /**
  114259. * Add the required uniforms to the current list.
  114260. * @param uniforms defines the current uniform list.
  114261. */
  114262. static AddUniforms(uniforms: string[]): void;
  114263. /**
  114264. * Add the required samplers to the current list.
  114265. * @param samplers defines the current sampler list.
  114266. */
  114267. static AddSamplers(samplers: string[]): void;
  114268. /**
  114269. * Add the required uniforms to the current buffer.
  114270. * @param uniformBuffer defines the current uniform buffer.
  114271. */
  114272. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114273. /**
  114274. * Makes a duplicate of the current configuration into another one.
  114275. * @param clearCoatConfiguration define the config where to copy the info
  114276. */
  114277. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  114278. /**
  114279. * Serializes this clear coat configuration.
  114280. * @returns - An object with the serialized config.
  114281. */
  114282. serialize(): any;
  114283. /**
  114284. * Parses a anisotropy Configuration from a serialized object.
  114285. * @param source - Serialized object.
  114286. * @param scene Defines the scene we are parsing for
  114287. * @param rootUrl Defines the rootUrl to load from
  114288. */
  114289. parse(source: any, scene: Scene, rootUrl: string): void;
  114290. }
  114291. }
  114292. declare module BABYLON {
  114293. /**
  114294. * @hidden
  114295. */
  114296. export interface IMaterialAnisotropicDefines {
  114297. ANISOTROPIC: boolean;
  114298. ANISOTROPIC_TEXTURE: boolean;
  114299. ANISOTROPIC_TEXTUREDIRECTUV: number;
  114300. MAINUV1: boolean;
  114301. _areTexturesDirty: boolean;
  114302. _needUVs: boolean;
  114303. }
  114304. /**
  114305. * Define the code related to the anisotropic parameters of the pbr material.
  114306. */
  114307. export class PBRAnisotropicConfiguration {
  114308. private _isEnabled;
  114309. /**
  114310. * Defines if the anisotropy is enabled in the material.
  114311. */
  114312. isEnabled: boolean;
  114313. /**
  114314. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  114315. */
  114316. intensity: number;
  114317. /**
  114318. * Defines if the effect is along the tangents, bitangents or in between.
  114319. * By default, the effect is "strectching" the highlights along the tangents.
  114320. */
  114321. direction: Vector2;
  114322. private _texture;
  114323. /**
  114324. * Stores the anisotropy values in a texture.
  114325. * rg is direction (like normal from -1 to 1)
  114326. * b is a intensity
  114327. */
  114328. texture: Nullable<BaseTexture>;
  114329. /** @hidden */
  114330. private _internalMarkAllSubMeshesAsTexturesDirty;
  114331. /** @hidden */
  114332. _markAllSubMeshesAsTexturesDirty(): void;
  114333. /**
  114334. * Instantiate a new istance of anisotropy configuration.
  114335. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114336. */
  114337. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114338. /**
  114339. * Specifies that the submesh is ready to be used.
  114340. * @param defines the list of "defines" to update.
  114341. * @param scene defines the scene the material belongs to.
  114342. * @returns - boolean indicating that the submesh is ready or not.
  114343. */
  114344. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  114345. /**
  114346. * Checks to see if a texture is used in the material.
  114347. * @param defines the list of "defines" to update.
  114348. * @param mesh the mesh we are preparing the defines for.
  114349. * @param scene defines the scene the material belongs to.
  114350. */
  114351. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  114352. /**
  114353. * Binds the material data.
  114354. * @param uniformBuffer defines the Uniform buffer to fill in.
  114355. * @param scene defines the scene the material belongs to.
  114356. * @param isFrozen defines wether the material is frozen or not.
  114357. */
  114358. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114359. /**
  114360. * Checks to see if a texture is used in the material.
  114361. * @param texture - Base texture to use.
  114362. * @returns - Boolean specifying if a texture is used in the material.
  114363. */
  114364. hasTexture(texture: BaseTexture): boolean;
  114365. /**
  114366. * Returns an array of the actively used textures.
  114367. * @param activeTextures Array of BaseTextures
  114368. */
  114369. getActiveTextures(activeTextures: BaseTexture[]): void;
  114370. /**
  114371. * Returns the animatable textures.
  114372. * @param animatables Array of animatable textures.
  114373. */
  114374. getAnimatables(animatables: IAnimatable[]): void;
  114375. /**
  114376. * Disposes the resources of the material.
  114377. * @param forceDisposeTextures - Forces the disposal of all textures.
  114378. */
  114379. dispose(forceDisposeTextures?: boolean): void;
  114380. /**
  114381. * Get the current class name of the texture useful for serialization or dynamic coding.
  114382. * @returns "PBRAnisotropicConfiguration"
  114383. */
  114384. getClassName(): string;
  114385. /**
  114386. * Add fallbacks to the effect fallbacks list.
  114387. * @param defines defines the Base texture to use.
  114388. * @param fallbacks defines the current fallback list.
  114389. * @param currentRank defines the current fallback rank.
  114390. * @returns the new fallback rank.
  114391. */
  114392. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114393. /**
  114394. * Add the required uniforms to the current list.
  114395. * @param uniforms defines the current uniform list.
  114396. */
  114397. static AddUniforms(uniforms: string[]): void;
  114398. /**
  114399. * Add the required uniforms to the current buffer.
  114400. * @param uniformBuffer defines the current uniform buffer.
  114401. */
  114402. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114403. /**
  114404. * Add the required samplers to the current list.
  114405. * @param samplers defines the current sampler list.
  114406. */
  114407. static AddSamplers(samplers: string[]): void;
  114408. /**
  114409. * Makes a duplicate of the current configuration into another one.
  114410. * @param anisotropicConfiguration define the config where to copy the info
  114411. */
  114412. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  114413. /**
  114414. * Serializes this anisotropy configuration.
  114415. * @returns - An object with the serialized config.
  114416. */
  114417. serialize(): any;
  114418. /**
  114419. * Parses a anisotropy Configuration from a serialized object.
  114420. * @param source - Serialized object.
  114421. * @param scene Defines the scene we are parsing for
  114422. * @param rootUrl Defines the rootUrl to load from
  114423. */
  114424. parse(source: any, scene: Scene, rootUrl: string): void;
  114425. }
  114426. }
  114427. declare module BABYLON {
  114428. /**
  114429. * @hidden
  114430. */
  114431. export interface IMaterialBRDFDefines {
  114432. BRDF_V_HEIGHT_CORRELATED: boolean;
  114433. MS_BRDF_ENERGY_CONSERVATION: boolean;
  114434. SPHERICAL_HARMONICS: boolean;
  114435. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  114436. /** @hidden */
  114437. _areMiscDirty: boolean;
  114438. }
  114439. /**
  114440. * Define the code related to the BRDF parameters of the pbr material.
  114441. */
  114442. export class PBRBRDFConfiguration {
  114443. /**
  114444. * Default value used for the energy conservation.
  114445. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114446. */
  114447. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  114448. /**
  114449. * Default value used for the Smith Visibility Height Correlated mode.
  114450. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114451. */
  114452. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  114453. /**
  114454. * Default value used for the IBL diffuse part.
  114455. * This can help switching back to the polynomials mode globally which is a tiny bit
  114456. * less GPU intensive at the drawback of a lower quality.
  114457. */
  114458. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  114459. /**
  114460. * Default value used for activating energy conservation for the specular workflow.
  114461. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114462. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114463. */
  114464. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  114465. private _useEnergyConservation;
  114466. /**
  114467. * Defines if the material uses energy conservation.
  114468. */
  114469. useEnergyConservation: boolean;
  114470. private _useSmithVisibilityHeightCorrelated;
  114471. /**
  114472. * LEGACY Mode set to false
  114473. * Defines if the material uses height smith correlated visibility term.
  114474. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  114475. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  114476. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  114477. * Not relying on height correlated will also disable energy conservation.
  114478. */
  114479. useSmithVisibilityHeightCorrelated: boolean;
  114480. private _useSphericalHarmonics;
  114481. /**
  114482. * LEGACY Mode set to false
  114483. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  114484. * diffuse part of the IBL.
  114485. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  114486. * to the ground truth.
  114487. */
  114488. useSphericalHarmonics: boolean;
  114489. private _useSpecularGlossinessInputEnergyConservation;
  114490. /**
  114491. * Defines if the material uses energy conservation, when the specular workflow is active.
  114492. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114493. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114494. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  114495. */
  114496. useSpecularGlossinessInputEnergyConservation: boolean;
  114497. /** @hidden */
  114498. private _internalMarkAllSubMeshesAsMiscDirty;
  114499. /** @hidden */
  114500. _markAllSubMeshesAsMiscDirty(): void;
  114501. /**
  114502. * Instantiate a new istance of clear coat configuration.
  114503. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  114504. */
  114505. constructor(markAllSubMeshesAsMiscDirty: () => void);
  114506. /**
  114507. * Checks to see if a texture is used in the material.
  114508. * @param defines the list of "defines" to update.
  114509. */
  114510. prepareDefines(defines: IMaterialBRDFDefines): void;
  114511. /**
  114512. * Get the current class name of the texture useful for serialization or dynamic coding.
  114513. * @returns "PBRClearCoatConfiguration"
  114514. */
  114515. getClassName(): string;
  114516. /**
  114517. * Makes a duplicate of the current configuration into another one.
  114518. * @param brdfConfiguration define the config where to copy the info
  114519. */
  114520. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  114521. /**
  114522. * Serializes this BRDF configuration.
  114523. * @returns - An object with the serialized config.
  114524. */
  114525. serialize(): any;
  114526. /**
  114527. * Parses a anisotropy Configuration from a serialized object.
  114528. * @param source - Serialized object.
  114529. * @param scene Defines the scene we are parsing for
  114530. * @param rootUrl Defines the rootUrl to load from
  114531. */
  114532. parse(source: any, scene: Scene, rootUrl: string): void;
  114533. }
  114534. }
  114535. declare module BABYLON {
  114536. /**
  114537. * @hidden
  114538. */
  114539. export interface IMaterialSheenDefines {
  114540. SHEEN: boolean;
  114541. SHEEN_TEXTURE: boolean;
  114542. SHEEN_TEXTUREDIRECTUV: number;
  114543. SHEEN_LINKWITHALBEDO: boolean;
  114544. /** @hidden */
  114545. _areTexturesDirty: boolean;
  114546. }
  114547. /**
  114548. * Define the code related to the Sheen parameters of the pbr material.
  114549. */
  114550. export class PBRSheenConfiguration {
  114551. private _isEnabled;
  114552. /**
  114553. * Defines if the material uses sheen.
  114554. */
  114555. isEnabled: boolean;
  114556. private _linkSheenWithAlbedo;
  114557. /**
  114558. * Defines if the sheen is linked to the sheen color.
  114559. */
  114560. linkSheenWithAlbedo: boolean;
  114561. /**
  114562. * Defines the sheen intensity.
  114563. */
  114564. intensity: number;
  114565. /**
  114566. * Defines the sheen color.
  114567. */
  114568. color: Color3;
  114569. private _texture;
  114570. /**
  114571. * Stores the sheen tint values in a texture.
  114572. * rgb is tint
  114573. * a is a intensity
  114574. */
  114575. texture: Nullable<BaseTexture>;
  114576. /** @hidden */
  114577. private _internalMarkAllSubMeshesAsTexturesDirty;
  114578. /** @hidden */
  114579. _markAllSubMeshesAsTexturesDirty(): void;
  114580. /**
  114581. * Instantiate a new istance of clear coat configuration.
  114582. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114583. */
  114584. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114585. /**
  114586. * Specifies that the submesh is ready to be used.
  114587. * @param defines the list of "defines" to update.
  114588. * @param scene defines the scene the material belongs to.
  114589. * @returns - boolean indicating that the submesh is ready or not.
  114590. */
  114591. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  114592. /**
  114593. * Checks to see if a texture is used in the material.
  114594. * @param defines the list of "defines" to update.
  114595. * @param scene defines the scene the material belongs to.
  114596. */
  114597. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  114598. /**
  114599. * Binds the material data.
  114600. * @param uniformBuffer defines the Uniform buffer to fill in.
  114601. * @param scene defines the scene the material belongs to.
  114602. * @param isFrozen defines wether the material is frozen or not.
  114603. */
  114604. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114605. /**
  114606. * Checks to see if a texture is used in the material.
  114607. * @param texture - Base texture to use.
  114608. * @returns - Boolean specifying if a texture is used in the material.
  114609. */
  114610. hasTexture(texture: BaseTexture): boolean;
  114611. /**
  114612. * Returns an array of the actively used textures.
  114613. * @param activeTextures Array of BaseTextures
  114614. */
  114615. getActiveTextures(activeTextures: BaseTexture[]): void;
  114616. /**
  114617. * Returns the animatable textures.
  114618. * @param animatables Array of animatable textures.
  114619. */
  114620. getAnimatables(animatables: IAnimatable[]): void;
  114621. /**
  114622. * Disposes the resources of the material.
  114623. * @param forceDisposeTextures - Forces the disposal of all textures.
  114624. */
  114625. dispose(forceDisposeTextures?: boolean): void;
  114626. /**
  114627. * Get the current class name of the texture useful for serialization or dynamic coding.
  114628. * @returns "PBRSheenConfiguration"
  114629. */
  114630. getClassName(): string;
  114631. /**
  114632. * Add fallbacks to the effect fallbacks list.
  114633. * @param defines defines the Base texture to use.
  114634. * @param fallbacks defines the current fallback list.
  114635. * @param currentRank defines the current fallback rank.
  114636. * @returns the new fallback rank.
  114637. */
  114638. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114639. /**
  114640. * Add the required uniforms to the current list.
  114641. * @param uniforms defines the current uniform list.
  114642. */
  114643. static AddUniforms(uniforms: string[]): void;
  114644. /**
  114645. * Add the required uniforms to the current buffer.
  114646. * @param uniformBuffer defines the current uniform buffer.
  114647. */
  114648. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114649. /**
  114650. * Add the required samplers to the current list.
  114651. * @param samplers defines the current sampler list.
  114652. */
  114653. static AddSamplers(samplers: string[]): void;
  114654. /**
  114655. * Makes a duplicate of the current configuration into another one.
  114656. * @param sheenConfiguration define the config where to copy the info
  114657. */
  114658. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  114659. /**
  114660. * Serializes this BRDF configuration.
  114661. * @returns - An object with the serialized config.
  114662. */
  114663. serialize(): any;
  114664. /**
  114665. * Parses a anisotropy Configuration from a serialized object.
  114666. * @param source - Serialized object.
  114667. * @param scene Defines the scene we are parsing for
  114668. * @param rootUrl Defines the rootUrl to load from
  114669. */
  114670. parse(source: any, scene: Scene, rootUrl: string): void;
  114671. }
  114672. }
  114673. declare module BABYLON {
  114674. /**
  114675. * @hidden
  114676. */
  114677. export interface IMaterialSubSurfaceDefines {
  114678. SUBSURFACE: boolean;
  114679. SS_REFRACTION: boolean;
  114680. SS_TRANSLUCENCY: boolean;
  114681. SS_SCATERRING: boolean;
  114682. SS_THICKNESSANDMASK_TEXTURE: boolean;
  114683. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  114684. SS_REFRACTIONMAP_3D: boolean;
  114685. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  114686. SS_LODINREFRACTIONALPHA: boolean;
  114687. SS_GAMMAREFRACTION: boolean;
  114688. SS_RGBDREFRACTION: boolean;
  114689. SS_LINEARSPECULARREFRACTION: boolean;
  114690. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  114691. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  114692. /** @hidden */
  114693. _areTexturesDirty: boolean;
  114694. }
  114695. /**
  114696. * Define the code related to the sub surface parameters of the pbr material.
  114697. */
  114698. export class PBRSubSurfaceConfiguration {
  114699. private _isRefractionEnabled;
  114700. /**
  114701. * Defines if the refraction is enabled in the material.
  114702. */
  114703. isRefractionEnabled: boolean;
  114704. private _isTranslucencyEnabled;
  114705. /**
  114706. * Defines if the translucency is enabled in the material.
  114707. */
  114708. isTranslucencyEnabled: boolean;
  114709. private _isScatteringEnabled;
  114710. /**
  114711. * Defines the refraction intensity of the material.
  114712. * The refraction when enabled replaces the Diffuse part of the material.
  114713. * The intensity helps transitionning between diffuse and refraction.
  114714. */
  114715. refractionIntensity: number;
  114716. /**
  114717. * Defines the translucency intensity of the material.
  114718. * When translucency has been enabled, this defines how much of the "translucency"
  114719. * is addded to the diffuse part of the material.
  114720. */
  114721. translucencyIntensity: number;
  114722. /**
  114723. * Defines the scattering intensity of the material.
  114724. * When scattering has been enabled, this defines how much of the "scattered light"
  114725. * is addded to the diffuse part of the material.
  114726. */
  114727. scatteringIntensity: number;
  114728. private _thicknessTexture;
  114729. /**
  114730. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  114731. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  114732. * 0 would mean minimumThickness
  114733. * 1 would mean maximumThickness
  114734. * The other channels might be use as a mask to vary the different effects intensity.
  114735. */
  114736. thicknessTexture: Nullable<BaseTexture>;
  114737. private _refractionTexture;
  114738. /**
  114739. * Defines the texture to use for refraction.
  114740. */
  114741. refractionTexture: Nullable<BaseTexture>;
  114742. private _indexOfRefraction;
  114743. /**
  114744. * Defines the index of refraction used in the material.
  114745. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  114746. */
  114747. indexOfRefraction: number;
  114748. private _invertRefractionY;
  114749. /**
  114750. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  114751. */
  114752. invertRefractionY: boolean;
  114753. private _linkRefractionWithTransparency;
  114754. /**
  114755. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  114756. * Materials half opaque for instance using refraction could benefit from this control.
  114757. */
  114758. linkRefractionWithTransparency: boolean;
  114759. /**
  114760. * Defines the minimum thickness stored in the thickness map.
  114761. * If no thickness map is defined, this value will be used to simulate thickness.
  114762. */
  114763. minimumThickness: number;
  114764. /**
  114765. * Defines the maximum thickness stored in the thickness map.
  114766. */
  114767. maximumThickness: number;
  114768. /**
  114769. * Defines the volume tint of the material.
  114770. * This is used for both translucency and scattering.
  114771. */
  114772. tintColor: Color3;
  114773. /**
  114774. * Defines the distance at which the tint color should be found in the media.
  114775. * This is used for refraction only.
  114776. */
  114777. tintColorAtDistance: number;
  114778. /**
  114779. * Defines how far each channel transmit through the media.
  114780. * It is defined as a color to simplify it selection.
  114781. */
  114782. diffusionDistance: Color3;
  114783. private _useMaskFromThicknessTexture;
  114784. /**
  114785. * Stores the intensity of the different subsurface effects in the thickness texture.
  114786. * * the green channel is the translucency intensity.
  114787. * * the blue channel is the scattering intensity.
  114788. * * the alpha channel is the refraction intensity.
  114789. */
  114790. useMaskFromThicknessTexture: boolean;
  114791. /** @hidden */
  114792. private _internalMarkAllSubMeshesAsTexturesDirty;
  114793. /** @hidden */
  114794. _markAllSubMeshesAsTexturesDirty(): void;
  114795. /**
  114796. * Instantiate a new istance of sub surface configuration.
  114797. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114798. */
  114799. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114800. /**
  114801. * Gets wehter the submesh is ready to be used or not.
  114802. * @param defines the list of "defines" to update.
  114803. * @param scene defines the scene the material belongs to.
  114804. * @returns - boolean indicating that the submesh is ready or not.
  114805. */
  114806. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  114807. /**
  114808. * Checks to see if a texture is used in the material.
  114809. * @param defines the list of "defines" to update.
  114810. * @param scene defines the scene to the material belongs to.
  114811. */
  114812. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  114813. /**
  114814. * Binds the material data.
  114815. * @param uniformBuffer defines the Uniform buffer to fill in.
  114816. * @param scene defines the scene the material belongs to.
  114817. * @param engine defines the engine the material belongs to.
  114818. * @param isFrozen defines wether the material is frozen or not.
  114819. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  114820. */
  114821. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  114822. /**
  114823. * Unbinds the material from the mesh.
  114824. * @param activeEffect defines the effect that should be unbound from.
  114825. * @returns true if unbound, otherwise false
  114826. */
  114827. unbind(activeEffect: Effect): boolean;
  114828. /**
  114829. * Returns the texture used for refraction or null if none is used.
  114830. * @param scene defines the scene the material belongs to.
  114831. * @returns - Refraction texture if present. If no refraction texture and refraction
  114832. * is linked with transparency, returns environment texture. Otherwise, returns null.
  114833. */
  114834. private _getRefractionTexture;
  114835. /**
  114836. * Returns true if alpha blending should be disabled.
  114837. */
  114838. readonly disableAlphaBlending: boolean;
  114839. /**
  114840. * Fills the list of render target textures.
  114841. * @param renderTargets the list of render targets to update
  114842. */
  114843. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  114844. /**
  114845. * Checks to see if a texture is used in the material.
  114846. * @param texture - Base texture to use.
  114847. * @returns - Boolean specifying if a texture is used in the material.
  114848. */
  114849. hasTexture(texture: BaseTexture): boolean;
  114850. /**
  114851. * Gets a boolean indicating that current material needs to register RTT
  114852. * @returns true if this uses a render target otherwise false.
  114853. */
  114854. hasRenderTargetTextures(): boolean;
  114855. /**
  114856. * Returns an array of the actively used textures.
  114857. * @param activeTextures Array of BaseTextures
  114858. */
  114859. getActiveTextures(activeTextures: BaseTexture[]): void;
  114860. /**
  114861. * Returns the animatable textures.
  114862. * @param animatables Array of animatable textures.
  114863. */
  114864. getAnimatables(animatables: IAnimatable[]): void;
  114865. /**
  114866. * Disposes the resources of the material.
  114867. * @param forceDisposeTextures - Forces the disposal of all textures.
  114868. */
  114869. dispose(forceDisposeTextures?: boolean): void;
  114870. /**
  114871. * Get the current class name of the texture useful for serialization or dynamic coding.
  114872. * @returns "PBRSubSurfaceConfiguration"
  114873. */
  114874. getClassName(): string;
  114875. /**
  114876. * Add fallbacks to the effect fallbacks list.
  114877. * @param defines defines the Base texture to use.
  114878. * @param fallbacks defines the current fallback list.
  114879. * @param currentRank defines the current fallback rank.
  114880. * @returns the new fallback rank.
  114881. */
  114882. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114883. /**
  114884. * Add the required uniforms to the current list.
  114885. * @param uniforms defines the current uniform list.
  114886. */
  114887. static AddUniforms(uniforms: string[]): void;
  114888. /**
  114889. * Add the required samplers to the current list.
  114890. * @param samplers defines the current sampler list.
  114891. */
  114892. static AddSamplers(samplers: string[]): void;
  114893. /**
  114894. * Add the required uniforms to the current buffer.
  114895. * @param uniformBuffer defines the current uniform buffer.
  114896. */
  114897. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114898. /**
  114899. * Makes a duplicate of the current configuration into another one.
  114900. * @param configuration define the config where to copy the info
  114901. */
  114902. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  114903. /**
  114904. * Serializes this Sub Surface configuration.
  114905. * @returns - An object with the serialized config.
  114906. */
  114907. serialize(): any;
  114908. /**
  114909. * Parses a anisotropy Configuration from a serialized object.
  114910. * @param source - Serialized object.
  114911. * @param scene Defines the scene we are parsing for
  114912. * @param rootUrl Defines the rootUrl to load from
  114913. */
  114914. parse(source: any, scene: Scene, rootUrl: string): void;
  114915. }
  114916. }
  114917. declare module BABYLON {
  114918. /** @hidden */
  114919. export var pbrFragmentDeclaration: {
  114920. name: string;
  114921. shader: string;
  114922. };
  114923. }
  114924. declare module BABYLON {
  114925. /** @hidden */
  114926. export var pbrUboDeclaration: {
  114927. name: string;
  114928. shader: string;
  114929. };
  114930. }
  114931. declare module BABYLON {
  114932. /** @hidden */
  114933. export var pbrFragmentExtraDeclaration: {
  114934. name: string;
  114935. shader: string;
  114936. };
  114937. }
  114938. declare module BABYLON {
  114939. /** @hidden */
  114940. export var pbrFragmentSamplersDeclaration: {
  114941. name: string;
  114942. shader: string;
  114943. };
  114944. }
  114945. declare module BABYLON {
  114946. /** @hidden */
  114947. export var pbrHelperFunctions: {
  114948. name: string;
  114949. shader: string;
  114950. };
  114951. }
  114952. declare module BABYLON {
  114953. /** @hidden */
  114954. export var harmonicsFunctions: {
  114955. name: string;
  114956. shader: string;
  114957. };
  114958. }
  114959. declare module BABYLON {
  114960. /** @hidden */
  114961. export var pbrDirectLightingSetupFunctions: {
  114962. name: string;
  114963. shader: string;
  114964. };
  114965. }
  114966. declare module BABYLON {
  114967. /** @hidden */
  114968. export var pbrDirectLightingFalloffFunctions: {
  114969. name: string;
  114970. shader: string;
  114971. };
  114972. }
  114973. declare module BABYLON {
  114974. /** @hidden */
  114975. export var pbrBRDFFunctions: {
  114976. name: string;
  114977. shader: string;
  114978. };
  114979. }
  114980. declare module BABYLON {
  114981. /** @hidden */
  114982. export var pbrDirectLightingFunctions: {
  114983. name: string;
  114984. shader: string;
  114985. };
  114986. }
  114987. declare module BABYLON {
  114988. /** @hidden */
  114989. export var pbrIBLFunctions: {
  114990. name: string;
  114991. shader: string;
  114992. };
  114993. }
  114994. declare module BABYLON {
  114995. /** @hidden */
  114996. export var pbrDebug: {
  114997. name: string;
  114998. shader: string;
  114999. };
  115000. }
  115001. declare module BABYLON {
  115002. /** @hidden */
  115003. export var pbrPixelShader: {
  115004. name: string;
  115005. shader: string;
  115006. };
  115007. }
  115008. declare module BABYLON {
  115009. /** @hidden */
  115010. export var pbrVertexDeclaration: {
  115011. name: string;
  115012. shader: string;
  115013. };
  115014. }
  115015. declare module BABYLON {
  115016. /** @hidden */
  115017. export var pbrVertexShader: {
  115018. name: string;
  115019. shader: string;
  115020. };
  115021. }
  115022. declare module BABYLON {
  115023. /**
  115024. * Manages the defines for the PBR Material.
  115025. * @hidden
  115026. */
  115027. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115028. PBR: boolean;
  115029. MAINUV1: boolean;
  115030. MAINUV2: boolean;
  115031. UV1: boolean;
  115032. UV2: boolean;
  115033. ALBEDO: boolean;
  115034. ALBEDODIRECTUV: number;
  115035. VERTEXCOLOR: boolean;
  115036. AMBIENT: boolean;
  115037. AMBIENTDIRECTUV: number;
  115038. AMBIENTINGRAYSCALE: boolean;
  115039. OPACITY: boolean;
  115040. VERTEXALPHA: boolean;
  115041. OPACITYDIRECTUV: number;
  115042. OPACITYRGB: boolean;
  115043. ALPHATEST: boolean;
  115044. DEPTHPREPASS: boolean;
  115045. ALPHABLEND: boolean;
  115046. ALPHAFROMALBEDO: boolean;
  115047. ALPHATESTVALUE: string;
  115048. SPECULAROVERALPHA: boolean;
  115049. RADIANCEOVERALPHA: boolean;
  115050. ALPHAFRESNEL: boolean;
  115051. LINEARALPHAFRESNEL: boolean;
  115052. PREMULTIPLYALPHA: boolean;
  115053. EMISSIVE: boolean;
  115054. EMISSIVEDIRECTUV: number;
  115055. REFLECTIVITY: boolean;
  115056. REFLECTIVITYDIRECTUV: number;
  115057. SPECULARTERM: boolean;
  115058. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  115059. MICROSURFACEAUTOMATIC: boolean;
  115060. LODBASEDMICROSFURACE: boolean;
  115061. MICROSURFACEMAP: boolean;
  115062. MICROSURFACEMAPDIRECTUV: number;
  115063. METALLICWORKFLOW: boolean;
  115064. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  115065. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  115066. METALLNESSSTOREINMETALMAPBLUE: boolean;
  115067. AOSTOREINMETALMAPRED: boolean;
  115068. ENVIRONMENTBRDF: boolean;
  115069. ENVIRONMENTBRDF_RGBD: boolean;
  115070. NORMAL: boolean;
  115071. TANGENT: boolean;
  115072. BUMP: boolean;
  115073. BUMPDIRECTUV: number;
  115074. OBJECTSPACE_NORMALMAP: boolean;
  115075. PARALLAX: boolean;
  115076. PARALLAXOCCLUSION: boolean;
  115077. NORMALXYSCALE: boolean;
  115078. LIGHTMAP: boolean;
  115079. LIGHTMAPDIRECTUV: number;
  115080. USELIGHTMAPASSHADOWMAP: boolean;
  115081. GAMMALIGHTMAP: boolean;
  115082. RGBDLIGHTMAP: boolean;
  115083. REFLECTION: boolean;
  115084. REFLECTIONMAP_3D: boolean;
  115085. REFLECTIONMAP_SPHERICAL: boolean;
  115086. REFLECTIONMAP_PLANAR: boolean;
  115087. REFLECTIONMAP_CUBIC: boolean;
  115088. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  115089. REFLECTIONMAP_PROJECTION: boolean;
  115090. REFLECTIONMAP_SKYBOX: boolean;
  115091. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  115092. REFLECTIONMAP_EXPLICIT: boolean;
  115093. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  115094. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  115095. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  115096. INVERTCUBICMAP: boolean;
  115097. USESPHERICALFROMREFLECTIONMAP: boolean;
  115098. USEIRRADIANCEMAP: boolean;
  115099. SPHERICAL_HARMONICS: boolean;
  115100. USESPHERICALINVERTEX: boolean;
  115101. REFLECTIONMAP_OPPOSITEZ: boolean;
  115102. LODINREFLECTIONALPHA: boolean;
  115103. GAMMAREFLECTION: boolean;
  115104. RGBDREFLECTION: boolean;
  115105. LINEARSPECULARREFLECTION: boolean;
  115106. RADIANCEOCCLUSION: boolean;
  115107. HORIZONOCCLUSION: boolean;
  115108. INSTANCES: boolean;
  115109. NUM_BONE_INFLUENCERS: number;
  115110. BonesPerMesh: number;
  115111. BONETEXTURE: boolean;
  115112. NONUNIFORMSCALING: boolean;
  115113. MORPHTARGETS: boolean;
  115114. MORPHTARGETS_NORMAL: boolean;
  115115. MORPHTARGETS_TANGENT: boolean;
  115116. MORPHTARGETS_UV: boolean;
  115117. NUM_MORPH_INFLUENCERS: number;
  115118. IMAGEPROCESSING: boolean;
  115119. VIGNETTE: boolean;
  115120. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115121. VIGNETTEBLENDMODEOPAQUE: boolean;
  115122. TONEMAPPING: boolean;
  115123. TONEMAPPING_ACES: boolean;
  115124. CONTRAST: boolean;
  115125. COLORCURVES: boolean;
  115126. COLORGRADING: boolean;
  115127. COLORGRADING3D: boolean;
  115128. SAMPLER3DGREENDEPTH: boolean;
  115129. SAMPLER3DBGRMAP: boolean;
  115130. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115131. EXPOSURE: boolean;
  115132. MULTIVIEW: boolean;
  115133. USEPHYSICALLIGHTFALLOFF: boolean;
  115134. USEGLTFLIGHTFALLOFF: boolean;
  115135. TWOSIDEDLIGHTING: boolean;
  115136. SHADOWFLOAT: boolean;
  115137. CLIPPLANE: boolean;
  115138. CLIPPLANE2: boolean;
  115139. CLIPPLANE3: boolean;
  115140. CLIPPLANE4: boolean;
  115141. POINTSIZE: boolean;
  115142. FOG: boolean;
  115143. LOGARITHMICDEPTH: boolean;
  115144. FORCENORMALFORWARD: boolean;
  115145. SPECULARAA: boolean;
  115146. CLEARCOAT: boolean;
  115147. CLEARCOAT_DEFAULTIOR: boolean;
  115148. CLEARCOAT_TEXTURE: boolean;
  115149. CLEARCOAT_TEXTUREDIRECTUV: number;
  115150. CLEARCOAT_BUMP: boolean;
  115151. CLEARCOAT_BUMPDIRECTUV: number;
  115152. CLEARCOAT_TINT: boolean;
  115153. CLEARCOAT_TINT_TEXTURE: boolean;
  115154. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115155. ANISOTROPIC: boolean;
  115156. ANISOTROPIC_TEXTURE: boolean;
  115157. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115158. BRDF_V_HEIGHT_CORRELATED: boolean;
  115159. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115160. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115161. SHEEN: boolean;
  115162. SHEEN_TEXTURE: boolean;
  115163. SHEEN_TEXTUREDIRECTUV: number;
  115164. SHEEN_LINKWITHALBEDO: boolean;
  115165. SUBSURFACE: boolean;
  115166. SS_REFRACTION: boolean;
  115167. SS_TRANSLUCENCY: boolean;
  115168. SS_SCATERRING: boolean;
  115169. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115170. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115171. SS_REFRACTIONMAP_3D: boolean;
  115172. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115173. SS_LODINREFRACTIONALPHA: boolean;
  115174. SS_GAMMAREFRACTION: boolean;
  115175. SS_RGBDREFRACTION: boolean;
  115176. SS_LINEARSPECULARREFRACTION: boolean;
  115177. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115178. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115179. UNLIT: boolean;
  115180. DEBUGMODE: number;
  115181. /**
  115182. * Initializes the PBR Material defines.
  115183. */
  115184. constructor();
  115185. /**
  115186. * Resets the PBR Material defines.
  115187. */
  115188. reset(): void;
  115189. }
  115190. /**
  115191. * The Physically based material base class of BJS.
  115192. *
  115193. * This offers the main features of a standard PBR material.
  115194. * For more information, please refer to the documentation :
  115195. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115196. */
  115197. export abstract class PBRBaseMaterial extends PushMaterial {
  115198. /**
  115199. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115200. */
  115201. static readonly PBRMATERIAL_OPAQUE: number;
  115202. /**
  115203. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115204. */
  115205. static readonly PBRMATERIAL_ALPHATEST: number;
  115206. /**
  115207. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115208. */
  115209. static readonly PBRMATERIAL_ALPHABLEND: number;
  115210. /**
  115211. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115212. * They are also discarded below the alpha cutoff threshold to improve performances.
  115213. */
  115214. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115215. /**
  115216. * Defines the default value of how much AO map is occluding the analytical lights
  115217. * (point spot...).
  115218. */
  115219. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115220. /**
  115221. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  115222. */
  115223. static readonly LIGHTFALLOFF_PHYSICAL: number;
  115224. /**
  115225. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  115226. * to enhance interoperability with other engines.
  115227. */
  115228. static readonly LIGHTFALLOFF_GLTF: number;
  115229. /**
  115230. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  115231. * to enhance interoperability with other materials.
  115232. */
  115233. static readonly LIGHTFALLOFF_STANDARD: number;
  115234. /**
  115235. * Intensity of the direct lights e.g. the four lights available in your scene.
  115236. * This impacts both the direct diffuse and specular highlights.
  115237. */
  115238. protected _directIntensity: number;
  115239. /**
  115240. * Intensity of the emissive part of the material.
  115241. * This helps controlling the emissive effect without modifying the emissive color.
  115242. */
  115243. protected _emissiveIntensity: number;
  115244. /**
  115245. * Intensity of the environment e.g. how much the environment will light the object
  115246. * either through harmonics for rough material or through the refelction for shiny ones.
  115247. */
  115248. protected _environmentIntensity: number;
  115249. /**
  115250. * This is a special control allowing the reduction of the specular highlights coming from the
  115251. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115252. */
  115253. protected _specularIntensity: number;
  115254. /**
  115255. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  115256. */
  115257. private _lightingInfos;
  115258. /**
  115259. * Debug Control allowing disabling the bump map on this material.
  115260. */
  115261. protected _disableBumpMap: boolean;
  115262. /**
  115263. * AKA Diffuse Texture in standard nomenclature.
  115264. */
  115265. protected _albedoTexture: Nullable<BaseTexture>;
  115266. /**
  115267. * AKA Occlusion Texture in other nomenclature.
  115268. */
  115269. protected _ambientTexture: Nullable<BaseTexture>;
  115270. /**
  115271. * AKA Occlusion Texture Intensity in other nomenclature.
  115272. */
  115273. protected _ambientTextureStrength: number;
  115274. /**
  115275. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115276. * 1 means it completely occludes it
  115277. * 0 mean it has no impact
  115278. */
  115279. protected _ambientTextureImpactOnAnalyticalLights: number;
  115280. /**
  115281. * Stores the alpha values in a texture.
  115282. */
  115283. protected _opacityTexture: Nullable<BaseTexture>;
  115284. /**
  115285. * Stores the reflection values in a texture.
  115286. */
  115287. protected _reflectionTexture: Nullable<BaseTexture>;
  115288. /**
  115289. * Stores the emissive values in a texture.
  115290. */
  115291. protected _emissiveTexture: Nullable<BaseTexture>;
  115292. /**
  115293. * AKA Specular texture in other nomenclature.
  115294. */
  115295. protected _reflectivityTexture: Nullable<BaseTexture>;
  115296. /**
  115297. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115298. */
  115299. protected _metallicTexture: Nullable<BaseTexture>;
  115300. /**
  115301. * Specifies the metallic scalar of the metallic/roughness workflow.
  115302. * Can also be used to scale the metalness values of the metallic texture.
  115303. */
  115304. protected _metallic: Nullable<number>;
  115305. /**
  115306. * Specifies the roughness scalar of the metallic/roughness workflow.
  115307. * Can also be used to scale the roughness values of the metallic texture.
  115308. */
  115309. protected _roughness: Nullable<number>;
  115310. /**
  115311. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115312. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115313. */
  115314. protected _microSurfaceTexture: Nullable<BaseTexture>;
  115315. /**
  115316. * Stores surface normal data used to displace a mesh in a texture.
  115317. */
  115318. protected _bumpTexture: Nullable<BaseTexture>;
  115319. /**
  115320. * Stores the pre-calculated light information of a mesh in a texture.
  115321. */
  115322. protected _lightmapTexture: Nullable<BaseTexture>;
  115323. /**
  115324. * The color of a material in ambient lighting.
  115325. */
  115326. protected _ambientColor: Color3;
  115327. /**
  115328. * AKA Diffuse Color in other nomenclature.
  115329. */
  115330. protected _albedoColor: Color3;
  115331. /**
  115332. * AKA Specular Color in other nomenclature.
  115333. */
  115334. protected _reflectivityColor: Color3;
  115335. /**
  115336. * The color applied when light is reflected from a material.
  115337. */
  115338. protected _reflectionColor: Color3;
  115339. /**
  115340. * The color applied when light is emitted from a material.
  115341. */
  115342. protected _emissiveColor: Color3;
  115343. /**
  115344. * AKA Glossiness in other nomenclature.
  115345. */
  115346. protected _microSurface: number;
  115347. /**
  115348. * Specifies that the material will use the light map as a show map.
  115349. */
  115350. protected _useLightmapAsShadowmap: boolean;
  115351. /**
  115352. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115353. * makes the reflect vector face the model (under horizon).
  115354. */
  115355. protected _useHorizonOcclusion: boolean;
  115356. /**
  115357. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115358. * too much the area relying on ambient texture to define their ambient occlusion.
  115359. */
  115360. protected _useRadianceOcclusion: boolean;
  115361. /**
  115362. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115363. */
  115364. protected _useAlphaFromAlbedoTexture: boolean;
  115365. /**
  115366. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  115367. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115368. */
  115369. protected _useSpecularOverAlpha: boolean;
  115370. /**
  115371. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115372. */
  115373. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115374. /**
  115375. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115376. */
  115377. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  115378. /**
  115379. * Specifies if the metallic texture contains the roughness information in its green channel.
  115380. */
  115381. protected _useRoughnessFromMetallicTextureGreen: boolean;
  115382. /**
  115383. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115384. */
  115385. protected _useMetallnessFromMetallicTextureBlue: boolean;
  115386. /**
  115387. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115388. */
  115389. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  115390. /**
  115391. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115392. */
  115393. protected _useAmbientInGrayScale: boolean;
  115394. /**
  115395. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115396. * The material will try to infer what glossiness each pixel should be.
  115397. */
  115398. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  115399. /**
  115400. * Defines the falloff type used in this material.
  115401. * It by default is Physical.
  115402. */
  115403. protected _lightFalloff: number;
  115404. /**
  115405. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115406. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115407. */
  115408. protected _useRadianceOverAlpha: boolean;
  115409. /**
  115410. * Allows using an object space normal map (instead of tangent space).
  115411. */
  115412. protected _useObjectSpaceNormalMap: boolean;
  115413. /**
  115414. * Allows using the bump map in parallax mode.
  115415. */
  115416. protected _useParallax: boolean;
  115417. /**
  115418. * Allows using the bump map in parallax occlusion mode.
  115419. */
  115420. protected _useParallaxOcclusion: boolean;
  115421. /**
  115422. * Controls the scale bias of the parallax mode.
  115423. */
  115424. protected _parallaxScaleBias: number;
  115425. /**
  115426. * If sets to true, disables all the lights affecting the material.
  115427. */
  115428. protected _disableLighting: boolean;
  115429. /**
  115430. * Number of Simultaneous lights allowed on the material.
  115431. */
  115432. protected _maxSimultaneousLights: number;
  115433. /**
  115434. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115435. */
  115436. protected _invertNormalMapX: boolean;
  115437. /**
  115438. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115439. */
  115440. protected _invertNormalMapY: boolean;
  115441. /**
  115442. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115443. */
  115444. protected _twoSidedLighting: boolean;
  115445. /**
  115446. * Defines the alpha limits in alpha test mode.
  115447. */
  115448. protected _alphaCutOff: number;
  115449. /**
  115450. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115451. */
  115452. protected _forceAlphaTest: boolean;
  115453. /**
  115454. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115455. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115456. */
  115457. protected _useAlphaFresnel: boolean;
  115458. /**
  115459. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115460. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115461. */
  115462. protected _useLinearAlphaFresnel: boolean;
  115463. /**
  115464. * The transparency mode of the material.
  115465. */
  115466. protected _transparencyMode: Nullable<number>;
  115467. /**
  115468. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  115469. * from cos thetav and roughness:
  115470. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  115471. */
  115472. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  115473. /**
  115474. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115475. */
  115476. protected _forceIrradianceInFragment: boolean;
  115477. /**
  115478. * Force normal to face away from face.
  115479. */
  115480. protected _forceNormalForward: boolean;
  115481. /**
  115482. * Enables specular anti aliasing in the PBR shader.
  115483. * It will both interacts on the Geometry for analytical and IBL lighting.
  115484. * It also prefilter the roughness map based on the bump values.
  115485. */
  115486. protected _enableSpecularAntiAliasing: boolean;
  115487. /**
  115488. * Default configuration related to image processing available in the PBR Material.
  115489. */
  115490. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115491. /**
  115492. * Keep track of the image processing observer to allow dispose and replace.
  115493. */
  115494. private _imageProcessingObserver;
  115495. /**
  115496. * Attaches a new image processing configuration to the PBR Material.
  115497. * @param configuration
  115498. */
  115499. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115500. /**
  115501. * Stores the available render targets.
  115502. */
  115503. private _renderTargets;
  115504. /**
  115505. * Sets the global ambient color for the material used in lighting calculations.
  115506. */
  115507. private _globalAmbientColor;
  115508. /**
  115509. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  115510. */
  115511. private _useLogarithmicDepth;
  115512. /**
  115513. * If set to true, no lighting calculations will be applied.
  115514. */
  115515. private _unlit;
  115516. private _debugMode;
  115517. /**
  115518. * @hidden
  115519. * This is reserved for the inspector.
  115520. * Defines the material debug mode.
  115521. * It helps seeing only some components of the material while troubleshooting.
  115522. */
  115523. debugMode: number;
  115524. /**
  115525. * @hidden
  115526. * This is reserved for the inspector.
  115527. * Specify from where on screen the debug mode should start.
  115528. * The value goes from -1 (full screen) to 1 (not visible)
  115529. * It helps with side by side comparison against the final render
  115530. * This defaults to -1
  115531. */
  115532. private debugLimit;
  115533. /**
  115534. * @hidden
  115535. * This is reserved for the inspector.
  115536. * As the default viewing range might not be enough (if the ambient is really small for instance)
  115537. * You can use the factor to better multiply the final value.
  115538. */
  115539. private debugFactor;
  115540. /**
  115541. * Defines the clear coat layer parameters for the material.
  115542. */
  115543. readonly clearCoat: PBRClearCoatConfiguration;
  115544. /**
  115545. * Defines the anisotropic parameters for the material.
  115546. */
  115547. readonly anisotropy: PBRAnisotropicConfiguration;
  115548. /**
  115549. * Defines the BRDF parameters for the material.
  115550. */
  115551. readonly brdf: PBRBRDFConfiguration;
  115552. /**
  115553. * Defines the Sheen parameters for the material.
  115554. */
  115555. readonly sheen: PBRSheenConfiguration;
  115556. /**
  115557. * Defines the SubSurface parameters for the material.
  115558. */
  115559. readonly subSurface: PBRSubSurfaceConfiguration;
  115560. /**
  115561. * Custom callback helping to override the default shader used in the material.
  115562. */
  115563. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  115564. protected _rebuildInParallel: boolean;
  115565. /**
  115566. * Instantiates a new PBRMaterial instance.
  115567. *
  115568. * @param name The material name
  115569. * @param scene The scene the material will be use in.
  115570. */
  115571. constructor(name: string, scene: Scene);
  115572. /**
  115573. * Gets a boolean indicating that current material needs to register RTT
  115574. */
  115575. readonly hasRenderTargetTextures: boolean;
  115576. /**
  115577. * Gets the name of the material class.
  115578. */
  115579. getClassName(): string;
  115580. /**
  115581. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115582. */
  115583. /**
  115584. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115585. */
  115586. useLogarithmicDepth: boolean;
  115587. /**
  115588. * Gets the current transparency mode.
  115589. */
  115590. /**
  115591. * Sets the transparency mode of the material.
  115592. *
  115593. * | Value | Type | Description |
  115594. * | ----- | ----------------------------------- | ----------- |
  115595. * | 0 | OPAQUE | |
  115596. * | 1 | ALPHATEST | |
  115597. * | 2 | ALPHABLEND | |
  115598. * | 3 | ALPHATESTANDBLEND | |
  115599. *
  115600. */
  115601. transparencyMode: Nullable<number>;
  115602. /**
  115603. * Returns true if alpha blending should be disabled.
  115604. */
  115605. private readonly _disableAlphaBlending;
  115606. /**
  115607. * Specifies whether or not this material should be rendered in alpha blend mode.
  115608. */
  115609. needAlphaBlending(): boolean;
  115610. /**
  115611. * Specifies if the mesh will require alpha blending.
  115612. * @param mesh - BJS mesh.
  115613. */
  115614. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  115615. /**
  115616. * Specifies whether or not this material should be rendered in alpha test mode.
  115617. */
  115618. needAlphaTesting(): boolean;
  115619. /**
  115620. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  115621. */
  115622. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  115623. /**
  115624. * Gets the texture used for the alpha test.
  115625. */
  115626. getAlphaTestTexture(): Nullable<BaseTexture>;
  115627. /**
  115628. * Specifies that the submesh is ready to be used.
  115629. * @param mesh - BJS mesh.
  115630. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  115631. * @param useInstances - Specifies that instances should be used.
  115632. * @returns - boolean indicating that the submesh is ready or not.
  115633. */
  115634. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115635. /**
  115636. * Specifies if the material uses metallic roughness workflow.
  115637. * @returns boolean specifiying if the material uses metallic roughness workflow.
  115638. */
  115639. isMetallicWorkflow(): boolean;
  115640. private _prepareEffect;
  115641. private _prepareDefines;
  115642. /**
  115643. * Force shader compilation
  115644. */
  115645. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  115646. /**
  115647. * Initializes the uniform buffer layout for the shader.
  115648. */
  115649. buildUniformLayout(): void;
  115650. /**
  115651. * Unbinds the material from the mesh
  115652. */
  115653. unbind(): void;
  115654. /**
  115655. * Binds the submesh data.
  115656. * @param world - The world matrix.
  115657. * @param mesh - The BJS mesh.
  115658. * @param subMesh - A submesh of the BJS mesh.
  115659. */
  115660. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115661. /**
  115662. * Returns the animatable textures.
  115663. * @returns - Array of animatable textures.
  115664. */
  115665. getAnimatables(): IAnimatable[];
  115666. /**
  115667. * Returns the texture used for reflections.
  115668. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  115669. */
  115670. private _getReflectionTexture;
  115671. /**
  115672. * Returns an array of the actively used textures.
  115673. * @returns - Array of BaseTextures
  115674. */
  115675. getActiveTextures(): BaseTexture[];
  115676. /**
  115677. * Checks to see if a texture is used in the material.
  115678. * @param texture - Base texture to use.
  115679. * @returns - Boolean specifying if a texture is used in the material.
  115680. */
  115681. hasTexture(texture: BaseTexture): boolean;
  115682. /**
  115683. * Disposes the resources of the material.
  115684. * @param forceDisposeEffect - Forces the disposal of effects.
  115685. * @param forceDisposeTextures - Forces the disposal of all textures.
  115686. */
  115687. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115688. }
  115689. }
  115690. declare module BABYLON {
  115691. /**
  115692. * The Physically based material of BJS.
  115693. *
  115694. * This offers the main features of a standard PBR material.
  115695. * For more information, please refer to the documentation :
  115696. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115697. */
  115698. export class PBRMaterial extends PBRBaseMaterial {
  115699. /**
  115700. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115701. */
  115702. static readonly PBRMATERIAL_OPAQUE: number;
  115703. /**
  115704. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115705. */
  115706. static readonly PBRMATERIAL_ALPHATEST: number;
  115707. /**
  115708. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115709. */
  115710. static readonly PBRMATERIAL_ALPHABLEND: number;
  115711. /**
  115712. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115713. * They are also discarded below the alpha cutoff threshold to improve performances.
  115714. */
  115715. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115716. /**
  115717. * Defines the default value of how much AO map is occluding the analytical lights
  115718. * (point spot...).
  115719. */
  115720. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115721. /**
  115722. * Intensity of the direct lights e.g. the four lights available in your scene.
  115723. * This impacts both the direct diffuse and specular highlights.
  115724. */
  115725. directIntensity: number;
  115726. /**
  115727. * Intensity of the emissive part of the material.
  115728. * This helps controlling the emissive effect without modifying the emissive color.
  115729. */
  115730. emissiveIntensity: number;
  115731. /**
  115732. * Intensity of the environment e.g. how much the environment will light the object
  115733. * either through harmonics for rough material or through the refelction for shiny ones.
  115734. */
  115735. environmentIntensity: number;
  115736. /**
  115737. * This is a special control allowing the reduction of the specular highlights coming from the
  115738. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115739. */
  115740. specularIntensity: number;
  115741. /**
  115742. * Debug Control allowing disabling the bump map on this material.
  115743. */
  115744. disableBumpMap: boolean;
  115745. /**
  115746. * AKA Diffuse Texture in standard nomenclature.
  115747. */
  115748. albedoTexture: BaseTexture;
  115749. /**
  115750. * AKA Occlusion Texture in other nomenclature.
  115751. */
  115752. ambientTexture: BaseTexture;
  115753. /**
  115754. * AKA Occlusion Texture Intensity in other nomenclature.
  115755. */
  115756. ambientTextureStrength: number;
  115757. /**
  115758. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115759. * 1 means it completely occludes it
  115760. * 0 mean it has no impact
  115761. */
  115762. ambientTextureImpactOnAnalyticalLights: number;
  115763. /**
  115764. * Stores the alpha values in a texture.
  115765. */
  115766. opacityTexture: BaseTexture;
  115767. /**
  115768. * Stores the reflection values in a texture.
  115769. */
  115770. reflectionTexture: Nullable<BaseTexture>;
  115771. /**
  115772. * Stores the emissive values in a texture.
  115773. */
  115774. emissiveTexture: BaseTexture;
  115775. /**
  115776. * AKA Specular texture in other nomenclature.
  115777. */
  115778. reflectivityTexture: BaseTexture;
  115779. /**
  115780. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115781. */
  115782. metallicTexture: BaseTexture;
  115783. /**
  115784. * Specifies the metallic scalar of the metallic/roughness workflow.
  115785. * Can also be used to scale the metalness values of the metallic texture.
  115786. */
  115787. metallic: Nullable<number>;
  115788. /**
  115789. * Specifies the roughness scalar of the metallic/roughness workflow.
  115790. * Can also be used to scale the roughness values of the metallic texture.
  115791. */
  115792. roughness: Nullable<number>;
  115793. /**
  115794. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115795. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115796. */
  115797. microSurfaceTexture: BaseTexture;
  115798. /**
  115799. * Stores surface normal data used to displace a mesh in a texture.
  115800. */
  115801. bumpTexture: BaseTexture;
  115802. /**
  115803. * Stores the pre-calculated light information of a mesh in a texture.
  115804. */
  115805. lightmapTexture: BaseTexture;
  115806. /**
  115807. * Stores the refracted light information in a texture.
  115808. */
  115809. refractionTexture: Nullable<BaseTexture>;
  115810. /**
  115811. * The color of a material in ambient lighting.
  115812. */
  115813. ambientColor: Color3;
  115814. /**
  115815. * AKA Diffuse Color in other nomenclature.
  115816. */
  115817. albedoColor: Color3;
  115818. /**
  115819. * AKA Specular Color in other nomenclature.
  115820. */
  115821. reflectivityColor: Color3;
  115822. /**
  115823. * The color reflected from the material.
  115824. */
  115825. reflectionColor: Color3;
  115826. /**
  115827. * The color emitted from the material.
  115828. */
  115829. emissiveColor: Color3;
  115830. /**
  115831. * AKA Glossiness in other nomenclature.
  115832. */
  115833. microSurface: number;
  115834. /**
  115835. * source material index of refraction (IOR)' / 'destination material IOR.
  115836. */
  115837. indexOfRefraction: number;
  115838. /**
  115839. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115840. */
  115841. invertRefractionY: boolean;
  115842. /**
  115843. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115844. * Materials half opaque for instance using refraction could benefit from this control.
  115845. */
  115846. linkRefractionWithTransparency: boolean;
  115847. /**
  115848. * If true, the light map contains occlusion information instead of lighting info.
  115849. */
  115850. useLightmapAsShadowmap: boolean;
  115851. /**
  115852. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115853. */
  115854. useAlphaFromAlbedoTexture: boolean;
  115855. /**
  115856. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115857. */
  115858. forceAlphaTest: boolean;
  115859. /**
  115860. * Defines the alpha limits in alpha test mode.
  115861. */
  115862. alphaCutOff: number;
  115863. /**
  115864. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  115865. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115866. */
  115867. useSpecularOverAlpha: boolean;
  115868. /**
  115869. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115870. */
  115871. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115872. /**
  115873. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115874. */
  115875. useRoughnessFromMetallicTextureAlpha: boolean;
  115876. /**
  115877. * Specifies if the metallic texture contains the roughness information in its green channel.
  115878. */
  115879. useRoughnessFromMetallicTextureGreen: boolean;
  115880. /**
  115881. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115882. */
  115883. useMetallnessFromMetallicTextureBlue: boolean;
  115884. /**
  115885. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115886. */
  115887. useAmbientOcclusionFromMetallicTextureRed: boolean;
  115888. /**
  115889. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115890. */
  115891. useAmbientInGrayScale: boolean;
  115892. /**
  115893. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115894. * The material will try to infer what glossiness each pixel should be.
  115895. */
  115896. useAutoMicroSurfaceFromReflectivityMap: boolean;
  115897. /**
  115898. * BJS is using an harcoded light falloff based on a manually sets up range.
  115899. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  115900. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  115901. */
  115902. /**
  115903. * BJS is using an harcoded light falloff based on a manually sets up range.
  115904. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  115905. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  115906. */
  115907. usePhysicalLightFalloff: boolean;
  115908. /**
  115909. * In order to support the falloff compatibility with gltf, a special mode has been added
  115910. * to reproduce the gltf light falloff.
  115911. */
  115912. /**
  115913. * In order to support the falloff compatibility with gltf, a special mode has been added
  115914. * to reproduce the gltf light falloff.
  115915. */
  115916. useGLTFLightFalloff: boolean;
  115917. /**
  115918. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115919. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115920. */
  115921. useRadianceOverAlpha: boolean;
  115922. /**
  115923. * Allows using an object space normal map (instead of tangent space).
  115924. */
  115925. useObjectSpaceNormalMap: boolean;
  115926. /**
  115927. * Allows using the bump map in parallax mode.
  115928. */
  115929. useParallax: boolean;
  115930. /**
  115931. * Allows using the bump map in parallax occlusion mode.
  115932. */
  115933. useParallaxOcclusion: boolean;
  115934. /**
  115935. * Controls the scale bias of the parallax mode.
  115936. */
  115937. parallaxScaleBias: number;
  115938. /**
  115939. * If sets to true, disables all the lights affecting the material.
  115940. */
  115941. disableLighting: boolean;
  115942. /**
  115943. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115944. */
  115945. forceIrradianceInFragment: boolean;
  115946. /**
  115947. * Number of Simultaneous lights allowed on the material.
  115948. */
  115949. maxSimultaneousLights: number;
  115950. /**
  115951. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115952. */
  115953. invertNormalMapX: boolean;
  115954. /**
  115955. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115956. */
  115957. invertNormalMapY: boolean;
  115958. /**
  115959. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115960. */
  115961. twoSidedLighting: boolean;
  115962. /**
  115963. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115964. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115965. */
  115966. useAlphaFresnel: boolean;
  115967. /**
  115968. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115969. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115970. */
  115971. useLinearAlphaFresnel: boolean;
  115972. /**
  115973. * Let user defines the brdf lookup texture used for IBL.
  115974. * A default 8bit version is embedded but you could point at :
  115975. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  115976. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  115977. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  115978. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  115979. */
  115980. environmentBRDFTexture: Nullable<BaseTexture>;
  115981. /**
  115982. * Force normal to face away from face.
  115983. */
  115984. forceNormalForward: boolean;
  115985. /**
  115986. * Enables specular anti aliasing in the PBR shader.
  115987. * It will both interacts on the Geometry for analytical and IBL lighting.
  115988. * It also prefilter the roughness map based on the bump values.
  115989. */
  115990. enableSpecularAntiAliasing: boolean;
  115991. /**
  115992. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115993. * makes the reflect vector face the model (under horizon).
  115994. */
  115995. useHorizonOcclusion: boolean;
  115996. /**
  115997. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115998. * too much the area relying on ambient texture to define their ambient occlusion.
  115999. */
  116000. useRadianceOcclusion: boolean;
  116001. /**
  116002. * If set to true, no lighting calculations will be applied.
  116003. */
  116004. unlit: boolean;
  116005. /**
  116006. * Gets the image processing configuration used either in this material.
  116007. */
  116008. /**
  116009. * Sets the Default image processing configuration used either in the this material.
  116010. *
  116011. * If sets to null, the scene one is in use.
  116012. */
  116013. imageProcessingConfiguration: ImageProcessingConfiguration;
  116014. /**
  116015. * Gets wether the color curves effect is enabled.
  116016. */
  116017. /**
  116018. * Sets wether the color curves effect is enabled.
  116019. */
  116020. cameraColorCurvesEnabled: boolean;
  116021. /**
  116022. * Gets wether the color grading effect is enabled.
  116023. */
  116024. /**
  116025. * Gets wether the color grading effect is enabled.
  116026. */
  116027. cameraColorGradingEnabled: boolean;
  116028. /**
  116029. * Gets wether tonemapping is enabled or not.
  116030. */
  116031. /**
  116032. * Sets wether tonemapping is enabled or not
  116033. */
  116034. cameraToneMappingEnabled: boolean;
  116035. /**
  116036. * The camera exposure used on this material.
  116037. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116038. * This corresponds to a photographic exposure.
  116039. */
  116040. /**
  116041. * The camera exposure used on this material.
  116042. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116043. * This corresponds to a photographic exposure.
  116044. */
  116045. cameraExposure: number;
  116046. /**
  116047. * Gets The camera contrast used on this material.
  116048. */
  116049. /**
  116050. * Sets The camera contrast used on this material.
  116051. */
  116052. cameraContrast: number;
  116053. /**
  116054. * Gets the Color Grading 2D Lookup Texture.
  116055. */
  116056. /**
  116057. * Sets the Color Grading 2D Lookup Texture.
  116058. */
  116059. cameraColorGradingTexture: Nullable<BaseTexture>;
  116060. /**
  116061. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116062. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116063. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  116064. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116065. */
  116066. /**
  116067. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116068. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116069. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  116070. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116071. */
  116072. cameraColorCurves: Nullable<ColorCurves>;
  116073. /**
  116074. * Instantiates a new PBRMaterial instance.
  116075. *
  116076. * @param name The material name
  116077. * @param scene The scene the material will be use in.
  116078. */
  116079. constructor(name: string, scene: Scene);
  116080. /**
  116081. * Returns the name of this material class.
  116082. */
  116083. getClassName(): string;
  116084. /**
  116085. * Makes a duplicate of the current material.
  116086. * @param name - name to use for the new material.
  116087. */
  116088. clone(name: string): PBRMaterial;
  116089. /**
  116090. * Serializes this PBR Material.
  116091. * @returns - An object with the serialized material.
  116092. */
  116093. serialize(): any;
  116094. /**
  116095. * Parses a PBR Material from a serialized object.
  116096. * @param source - Serialized object.
  116097. * @param scene - BJS scene instance.
  116098. * @param rootUrl - url for the scene object
  116099. * @returns - PBRMaterial
  116100. */
  116101. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  116102. }
  116103. }
  116104. declare module BABYLON {
  116105. /**
  116106. * Direct draw surface info
  116107. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  116108. */
  116109. export interface DDSInfo {
  116110. /**
  116111. * Width of the texture
  116112. */
  116113. width: number;
  116114. /**
  116115. * Width of the texture
  116116. */
  116117. height: number;
  116118. /**
  116119. * Number of Mipmaps for the texture
  116120. * @see https://en.wikipedia.org/wiki/Mipmap
  116121. */
  116122. mipmapCount: number;
  116123. /**
  116124. * If the textures format is a known fourCC format
  116125. * @see https://www.fourcc.org/
  116126. */
  116127. isFourCC: boolean;
  116128. /**
  116129. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  116130. */
  116131. isRGB: boolean;
  116132. /**
  116133. * If the texture is a lumincance format
  116134. */
  116135. isLuminance: boolean;
  116136. /**
  116137. * If this is a cube texture
  116138. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  116139. */
  116140. isCube: boolean;
  116141. /**
  116142. * If the texture is a compressed format eg. FOURCC_DXT1
  116143. */
  116144. isCompressed: boolean;
  116145. /**
  116146. * The dxgiFormat of the texture
  116147. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  116148. */
  116149. dxgiFormat: number;
  116150. /**
  116151. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  116152. */
  116153. textureType: number;
  116154. /**
  116155. * Sphericle polynomial created for the dds texture
  116156. */
  116157. sphericalPolynomial?: SphericalPolynomial;
  116158. }
  116159. /**
  116160. * Class used to provide DDS decompression tools
  116161. */
  116162. export class DDSTools {
  116163. /**
  116164. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  116165. */
  116166. static StoreLODInAlphaChannel: boolean;
  116167. /**
  116168. * Gets DDS information from an array buffer
  116169. * @param arrayBuffer defines the array buffer to read data from
  116170. * @returns the DDS information
  116171. */
  116172. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  116173. private static _FloatView;
  116174. private static _Int32View;
  116175. private static _ToHalfFloat;
  116176. private static _FromHalfFloat;
  116177. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  116178. private static _GetHalfFloatRGBAArrayBuffer;
  116179. private static _GetFloatRGBAArrayBuffer;
  116180. private static _GetFloatAsUIntRGBAArrayBuffer;
  116181. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  116182. private static _GetRGBAArrayBuffer;
  116183. private static _ExtractLongWordOrder;
  116184. private static _GetRGBArrayBuffer;
  116185. private static _GetLuminanceArrayBuffer;
  116186. /**
  116187. * Uploads DDS Levels to a Babylon Texture
  116188. * @hidden
  116189. */
  116190. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  116191. }
  116192. interface ThinEngine {
  116193. /**
  116194. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  116195. * @param rootUrl defines the url where the file to load is located
  116196. * @param scene defines the current scene
  116197. * @param lodScale defines scale to apply to the mip map selection
  116198. * @param lodOffset defines offset to apply to the mip map selection
  116199. * @param onLoad defines an optional callback raised when the texture is loaded
  116200. * @param onError defines an optional callback raised if there is an issue to load the texture
  116201. * @param format defines the format of the data
  116202. * @param forcedExtension defines the extension to use to pick the right loader
  116203. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  116204. * @returns the cube texture as an InternalTexture
  116205. */
  116206. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  116207. }
  116208. }
  116209. declare module BABYLON {
  116210. /**
  116211. * Implementation of the DDS Texture Loader.
  116212. * @hidden
  116213. */
  116214. export class _DDSTextureLoader implements IInternalTextureLoader {
  116215. /**
  116216. * Defines wether the loader supports cascade loading the different faces.
  116217. */
  116218. readonly supportCascades: boolean;
  116219. /**
  116220. * This returns if the loader support the current file information.
  116221. * @param extension defines the file extension of the file being loaded
  116222. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116223. * @param fallback defines the fallback internal texture if any
  116224. * @param isBase64 defines whether the texture is encoded as a base64
  116225. * @param isBuffer defines whether the texture data are stored as a buffer
  116226. * @returns true if the loader can load the specified file
  116227. */
  116228. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116229. /**
  116230. * Transform the url before loading if required.
  116231. * @param rootUrl the url of the texture
  116232. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116233. * @returns the transformed texture
  116234. */
  116235. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116236. /**
  116237. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116238. * @param rootUrl the url of the texture
  116239. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116240. * @returns the fallback texture
  116241. */
  116242. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116243. /**
  116244. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116245. * @param data contains the texture data
  116246. * @param texture defines the BabylonJS internal texture
  116247. * @param createPolynomials will be true if polynomials have been requested
  116248. * @param onLoad defines the callback to trigger once the texture is ready
  116249. * @param onError defines the callback to trigger in case of error
  116250. */
  116251. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116252. /**
  116253. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116254. * @param data contains the texture data
  116255. * @param texture defines the BabylonJS internal texture
  116256. * @param callback defines the method to call once ready to upload
  116257. */
  116258. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116259. }
  116260. }
  116261. declare module BABYLON {
  116262. /**
  116263. * Implementation of the ENV Texture Loader.
  116264. * @hidden
  116265. */
  116266. export class _ENVTextureLoader implements IInternalTextureLoader {
  116267. /**
  116268. * Defines wether the loader supports cascade loading the different faces.
  116269. */
  116270. readonly supportCascades: boolean;
  116271. /**
  116272. * This returns if the loader support the current file information.
  116273. * @param extension defines the file extension of the file being loaded
  116274. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116275. * @param fallback defines the fallback internal texture if any
  116276. * @param isBase64 defines whether the texture is encoded as a base64
  116277. * @param isBuffer defines whether the texture data are stored as a buffer
  116278. * @returns true if the loader can load the specified file
  116279. */
  116280. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116281. /**
  116282. * Transform the url before loading if required.
  116283. * @param rootUrl the url of the texture
  116284. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116285. * @returns the transformed texture
  116286. */
  116287. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116288. /**
  116289. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116290. * @param rootUrl the url of the texture
  116291. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116292. * @returns the fallback texture
  116293. */
  116294. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116295. /**
  116296. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116297. * @param data contains the texture data
  116298. * @param texture defines the BabylonJS internal texture
  116299. * @param createPolynomials will be true if polynomials have been requested
  116300. * @param onLoad defines the callback to trigger once the texture is ready
  116301. * @param onError defines the callback to trigger in case of error
  116302. */
  116303. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116304. /**
  116305. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116306. * @param data contains the texture data
  116307. * @param texture defines the BabylonJS internal texture
  116308. * @param callback defines the method to call once ready to upload
  116309. */
  116310. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116311. }
  116312. }
  116313. declare module BABYLON {
  116314. /**
  116315. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  116316. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  116317. */
  116318. export class KhronosTextureContainer {
  116319. /** contents of the KTX container file */
  116320. arrayBuffer: any;
  116321. private static HEADER_LEN;
  116322. private static COMPRESSED_2D;
  116323. private static COMPRESSED_3D;
  116324. private static TEX_2D;
  116325. private static TEX_3D;
  116326. /**
  116327. * Gets the openGL type
  116328. */
  116329. glType: number;
  116330. /**
  116331. * Gets the openGL type size
  116332. */
  116333. glTypeSize: number;
  116334. /**
  116335. * Gets the openGL format
  116336. */
  116337. glFormat: number;
  116338. /**
  116339. * Gets the openGL internal format
  116340. */
  116341. glInternalFormat: number;
  116342. /**
  116343. * Gets the base internal format
  116344. */
  116345. glBaseInternalFormat: number;
  116346. /**
  116347. * Gets image width in pixel
  116348. */
  116349. pixelWidth: number;
  116350. /**
  116351. * Gets image height in pixel
  116352. */
  116353. pixelHeight: number;
  116354. /**
  116355. * Gets image depth in pixels
  116356. */
  116357. pixelDepth: number;
  116358. /**
  116359. * Gets the number of array elements
  116360. */
  116361. numberOfArrayElements: number;
  116362. /**
  116363. * Gets the number of faces
  116364. */
  116365. numberOfFaces: number;
  116366. /**
  116367. * Gets the number of mipmap levels
  116368. */
  116369. numberOfMipmapLevels: number;
  116370. /**
  116371. * Gets the bytes of key value data
  116372. */
  116373. bytesOfKeyValueData: number;
  116374. /**
  116375. * Gets the load type
  116376. */
  116377. loadType: number;
  116378. /**
  116379. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  116380. */
  116381. isInvalid: boolean;
  116382. /**
  116383. * Creates a new KhronosTextureContainer
  116384. * @param arrayBuffer contents of the KTX container file
  116385. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  116386. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  116387. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  116388. */
  116389. constructor(
  116390. /** contents of the KTX container file */
  116391. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  116392. /**
  116393. * Uploads KTX content to a Babylon Texture.
  116394. * It is assumed that the texture has already been created & is currently bound
  116395. * @hidden
  116396. */
  116397. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  116398. private _upload2DCompressedLevels;
  116399. }
  116400. }
  116401. declare module BABYLON {
  116402. /**
  116403. * Implementation of the KTX Texture Loader.
  116404. * @hidden
  116405. */
  116406. export class _KTXTextureLoader implements IInternalTextureLoader {
  116407. /**
  116408. * Defines wether the loader supports cascade loading the different faces.
  116409. */
  116410. readonly supportCascades: boolean;
  116411. /**
  116412. * This returns if the loader support the current file information.
  116413. * @param extension defines the file extension of the file being loaded
  116414. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116415. * @param fallback defines the fallback internal texture if any
  116416. * @param isBase64 defines whether the texture is encoded as a base64
  116417. * @param isBuffer defines whether the texture data are stored as a buffer
  116418. * @returns true if the loader can load the specified file
  116419. */
  116420. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116421. /**
  116422. * Transform the url before loading if required.
  116423. * @param rootUrl the url of the texture
  116424. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116425. * @returns the transformed texture
  116426. */
  116427. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116428. /**
  116429. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116430. * @param rootUrl the url of the texture
  116431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116432. * @returns the fallback texture
  116433. */
  116434. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116435. /**
  116436. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116437. * @param data contains the texture data
  116438. * @param texture defines the BabylonJS internal texture
  116439. * @param createPolynomials will be true if polynomials have been requested
  116440. * @param onLoad defines the callback to trigger once the texture is ready
  116441. * @param onError defines the callback to trigger in case of error
  116442. */
  116443. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116444. /**
  116445. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116446. * @param data contains the texture data
  116447. * @param texture defines the BabylonJS internal texture
  116448. * @param callback defines the method to call once ready to upload
  116449. */
  116450. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  116451. }
  116452. }
  116453. declare module BABYLON {
  116454. /**
  116455. * Options for the default xr helper
  116456. */
  116457. export class WebXRDefaultExperienceOptions {
  116458. /**
  116459. * Floor meshes that should be used for teleporting
  116460. */
  116461. floorMeshes: Array<AbstractMesh>;
  116462. }
  116463. /**
  116464. * Default experience which provides a similar setup to the previous webVRExperience
  116465. */
  116466. export class WebXRDefaultExperience {
  116467. /**
  116468. * Base experience
  116469. */
  116470. baseExperience: WebXRExperienceHelper;
  116471. /**
  116472. * Input experience extension
  116473. */
  116474. input: WebXRInput;
  116475. /**
  116476. * Loads the controller models
  116477. */
  116478. controllerModelLoader: WebXRControllerModelLoader;
  116479. /**
  116480. * Enables laser pointer and selection
  116481. */
  116482. pointerSelection: WebXRControllerPointerSelection;
  116483. /**
  116484. * Enables teleportation
  116485. */
  116486. teleportation: WebXRControllerTeleportation;
  116487. /**
  116488. * Enables ui for enetering/exiting xr
  116489. */
  116490. enterExitUI: WebXREnterExitUI;
  116491. /**
  116492. * Default output canvas xr should render to
  116493. */
  116494. outputCanvas: WebXRManagedOutputCanvas;
  116495. /**
  116496. * Creates the default xr experience
  116497. * @param scene scene
  116498. * @param options options for basic configuration
  116499. * @returns resulting WebXRDefaultExperience
  116500. */
  116501. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116502. private constructor();
  116503. /**
  116504. * DIsposes of the experience helper
  116505. */
  116506. dispose(): void;
  116507. }
  116508. }
  116509. declare module BABYLON {
  116510. /** @hidden */
  116511. export var _forceSceneHelpersToBundle: boolean;
  116512. interface Scene {
  116513. /**
  116514. * Creates a default light for the scene.
  116515. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  116516. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  116517. */
  116518. createDefaultLight(replace?: boolean): void;
  116519. /**
  116520. * Creates a default camera for the scene.
  116521. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  116522. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116523. * @param replace has default false, when true replaces the active camera in the scene
  116524. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  116525. */
  116526. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116527. /**
  116528. * Creates a default camera and a default light.
  116529. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  116530. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116531. * @param replace has the default false, when true replaces the active camera/light in the scene
  116532. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  116533. */
  116534. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116535. /**
  116536. * Creates a new sky box
  116537. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  116538. * @param environmentTexture defines the texture to use as environment texture
  116539. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  116540. * @param scale defines the overall scale of the skybox
  116541. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  116542. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  116543. * @returns a new mesh holding the sky box
  116544. */
  116545. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  116546. /**
  116547. * Creates a new environment
  116548. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  116549. * @param options defines the options you can use to configure the environment
  116550. * @returns the new EnvironmentHelper
  116551. */
  116552. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  116553. /**
  116554. * Creates a new VREXperienceHelper
  116555. * @see http://doc.babylonjs.com/how_to/webvr_helper
  116556. * @param webVROptions defines the options used to create the new VREXperienceHelper
  116557. * @returns a new VREXperienceHelper
  116558. */
  116559. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  116560. /**
  116561. * Creates a new WebXRDefaultExperience
  116562. * @see http://doc.babylonjs.com/how_to/webxr
  116563. * @param options experience options
  116564. * @returns a promise for a new WebXRDefaultExperience
  116565. */
  116566. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116567. }
  116568. }
  116569. declare module BABYLON {
  116570. /**
  116571. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  116572. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  116573. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  116574. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  116575. */
  116576. export class VideoDome extends TransformNode {
  116577. /**
  116578. * Define the video source as a Monoscopic panoramic 360 video.
  116579. */
  116580. static readonly MODE_MONOSCOPIC: number;
  116581. /**
  116582. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116583. */
  116584. static readonly MODE_TOPBOTTOM: number;
  116585. /**
  116586. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116587. */
  116588. static readonly MODE_SIDEBYSIDE: number;
  116589. private _halfDome;
  116590. private _useDirectMapping;
  116591. /**
  116592. * The video texture being displayed on the sphere
  116593. */
  116594. protected _videoTexture: VideoTexture;
  116595. /**
  116596. * Gets the video texture being displayed on the sphere
  116597. */
  116598. readonly videoTexture: VideoTexture;
  116599. /**
  116600. * The skybox material
  116601. */
  116602. protected _material: BackgroundMaterial;
  116603. /**
  116604. * The surface used for the skybox
  116605. */
  116606. protected _mesh: Mesh;
  116607. /**
  116608. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  116609. */
  116610. private _halfDomeMask;
  116611. /**
  116612. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  116613. * Also see the options.resolution property.
  116614. */
  116615. fovMultiplier: number;
  116616. private _videoMode;
  116617. /**
  116618. * Gets or set the current video mode for the video. It can be:
  116619. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  116620. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116621. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116622. */
  116623. videoMode: number;
  116624. /**
  116625. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  116626. *
  116627. */
  116628. /**
  116629. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  116630. */
  116631. halfDome: boolean;
  116632. /**
  116633. * Oberserver used in Stereoscopic VR Mode.
  116634. */
  116635. private _onBeforeCameraRenderObserver;
  116636. /**
  116637. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  116638. * @param name Element's name, child elements will append suffixes for their own names.
  116639. * @param urlsOrVideo defines the url(s) or the video element to use
  116640. * @param options An object containing optional or exposed sub element properties
  116641. */
  116642. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  116643. resolution?: number;
  116644. clickToPlay?: boolean;
  116645. autoPlay?: boolean;
  116646. loop?: boolean;
  116647. size?: number;
  116648. poster?: string;
  116649. faceForward?: boolean;
  116650. useDirectMapping?: boolean;
  116651. halfDomeMode?: boolean;
  116652. }, scene: Scene);
  116653. private _changeVideoMode;
  116654. /**
  116655. * Releases resources associated with this node.
  116656. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  116657. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  116658. */
  116659. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  116660. }
  116661. }
  116662. declare module BABYLON {
  116663. /**
  116664. * This class can be used to get instrumentation data from a Babylon engine
  116665. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116666. */
  116667. export class EngineInstrumentation implements IDisposable {
  116668. /**
  116669. * Define the instrumented engine.
  116670. */
  116671. engine: Engine;
  116672. private _captureGPUFrameTime;
  116673. private _gpuFrameTimeToken;
  116674. private _gpuFrameTime;
  116675. private _captureShaderCompilationTime;
  116676. private _shaderCompilationTime;
  116677. private _onBeginFrameObserver;
  116678. private _onEndFrameObserver;
  116679. private _onBeforeShaderCompilationObserver;
  116680. private _onAfterShaderCompilationObserver;
  116681. /**
  116682. * Gets the perf counter used for GPU frame time
  116683. */
  116684. readonly gpuFrameTimeCounter: PerfCounter;
  116685. /**
  116686. * Gets the GPU frame time capture status
  116687. */
  116688. /**
  116689. * Enable or disable the GPU frame time capture
  116690. */
  116691. captureGPUFrameTime: boolean;
  116692. /**
  116693. * Gets the perf counter used for shader compilation time
  116694. */
  116695. readonly shaderCompilationTimeCounter: PerfCounter;
  116696. /**
  116697. * Gets the shader compilation time capture status
  116698. */
  116699. /**
  116700. * Enable or disable the shader compilation time capture
  116701. */
  116702. captureShaderCompilationTime: boolean;
  116703. /**
  116704. * Instantiates a new engine instrumentation.
  116705. * This class can be used to get instrumentation data from a Babylon engine
  116706. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116707. * @param engine Defines the engine to instrument
  116708. */
  116709. constructor(
  116710. /**
  116711. * Define the instrumented engine.
  116712. */
  116713. engine: Engine);
  116714. /**
  116715. * Dispose and release associated resources.
  116716. */
  116717. dispose(): void;
  116718. }
  116719. }
  116720. declare module BABYLON {
  116721. /**
  116722. * This class can be used to get instrumentation data from a Babylon engine
  116723. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116724. */
  116725. export class SceneInstrumentation implements IDisposable {
  116726. /**
  116727. * Defines the scene to instrument
  116728. */
  116729. scene: Scene;
  116730. private _captureActiveMeshesEvaluationTime;
  116731. private _activeMeshesEvaluationTime;
  116732. private _captureRenderTargetsRenderTime;
  116733. private _renderTargetsRenderTime;
  116734. private _captureFrameTime;
  116735. private _frameTime;
  116736. private _captureRenderTime;
  116737. private _renderTime;
  116738. private _captureInterFrameTime;
  116739. private _interFrameTime;
  116740. private _captureParticlesRenderTime;
  116741. private _particlesRenderTime;
  116742. private _captureSpritesRenderTime;
  116743. private _spritesRenderTime;
  116744. private _capturePhysicsTime;
  116745. private _physicsTime;
  116746. private _captureAnimationsTime;
  116747. private _animationsTime;
  116748. private _captureCameraRenderTime;
  116749. private _cameraRenderTime;
  116750. private _onBeforeActiveMeshesEvaluationObserver;
  116751. private _onAfterActiveMeshesEvaluationObserver;
  116752. private _onBeforeRenderTargetsRenderObserver;
  116753. private _onAfterRenderTargetsRenderObserver;
  116754. private _onAfterRenderObserver;
  116755. private _onBeforeDrawPhaseObserver;
  116756. private _onAfterDrawPhaseObserver;
  116757. private _onBeforeAnimationsObserver;
  116758. private _onBeforeParticlesRenderingObserver;
  116759. private _onAfterParticlesRenderingObserver;
  116760. private _onBeforeSpritesRenderingObserver;
  116761. private _onAfterSpritesRenderingObserver;
  116762. private _onBeforePhysicsObserver;
  116763. private _onAfterPhysicsObserver;
  116764. private _onAfterAnimationsObserver;
  116765. private _onBeforeCameraRenderObserver;
  116766. private _onAfterCameraRenderObserver;
  116767. /**
  116768. * Gets the perf counter used for active meshes evaluation time
  116769. */
  116770. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  116771. /**
  116772. * Gets the active meshes evaluation time capture status
  116773. */
  116774. /**
  116775. * Enable or disable the active meshes evaluation time capture
  116776. */
  116777. captureActiveMeshesEvaluationTime: boolean;
  116778. /**
  116779. * Gets the perf counter used for render targets render time
  116780. */
  116781. readonly renderTargetsRenderTimeCounter: PerfCounter;
  116782. /**
  116783. * Gets the render targets render time capture status
  116784. */
  116785. /**
  116786. * Enable or disable the render targets render time capture
  116787. */
  116788. captureRenderTargetsRenderTime: boolean;
  116789. /**
  116790. * Gets the perf counter used for particles render time
  116791. */
  116792. readonly particlesRenderTimeCounter: PerfCounter;
  116793. /**
  116794. * Gets the particles render time capture status
  116795. */
  116796. /**
  116797. * Enable or disable the particles render time capture
  116798. */
  116799. captureParticlesRenderTime: boolean;
  116800. /**
  116801. * Gets the perf counter used for sprites render time
  116802. */
  116803. readonly spritesRenderTimeCounter: PerfCounter;
  116804. /**
  116805. * Gets the sprites render time capture status
  116806. */
  116807. /**
  116808. * Enable or disable the sprites render time capture
  116809. */
  116810. captureSpritesRenderTime: boolean;
  116811. /**
  116812. * Gets the perf counter used for physics time
  116813. */
  116814. readonly physicsTimeCounter: PerfCounter;
  116815. /**
  116816. * Gets the physics time capture status
  116817. */
  116818. /**
  116819. * Enable or disable the physics time capture
  116820. */
  116821. capturePhysicsTime: boolean;
  116822. /**
  116823. * Gets the perf counter used for animations time
  116824. */
  116825. readonly animationsTimeCounter: PerfCounter;
  116826. /**
  116827. * Gets the animations time capture status
  116828. */
  116829. /**
  116830. * Enable or disable the animations time capture
  116831. */
  116832. captureAnimationsTime: boolean;
  116833. /**
  116834. * Gets the perf counter used for frame time capture
  116835. */
  116836. readonly frameTimeCounter: PerfCounter;
  116837. /**
  116838. * Gets the frame time capture status
  116839. */
  116840. /**
  116841. * Enable or disable the frame time capture
  116842. */
  116843. captureFrameTime: boolean;
  116844. /**
  116845. * Gets the perf counter used for inter-frames time capture
  116846. */
  116847. readonly interFrameTimeCounter: PerfCounter;
  116848. /**
  116849. * Gets the inter-frames time capture status
  116850. */
  116851. /**
  116852. * Enable or disable the inter-frames time capture
  116853. */
  116854. captureInterFrameTime: boolean;
  116855. /**
  116856. * Gets the perf counter used for render time capture
  116857. */
  116858. readonly renderTimeCounter: PerfCounter;
  116859. /**
  116860. * Gets the render time capture status
  116861. */
  116862. /**
  116863. * Enable or disable the render time capture
  116864. */
  116865. captureRenderTime: boolean;
  116866. /**
  116867. * Gets the perf counter used for camera render time capture
  116868. */
  116869. readonly cameraRenderTimeCounter: PerfCounter;
  116870. /**
  116871. * Gets the camera render time capture status
  116872. */
  116873. /**
  116874. * Enable or disable the camera render time capture
  116875. */
  116876. captureCameraRenderTime: boolean;
  116877. /**
  116878. * Gets the perf counter used for draw calls
  116879. */
  116880. readonly drawCallsCounter: PerfCounter;
  116881. /**
  116882. * Instantiates a new scene instrumentation.
  116883. * This class can be used to get instrumentation data from a Babylon engine
  116884. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116885. * @param scene Defines the scene to instrument
  116886. */
  116887. constructor(
  116888. /**
  116889. * Defines the scene to instrument
  116890. */
  116891. scene: Scene);
  116892. /**
  116893. * Dispose and release associated resources.
  116894. */
  116895. dispose(): void;
  116896. }
  116897. }
  116898. declare module BABYLON {
  116899. /** @hidden */
  116900. export var glowMapGenerationPixelShader: {
  116901. name: string;
  116902. shader: string;
  116903. };
  116904. }
  116905. declare module BABYLON {
  116906. /** @hidden */
  116907. export var glowMapGenerationVertexShader: {
  116908. name: string;
  116909. shader: string;
  116910. };
  116911. }
  116912. declare module BABYLON {
  116913. /**
  116914. * Effect layer options. This helps customizing the behaviour
  116915. * of the effect layer.
  116916. */
  116917. export interface IEffectLayerOptions {
  116918. /**
  116919. * Multiplication factor apply to the canvas size to compute the render target size
  116920. * used to generated the objects (the smaller the faster).
  116921. */
  116922. mainTextureRatio: number;
  116923. /**
  116924. * Enforces a fixed size texture to ensure effect stability across devices.
  116925. */
  116926. mainTextureFixedSize?: number;
  116927. /**
  116928. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  116929. */
  116930. alphaBlendingMode: number;
  116931. /**
  116932. * The camera attached to the layer.
  116933. */
  116934. camera: Nullable<Camera>;
  116935. /**
  116936. * The rendering group to draw the layer in.
  116937. */
  116938. renderingGroupId: number;
  116939. }
  116940. /**
  116941. * The effect layer Helps adding post process effect blended with the main pass.
  116942. *
  116943. * This can be for instance use to generate glow or higlight effects on the scene.
  116944. *
  116945. * The effect layer class can not be used directly and is intented to inherited from to be
  116946. * customized per effects.
  116947. */
  116948. export abstract class EffectLayer {
  116949. private _vertexBuffers;
  116950. private _indexBuffer;
  116951. private _cachedDefines;
  116952. private _effectLayerMapGenerationEffect;
  116953. private _effectLayerOptions;
  116954. private _mergeEffect;
  116955. protected _scene: Scene;
  116956. protected _engine: Engine;
  116957. protected _maxSize: number;
  116958. protected _mainTextureDesiredSize: ISize;
  116959. protected _mainTexture: RenderTargetTexture;
  116960. protected _shouldRender: boolean;
  116961. protected _postProcesses: PostProcess[];
  116962. protected _textures: BaseTexture[];
  116963. protected _emissiveTextureAndColor: {
  116964. texture: Nullable<BaseTexture>;
  116965. color: Color4;
  116966. };
  116967. /**
  116968. * The name of the layer
  116969. */
  116970. name: string;
  116971. /**
  116972. * The clear color of the texture used to generate the glow map.
  116973. */
  116974. neutralColor: Color4;
  116975. /**
  116976. * Specifies wether the highlight layer is enabled or not.
  116977. */
  116978. isEnabled: boolean;
  116979. /**
  116980. * Gets the camera attached to the layer.
  116981. */
  116982. readonly camera: Nullable<Camera>;
  116983. /**
  116984. * Gets the rendering group id the layer should render in.
  116985. */
  116986. renderingGroupId: number;
  116987. /**
  116988. * An event triggered when the effect layer has been disposed.
  116989. */
  116990. onDisposeObservable: Observable<EffectLayer>;
  116991. /**
  116992. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  116993. */
  116994. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  116995. /**
  116996. * An event triggered when the generated texture is being merged in the scene.
  116997. */
  116998. onBeforeComposeObservable: Observable<EffectLayer>;
  116999. /**
  117000. * An event triggered when the generated texture has been merged in the scene.
  117001. */
  117002. onAfterComposeObservable: Observable<EffectLayer>;
  117003. /**
  117004. * An event triggered when the efffect layer changes its size.
  117005. */
  117006. onSizeChangedObservable: Observable<EffectLayer>;
  117007. /** @hidden */
  117008. static _SceneComponentInitialization: (scene: Scene) => void;
  117009. /**
  117010. * Instantiates a new effect Layer and references it in the scene.
  117011. * @param name The name of the layer
  117012. * @param scene The scene to use the layer in
  117013. */
  117014. constructor(
  117015. /** The Friendly of the effect in the scene */
  117016. name: string, scene: Scene);
  117017. /**
  117018. * Get the effect name of the layer.
  117019. * @return The effect name
  117020. */
  117021. abstract getEffectName(): string;
  117022. /**
  117023. * Checks for the readiness of the element composing the layer.
  117024. * @param subMesh the mesh to check for
  117025. * @param useInstances specify wether or not to use instances to render the mesh
  117026. * @return true if ready otherwise, false
  117027. */
  117028. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117029. /**
  117030. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117031. * @returns true if the effect requires stencil during the main canvas render pass.
  117032. */
  117033. abstract needStencil(): boolean;
  117034. /**
  117035. * Create the merge effect. This is the shader use to blit the information back
  117036. * to the main canvas at the end of the scene rendering.
  117037. * @returns The effect containing the shader used to merge the effect on the main canvas
  117038. */
  117039. protected abstract _createMergeEffect(): Effect;
  117040. /**
  117041. * Creates the render target textures and post processes used in the effect layer.
  117042. */
  117043. protected abstract _createTextureAndPostProcesses(): void;
  117044. /**
  117045. * Implementation specific of rendering the generating effect on the main canvas.
  117046. * @param effect The effect used to render through
  117047. */
  117048. protected abstract _internalRender(effect: Effect): void;
  117049. /**
  117050. * Sets the required values for both the emissive texture and and the main color.
  117051. */
  117052. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117053. /**
  117054. * Free any resources and references associated to a mesh.
  117055. * Internal use
  117056. * @param mesh The mesh to free.
  117057. */
  117058. abstract _disposeMesh(mesh: Mesh): void;
  117059. /**
  117060. * Serializes this layer (Glow or Highlight for example)
  117061. * @returns a serialized layer object
  117062. */
  117063. abstract serialize?(): any;
  117064. /**
  117065. * Initializes the effect layer with the required options.
  117066. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  117067. */
  117068. protected _init(options: Partial<IEffectLayerOptions>): void;
  117069. /**
  117070. * Generates the index buffer of the full screen quad blending to the main canvas.
  117071. */
  117072. private _generateIndexBuffer;
  117073. /**
  117074. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  117075. */
  117076. private _generateVertexBuffer;
  117077. /**
  117078. * Sets the main texture desired size which is the closest power of two
  117079. * of the engine canvas size.
  117080. */
  117081. private _setMainTextureSize;
  117082. /**
  117083. * Creates the main texture for the effect layer.
  117084. */
  117085. protected _createMainTexture(): void;
  117086. /**
  117087. * Adds specific effects defines.
  117088. * @param defines The defines to add specifics to.
  117089. */
  117090. protected _addCustomEffectDefines(defines: string[]): void;
  117091. /**
  117092. * Checks for the readiness of the element composing the layer.
  117093. * @param subMesh the mesh to check for
  117094. * @param useInstances specify wether or not to use instances to render the mesh
  117095. * @param emissiveTexture the associated emissive texture used to generate the glow
  117096. * @return true if ready otherwise, false
  117097. */
  117098. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  117099. /**
  117100. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  117101. */
  117102. render(): void;
  117103. /**
  117104. * Determine if a given mesh will be used in the current effect.
  117105. * @param mesh mesh to test
  117106. * @returns true if the mesh will be used
  117107. */
  117108. hasMesh(mesh: AbstractMesh): boolean;
  117109. /**
  117110. * Returns true if the layer contains information to display, otherwise false.
  117111. * @returns true if the glow layer should be rendered
  117112. */
  117113. shouldRender(): boolean;
  117114. /**
  117115. * Returns true if the mesh should render, otherwise false.
  117116. * @param mesh The mesh to render
  117117. * @returns true if it should render otherwise false
  117118. */
  117119. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  117120. /**
  117121. * Returns true if the mesh can be rendered, otherwise false.
  117122. * @param mesh The mesh to render
  117123. * @param material The material used on the mesh
  117124. * @returns true if it can be rendered otherwise false
  117125. */
  117126. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117127. /**
  117128. * Returns true if the mesh should render, otherwise false.
  117129. * @param mesh The mesh to render
  117130. * @returns true if it should render otherwise false
  117131. */
  117132. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  117133. /**
  117134. * Renders the submesh passed in parameter to the generation map.
  117135. */
  117136. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  117137. /**
  117138. * Rebuild the required buffers.
  117139. * @hidden Internal use only.
  117140. */
  117141. _rebuild(): void;
  117142. /**
  117143. * Dispose only the render target textures and post process.
  117144. */
  117145. private _disposeTextureAndPostProcesses;
  117146. /**
  117147. * Dispose the highlight layer and free resources.
  117148. */
  117149. dispose(): void;
  117150. /**
  117151. * Gets the class name of the effect layer
  117152. * @returns the string with the class name of the effect layer
  117153. */
  117154. getClassName(): string;
  117155. /**
  117156. * Creates an effect layer from parsed effect layer data
  117157. * @param parsedEffectLayer defines effect layer data
  117158. * @param scene defines the current scene
  117159. * @param rootUrl defines the root URL containing the effect layer information
  117160. * @returns a parsed effect Layer
  117161. */
  117162. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  117163. }
  117164. }
  117165. declare module BABYLON {
  117166. interface AbstractScene {
  117167. /**
  117168. * The list of effect layers (highlights/glow) added to the scene
  117169. * @see http://doc.babylonjs.com/how_to/highlight_layer
  117170. * @see http://doc.babylonjs.com/how_to/glow_layer
  117171. */
  117172. effectLayers: Array<EffectLayer>;
  117173. /**
  117174. * Removes the given effect layer from this scene.
  117175. * @param toRemove defines the effect layer to remove
  117176. * @returns the index of the removed effect layer
  117177. */
  117178. removeEffectLayer(toRemove: EffectLayer): number;
  117179. /**
  117180. * Adds the given effect layer to this scene
  117181. * @param newEffectLayer defines the effect layer to add
  117182. */
  117183. addEffectLayer(newEffectLayer: EffectLayer): void;
  117184. }
  117185. /**
  117186. * Defines the layer scene component responsible to manage any effect layers
  117187. * in a given scene.
  117188. */
  117189. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  117190. /**
  117191. * The component name helpfull to identify the component in the list of scene components.
  117192. */
  117193. readonly name: string;
  117194. /**
  117195. * The scene the component belongs to.
  117196. */
  117197. scene: Scene;
  117198. private _engine;
  117199. private _renderEffects;
  117200. private _needStencil;
  117201. private _previousStencilState;
  117202. /**
  117203. * Creates a new instance of the component for the given scene
  117204. * @param scene Defines the scene to register the component in
  117205. */
  117206. constructor(scene: Scene);
  117207. /**
  117208. * Registers the component in a given scene
  117209. */
  117210. register(): void;
  117211. /**
  117212. * Rebuilds the elements related to this component in case of
  117213. * context lost for instance.
  117214. */
  117215. rebuild(): void;
  117216. /**
  117217. * Serializes the component data to the specified json object
  117218. * @param serializationObject The object to serialize to
  117219. */
  117220. serialize(serializationObject: any): void;
  117221. /**
  117222. * Adds all the elements from the container to the scene
  117223. * @param container the container holding the elements
  117224. */
  117225. addFromContainer(container: AbstractScene): void;
  117226. /**
  117227. * Removes all the elements in the container from the scene
  117228. * @param container contains the elements to remove
  117229. * @param dispose if the removed element should be disposed (default: false)
  117230. */
  117231. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117232. /**
  117233. * Disposes the component and the associated ressources.
  117234. */
  117235. dispose(): void;
  117236. private _isReadyForMesh;
  117237. private _renderMainTexture;
  117238. private _setStencil;
  117239. private _setStencilBack;
  117240. private _draw;
  117241. private _drawCamera;
  117242. private _drawRenderingGroup;
  117243. }
  117244. }
  117245. declare module BABYLON {
  117246. /** @hidden */
  117247. export var glowMapMergePixelShader: {
  117248. name: string;
  117249. shader: string;
  117250. };
  117251. }
  117252. declare module BABYLON {
  117253. /** @hidden */
  117254. export var glowMapMergeVertexShader: {
  117255. name: string;
  117256. shader: string;
  117257. };
  117258. }
  117259. declare module BABYLON {
  117260. interface AbstractScene {
  117261. /**
  117262. * Return a the first highlight layer of the scene with a given name.
  117263. * @param name The name of the highlight layer to look for.
  117264. * @return The highlight layer if found otherwise null.
  117265. */
  117266. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  117267. }
  117268. /**
  117269. * Glow layer options. This helps customizing the behaviour
  117270. * of the glow layer.
  117271. */
  117272. export interface IGlowLayerOptions {
  117273. /**
  117274. * Multiplication factor apply to the canvas size to compute the render target size
  117275. * used to generated the glowing objects (the smaller the faster).
  117276. */
  117277. mainTextureRatio: number;
  117278. /**
  117279. * Enforces a fixed size texture to ensure resize independant blur.
  117280. */
  117281. mainTextureFixedSize?: number;
  117282. /**
  117283. * How big is the kernel of the blur texture.
  117284. */
  117285. blurKernelSize: number;
  117286. /**
  117287. * The camera attached to the layer.
  117288. */
  117289. camera: Nullable<Camera>;
  117290. /**
  117291. * Enable MSAA by chosing the number of samples.
  117292. */
  117293. mainTextureSamples?: number;
  117294. /**
  117295. * The rendering group to draw the layer in.
  117296. */
  117297. renderingGroupId: number;
  117298. }
  117299. /**
  117300. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  117301. *
  117302. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  117303. * glowy meshes to your scene.
  117304. *
  117305. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  117306. */
  117307. export class GlowLayer extends EffectLayer {
  117308. /**
  117309. * Effect Name of the layer.
  117310. */
  117311. static readonly EffectName: string;
  117312. /**
  117313. * The default blur kernel size used for the glow.
  117314. */
  117315. static DefaultBlurKernelSize: number;
  117316. /**
  117317. * The default texture size ratio used for the glow.
  117318. */
  117319. static DefaultTextureRatio: number;
  117320. /**
  117321. * Sets the kernel size of the blur.
  117322. */
  117323. /**
  117324. * Gets the kernel size of the blur.
  117325. */
  117326. blurKernelSize: number;
  117327. /**
  117328. * Sets the glow intensity.
  117329. */
  117330. /**
  117331. * Gets the glow intensity.
  117332. */
  117333. intensity: number;
  117334. private _options;
  117335. private _intensity;
  117336. private _horizontalBlurPostprocess1;
  117337. private _verticalBlurPostprocess1;
  117338. private _horizontalBlurPostprocess2;
  117339. private _verticalBlurPostprocess2;
  117340. private _blurTexture1;
  117341. private _blurTexture2;
  117342. private _postProcesses1;
  117343. private _postProcesses2;
  117344. private _includedOnlyMeshes;
  117345. private _excludedMeshes;
  117346. /**
  117347. * Callback used to let the user override the color selection on a per mesh basis
  117348. */
  117349. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  117350. /**
  117351. * Callback used to let the user override the texture selection on a per mesh basis
  117352. */
  117353. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  117354. /**
  117355. * Instantiates a new glow Layer and references it to the scene.
  117356. * @param name The name of the layer
  117357. * @param scene The scene to use the layer in
  117358. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  117359. */
  117360. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  117361. /**
  117362. * Get the effect name of the layer.
  117363. * @return The effect name
  117364. */
  117365. getEffectName(): string;
  117366. /**
  117367. * Create the merge effect. This is the shader use to blit the information back
  117368. * to the main canvas at the end of the scene rendering.
  117369. */
  117370. protected _createMergeEffect(): Effect;
  117371. /**
  117372. * Creates the render target textures and post processes used in the glow layer.
  117373. */
  117374. protected _createTextureAndPostProcesses(): void;
  117375. /**
  117376. * Checks for the readiness of the element composing the layer.
  117377. * @param subMesh the mesh to check for
  117378. * @param useInstances specify wether or not to use instances to render the mesh
  117379. * @param emissiveTexture the associated emissive texture used to generate the glow
  117380. * @return true if ready otherwise, false
  117381. */
  117382. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117383. /**
  117384. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117385. */
  117386. needStencil(): boolean;
  117387. /**
  117388. * Returns true if the mesh can be rendered, otherwise false.
  117389. * @param mesh The mesh to render
  117390. * @param material The material used on the mesh
  117391. * @returns true if it can be rendered otherwise false
  117392. */
  117393. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117394. /**
  117395. * Implementation specific of rendering the generating effect on the main canvas.
  117396. * @param effect The effect used to render through
  117397. */
  117398. protected _internalRender(effect: Effect): void;
  117399. /**
  117400. * Sets the required values for both the emissive texture and and the main color.
  117401. */
  117402. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117403. /**
  117404. * Returns true if the mesh should render, otherwise false.
  117405. * @param mesh The mesh to render
  117406. * @returns true if it should render otherwise false
  117407. */
  117408. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117409. /**
  117410. * Adds specific effects defines.
  117411. * @param defines The defines to add specifics to.
  117412. */
  117413. protected _addCustomEffectDefines(defines: string[]): void;
  117414. /**
  117415. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  117416. * @param mesh The mesh to exclude from the glow layer
  117417. */
  117418. addExcludedMesh(mesh: Mesh): void;
  117419. /**
  117420. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  117421. * @param mesh The mesh to remove
  117422. */
  117423. removeExcludedMesh(mesh: Mesh): void;
  117424. /**
  117425. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  117426. * @param mesh The mesh to include in the glow layer
  117427. */
  117428. addIncludedOnlyMesh(mesh: Mesh): void;
  117429. /**
  117430. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  117431. * @param mesh The mesh to remove
  117432. */
  117433. removeIncludedOnlyMesh(mesh: Mesh): void;
  117434. /**
  117435. * Determine if a given mesh will be used in the glow layer
  117436. * @param mesh The mesh to test
  117437. * @returns true if the mesh will be highlighted by the current glow layer
  117438. */
  117439. hasMesh(mesh: AbstractMesh): boolean;
  117440. /**
  117441. * Free any resources and references associated to a mesh.
  117442. * Internal use
  117443. * @param mesh The mesh to free.
  117444. * @hidden
  117445. */
  117446. _disposeMesh(mesh: Mesh): void;
  117447. /**
  117448. * Gets the class name of the effect layer
  117449. * @returns the string with the class name of the effect layer
  117450. */
  117451. getClassName(): string;
  117452. /**
  117453. * Serializes this glow layer
  117454. * @returns a serialized glow layer object
  117455. */
  117456. serialize(): any;
  117457. /**
  117458. * Creates a Glow Layer from parsed glow layer data
  117459. * @param parsedGlowLayer defines glow layer data
  117460. * @param scene defines the current scene
  117461. * @param rootUrl defines the root URL containing the glow layer information
  117462. * @returns a parsed Glow Layer
  117463. */
  117464. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  117465. }
  117466. }
  117467. declare module BABYLON {
  117468. /** @hidden */
  117469. export var glowBlurPostProcessPixelShader: {
  117470. name: string;
  117471. shader: string;
  117472. };
  117473. }
  117474. declare module BABYLON {
  117475. interface AbstractScene {
  117476. /**
  117477. * Return a the first highlight layer of the scene with a given name.
  117478. * @param name The name of the highlight layer to look for.
  117479. * @return The highlight layer if found otherwise null.
  117480. */
  117481. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  117482. }
  117483. /**
  117484. * Highlight layer options. This helps customizing the behaviour
  117485. * of the highlight layer.
  117486. */
  117487. export interface IHighlightLayerOptions {
  117488. /**
  117489. * Multiplication factor apply to the canvas size to compute the render target size
  117490. * used to generated the glowing objects (the smaller the faster).
  117491. */
  117492. mainTextureRatio: number;
  117493. /**
  117494. * Enforces a fixed size texture to ensure resize independant blur.
  117495. */
  117496. mainTextureFixedSize?: number;
  117497. /**
  117498. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  117499. * of the picture to blur (the smaller the faster).
  117500. */
  117501. blurTextureSizeRatio: number;
  117502. /**
  117503. * How big in texel of the blur texture is the vertical blur.
  117504. */
  117505. blurVerticalSize: number;
  117506. /**
  117507. * How big in texel of the blur texture is the horizontal blur.
  117508. */
  117509. blurHorizontalSize: number;
  117510. /**
  117511. * Alpha blending mode used to apply the blur. Default is combine.
  117512. */
  117513. alphaBlendingMode: number;
  117514. /**
  117515. * The camera attached to the layer.
  117516. */
  117517. camera: Nullable<Camera>;
  117518. /**
  117519. * Should we display highlight as a solid stroke?
  117520. */
  117521. isStroke?: boolean;
  117522. /**
  117523. * The rendering group to draw the layer in.
  117524. */
  117525. renderingGroupId: number;
  117526. }
  117527. /**
  117528. * The highlight layer Helps adding a glow effect around a mesh.
  117529. *
  117530. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  117531. * glowy meshes to your scene.
  117532. *
  117533. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  117534. */
  117535. export class HighlightLayer extends EffectLayer {
  117536. name: string;
  117537. /**
  117538. * Effect Name of the highlight layer.
  117539. */
  117540. static readonly EffectName: string;
  117541. /**
  117542. * The neutral color used during the preparation of the glow effect.
  117543. * This is black by default as the blend operation is a blend operation.
  117544. */
  117545. static NeutralColor: Color4;
  117546. /**
  117547. * Stencil value used for glowing meshes.
  117548. */
  117549. static GlowingMeshStencilReference: number;
  117550. /**
  117551. * Stencil value used for the other meshes in the scene.
  117552. */
  117553. static NormalMeshStencilReference: number;
  117554. /**
  117555. * Specifies whether or not the inner glow is ACTIVE in the layer.
  117556. */
  117557. innerGlow: boolean;
  117558. /**
  117559. * Specifies whether or not the outer glow is ACTIVE in the layer.
  117560. */
  117561. outerGlow: boolean;
  117562. /**
  117563. * Specifies the horizontal size of the blur.
  117564. */
  117565. /**
  117566. * Gets the horizontal size of the blur.
  117567. */
  117568. blurHorizontalSize: number;
  117569. /**
  117570. * Specifies the vertical size of the blur.
  117571. */
  117572. /**
  117573. * Gets the vertical size of the blur.
  117574. */
  117575. blurVerticalSize: number;
  117576. /**
  117577. * An event triggered when the highlight layer is being blurred.
  117578. */
  117579. onBeforeBlurObservable: Observable<HighlightLayer>;
  117580. /**
  117581. * An event triggered when the highlight layer has been blurred.
  117582. */
  117583. onAfterBlurObservable: Observable<HighlightLayer>;
  117584. private _instanceGlowingMeshStencilReference;
  117585. private _options;
  117586. private _downSamplePostprocess;
  117587. private _horizontalBlurPostprocess;
  117588. private _verticalBlurPostprocess;
  117589. private _blurTexture;
  117590. private _meshes;
  117591. private _excludedMeshes;
  117592. /**
  117593. * Instantiates a new highlight Layer and references it to the scene..
  117594. * @param name The name of the layer
  117595. * @param scene The scene to use the layer in
  117596. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  117597. */
  117598. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  117599. /**
  117600. * Get the effect name of the layer.
  117601. * @return The effect name
  117602. */
  117603. getEffectName(): string;
  117604. /**
  117605. * Create the merge effect. This is the shader use to blit the information back
  117606. * to the main canvas at the end of the scene rendering.
  117607. */
  117608. protected _createMergeEffect(): Effect;
  117609. /**
  117610. * Creates the render target textures and post processes used in the highlight layer.
  117611. */
  117612. protected _createTextureAndPostProcesses(): void;
  117613. /**
  117614. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117615. */
  117616. needStencil(): boolean;
  117617. /**
  117618. * Checks for the readiness of the element composing the layer.
  117619. * @param subMesh the mesh to check for
  117620. * @param useInstances specify wether or not to use instances to render the mesh
  117621. * @param emissiveTexture the associated emissive texture used to generate the glow
  117622. * @return true if ready otherwise, false
  117623. */
  117624. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117625. /**
  117626. * Implementation specific of rendering the generating effect on the main canvas.
  117627. * @param effect The effect used to render through
  117628. */
  117629. protected _internalRender(effect: Effect): void;
  117630. /**
  117631. * Returns true if the layer contains information to display, otherwise false.
  117632. */
  117633. shouldRender(): boolean;
  117634. /**
  117635. * Returns true if the mesh should render, otherwise false.
  117636. * @param mesh The mesh to render
  117637. * @returns true if it should render otherwise false
  117638. */
  117639. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117640. /**
  117641. * Sets the required values for both the emissive texture and and the main color.
  117642. */
  117643. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117644. /**
  117645. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  117646. * @param mesh The mesh to exclude from the highlight layer
  117647. */
  117648. addExcludedMesh(mesh: Mesh): void;
  117649. /**
  117650. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  117651. * @param mesh The mesh to highlight
  117652. */
  117653. removeExcludedMesh(mesh: Mesh): void;
  117654. /**
  117655. * Determine if a given mesh will be highlighted by the current HighlightLayer
  117656. * @param mesh mesh to test
  117657. * @returns true if the mesh will be highlighted by the current HighlightLayer
  117658. */
  117659. hasMesh(mesh: AbstractMesh): boolean;
  117660. /**
  117661. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  117662. * @param mesh The mesh to highlight
  117663. * @param color The color of the highlight
  117664. * @param glowEmissiveOnly Extract the glow from the emissive texture
  117665. */
  117666. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  117667. /**
  117668. * Remove a mesh from the highlight layer in order to make it stop glowing.
  117669. * @param mesh The mesh to highlight
  117670. */
  117671. removeMesh(mesh: Mesh): void;
  117672. /**
  117673. * Force the stencil to the normal expected value for none glowing parts
  117674. */
  117675. private _defaultStencilReference;
  117676. /**
  117677. * Free any resources and references associated to a mesh.
  117678. * Internal use
  117679. * @param mesh The mesh to free.
  117680. * @hidden
  117681. */
  117682. _disposeMesh(mesh: Mesh): void;
  117683. /**
  117684. * Dispose the highlight layer and free resources.
  117685. */
  117686. dispose(): void;
  117687. /**
  117688. * Gets the class name of the effect layer
  117689. * @returns the string with the class name of the effect layer
  117690. */
  117691. getClassName(): string;
  117692. /**
  117693. * Serializes this Highlight layer
  117694. * @returns a serialized Highlight layer object
  117695. */
  117696. serialize(): any;
  117697. /**
  117698. * Creates a Highlight layer from parsed Highlight layer data
  117699. * @param parsedHightlightLayer defines the Highlight layer data
  117700. * @param scene defines the current scene
  117701. * @param rootUrl defines the root URL containing the Highlight layer information
  117702. * @returns a parsed Highlight layer
  117703. */
  117704. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  117705. }
  117706. }
  117707. declare module BABYLON {
  117708. interface AbstractScene {
  117709. /**
  117710. * The list of layers (background and foreground) of the scene
  117711. */
  117712. layers: Array<Layer>;
  117713. }
  117714. /**
  117715. * Defines the layer scene component responsible to manage any layers
  117716. * in a given scene.
  117717. */
  117718. export class LayerSceneComponent implements ISceneComponent {
  117719. /**
  117720. * The component name helpfull to identify the component in the list of scene components.
  117721. */
  117722. readonly name: string;
  117723. /**
  117724. * The scene the component belongs to.
  117725. */
  117726. scene: Scene;
  117727. private _engine;
  117728. /**
  117729. * Creates a new instance of the component for the given scene
  117730. * @param scene Defines the scene to register the component in
  117731. */
  117732. constructor(scene: Scene);
  117733. /**
  117734. * Registers the component in a given scene
  117735. */
  117736. register(): void;
  117737. /**
  117738. * Rebuilds the elements related to this component in case of
  117739. * context lost for instance.
  117740. */
  117741. rebuild(): void;
  117742. /**
  117743. * Disposes the component and the associated ressources.
  117744. */
  117745. dispose(): void;
  117746. private _draw;
  117747. private _drawCameraPredicate;
  117748. private _drawCameraBackground;
  117749. private _drawCameraForeground;
  117750. private _drawRenderTargetPredicate;
  117751. private _drawRenderTargetBackground;
  117752. private _drawRenderTargetForeground;
  117753. /**
  117754. * Adds all the elements from the container to the scene
  117755. * @param container the container holding the elements
  117756. */
  117757. addFromContainer(container: AbstractScene): void;
  117758. /**
  117759. * Removes all the elements in the container from the scene
  117760. * @param container contains the elements to remove
  117761. * @param dispose if the removed element should be disposed (default: false)
  117762. */
  117763. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117764. }
  117765. }
  117766. declare module BABYLON {
  117767. /** @hidden */
  117768. export var layerPixelShader: {
  117769. name: string;
  117770. shader: string;
  117771. };
  117772. }
  117773. declare module BABYLON {
  117774. /** @hidden */
  117775. export var layerVertexShader: {
  117776. name: string;
  117777. shader: string;
  117778. };
  117779. }
  117780. declare module BABYLON {
  117781. /**
  117782. * This represents a full screen 2d layer.
  117783. * This can be useful to display a picture in the background of your scene for instance.
  117784. * @see https://www.babylonjs-playground.com/#08A2BS#1
  117785. */
  117786. export class Layer {
  117787. /**
  117788. * Define the name of the layer.
  117789. */
  117790. name: string;
  117791. /**
  117792. * Define the texture the layer should display.
  117793. */
  117794. texture: Nullable<Texture>;
  117795. /**
  117796. * Is the layer in background or foreground.
  117797. */
  117798. isBackground: boolean;
  117799. /**
  117800. * Define the color of the layer (instead of texture).
  117801. */
  117802. color: Color4;
  117803. /**
  117804. * Define the scale of the layer in order to zoom in out of the texture.
  117805. */
  117806. scale: Vector2;
  117807. /**
  117808. * Define an offset for the layer in order to shift the texture.
  117809. */
  117810. offset: Vector2;
  117811. /**
  117812. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  117813. */
  117814. alphaBlendingMode: number;
  117815. /**
  117816. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  117817. * Alpha test will not mix with the background color in case of transparency.
  117818. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  117819. */
  117820. alphaTest: boolean;
  117821. /**
  117822. * Define a mask to restrict the layer to only some of the scene cameras.
  117823. */
  117824. layerMask: number;
  117825. /**
  117826. * Define the list of render target the layer is visible into.
  117827. */
  117828. renderTargetTextures: RenderTargetTexture[];
  117829. /**
  117830. * Define if the layer is only used in renderTarget or if it also
  117831. * renders in the main frame buffer of the canvas.
  117832. */
  117833. renderOnlyInRenderTargetTextures: boolean;
  117834. private _scene;
  117835. private _vertexBuffers;
  117836. private _indexBuffer;
  117837. private _effect;
  117838. private _alphaTestEffect;
  117839. /**
  117840. * An event triggered when the layer is disposed.
  117841. */
  117842. onDisposeObservable: Observable<Layer>;
  117843. private _onDisposeObserver;
  117844. /**
  117845. * Back compatibility with callback before the onDisposeObservable existed.
  117846. * The set callback will be triggered when the layer has been disposed.
  117847. */
  117848. onDispose: () => void;
  117849. /**
  117850. * An event triggered before rendering the scene
  117851. */
  117852. onBeforeRenderObservable: Observable<Layer>;
  117853. private _onBeforeRenderObserver;
  117854. /**
  117855. * Back compatibility with callback before the onBeforeRenderObservable existed.
  117856. * The set callback will be triggered just before rendering the layer.
  117857. */
  117858. onBeforeRender: () => void;
  117859. /**
  117860. * An event triggered after rendering the scene
  117861. */
  117862. onAfterRenderObservable: Observable<Layer>;
  117863. private _onAfterRenderObserver;
  117864. /**
  117865. * Back compatibility with callback before the onAfterRenderObservable existed.
  117866. * The set callback will be triggered just after rendering the layer.
  117867. */
  117868. onAfterRender: () => void;
  117869. /**
  117870. * Instantiates a new layer.
  117871. * This represents a full screen 2d layer.
  117872. * This can be useful to display a picture in the background of your scene for instance.
  117873. * @see https://www.babylonjs-playground.com/#08A2BS#1
  117874. * @param name Define the name of the layer in the scene
  117875. * @param imgUrl Define the url of the texture to display in the layer
  117876. * @param scene Define the scene the layer belongs to
  117877. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  117878. * @param color Defines a color for the layer
  117879. */
  117880. constructor(
  117881. /**
  117882. * Define the name of the layer.
  117883. */
  117884. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  117885. private _createIndexBuffer;
  117886. /** @hidden */
  117887. _rebuild(): void;
  117888. /**
  117889. * Renders the layer in the scene.
  117890. */
  117891. render(): void;
  117892. /**
  117893. * Disposes and releases the associated ressources.
  117894. */
  117895. dispose(): void;
  117896. }
  117897. }
  117898. declare module BABYLON {
  117899. /** @hidden */
  117900. export var lensFlarePixelShader: {
  117901. name: string;
  117902. shader: string;
  117903. };
  117904. }
  117905. declare module BABYLON {
  117906. /** @hidden */
  117907. export var lensFlareVertexShader: {
  117908. name: string;
  117909. shader: string;
  117910. };
  117911. }
  117912. declare module BABYLON {
  117913. /**
  117914. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  117915. * It is usually composed of several `lensFlare`.
  117916. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  117917. */
  117918. export class LensFlareSystem {
  117919. /**
  117920. * Define the name of the lens flare system
  117921. */
  117922. name: string;
  117923. /**
  117924. * List of lens flares used in this system.
  117925. */
  117926. lensFlares: LensFlare[];
  117927. /**
  117928. * Define a limit from the border the lens flare can be visible.
  117929. */
  117930. borderLimit: number;
  117931. /**
  117932. * Define a viewport border we do not want to see the lens flare in.
  117933. */
  117934. viewportBorder: number;
  117935. /**
  117936. * Define a predicate which could limit the list of meshes able to occlude the effect.
  117937. */
  117938. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  117939. /**
  117940. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  117941. */
  117942. layerMask: number;
  117943. /**
  117944. * Define the id of the lens flare system in the scene.
  117945. * (equal to name by default)
  117946. */
  117947. id: string;
  117948. private _scene;
  117949. private _emitter;
  117950. private _vertexBuffers;
  117951. private _indexBuffer;
  117952. private _effect;
  117953. private _positionX;
  117954. private _positionY;
  117955. private _isEnabled;
  117956. /** @hidden */
  117957. static _SceneComponentInitialization: (scene: Scene) => void;
  117958. /**
  117959. * Instantiates a lens flare system.
  117960. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  117961. * It is usually composed of several `lensFlare`.
  117962. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  117963. * @param name Define the name of the lens flare system in the scene
  117964. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  117965. * @param scene Define the scene the lens flare system belongs to
  117966. */
  117967. constructor(
  117968. /**
  117969. * Define the name of the lens flare system
  117970. */
  117971. name: string, emitter: any, scene: Scene);
  117972. /**
  117973. * Define if the lens flare system is enabled.
  117974. */
  117975. isEnabled: boolean;
  117976. /**
  117977. * Get the scene the effects belongs to.
  117978. * @returns the scene holding the lens flare system
  117979. */
  117980. getScene(): Scene;
  117981. /**
  117982. * Get the emitter of the lens flare system.
  117983. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  117984. * @returns the emitter of the lens flare system
  117985. */
  117986. getEmitter(): any;
  117987. /**
  117988. * Set the emitter of the lens flare system.
  117989. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  117990. * @param newEmitter Define the new emitter of the system
  117991. */
  117992. setEmitter(newEmitter: any): void;
  117993. /**
  117994. * Get the lens flare system emitter position.
  117995. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  117996. * @returns the position
  117997. */
  117998. getEmitterPosition(): Vector3;
  117999. /**
  118000. * @hidden
  118001. */
  118002. computeEffectivePosition(globalViewport: Viewport): boolean;
  118003. /** @hidden */
  118004. _isVisible(): boolean;
  118005. /**
  118006. * @hidden
  118007. */
  118008. render(): boolean;
  118009. /**
  118010. * Dispose and release the lens flare with its associated resources.
  118011. */
  118012. dispose(): void;
  118013. /**
  118014. * Parse a lens flare system from a JSON repressentation
  118015. * @param parsedLensFlareSystem Define the JSON to parse
  118016. * @param scene Define the scene the parsed system should be instantiated in
  118017. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  118018. * @returns the parsed system
  118019. */
  118020. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  118021. /**
  118022. * Serialize the current Lens Flare System into a JSON representation.
  118023. * @returns the serialized JSON
  118024. */
  118025. serialize(): any;
  118026. }
  118027. }
  118028. declare module BABYLON {
  118029. /**
  118030. * This represents one of the lens effect in a `lensFlareSystem`.
  118031. * It controls one of the indiviual texture used in the effect.
  118032. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118033. */
  118034. export class LensFlare {
  118035. /**
  118036. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118037. */
  118038. size: number;
  118039. /**
  118040. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  118041. */
  118042. position: number;
  118043. /**
  118044. * Define the lens color.
  118045. */
  118046. color: Color3;
  118047. /**
  118048. * Define the lens texture.
  118049. */
  118050. texture: Nullable<Texture>;
  118051. /**
  118052. * Define the alpha mode to render this particular lens.
  118053. */
  118054. alphaMode: number;
  118055. private _system;
  118056. /**
  118057. * Creates a new Lens Flare.
  118058. * This represents one of the lens effect in a `lensFlareSystem`.
  118059. * It controls one of the indiviual texture used in the effect.
  118060. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118061. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  118062. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  118063. * @param color Define the lens color
  118064. * @param imgUrl Define the lens texture url
  118065. * @param system Define the `lensFlareSystem` this flare is part of
  118066. * @returns The newly created Lens Flare
  118067. */
  118068. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  118069. /**
  118070. * Instantiates a new Lens Flare.
  118071. * This represents one of the lens effect in a `lensFlareSystem`.
  118072. * It controls one of the indiviual texture used in the effect.
  118073. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118074. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  118075. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  118076. * @param color Define the lens color
  118077. * @param imgUrl Define the lens texture url
  118078. * @param system Define the `lensFlareSystem` this flare is part of
  118079. */
  118080. constructor(
  118081. /**
  118082. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118083. */
  118084. size: number,
  118085. /**
  118086. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  118087. */
  118088. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  118089. /**
  118090. * Dispose and release the lens flare with its associated resources.
  118091. */
  118092. dispose(): void;
  118093. }
  118094. }
  118095. declare module BABYLON {
  118096. interface AbstractScene {
  118097. /**
  118098. * The list of lens flare system added to the scene
  118099. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118100. */
  118101. lensFlareSystems: Array<LensFlareSystem>;
  118102. /**
  118103. * Removes the given lens flare system from this scene.
  118104. * @param toRemove The lens flare system to remove
  118105. * @returns The index of the removed lens flare system
  118106. */
  118107. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  118108. /**
  118109. * Adds the given lens flare system to this scene
  118110. * @param newLensFlareSystem The lens flare system to add
  118111. */
  118112. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  118113. /**
  118114. * Gets a lens flare system using its name
  118115. * @param name defines the name to look for
  118116. * @returns the lens flare system or null if not found
  118117. */
  118118. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  118119. /**
  118120. * Gets a lens flare system using its id
  118121. * @param id defines the id to look for
  118122. * @returns the lens flare system or null if not found
  118123. */
  118124. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  118125. }
  118126. /**
  118127. * Defines the lens flare scene component responsible to manage any lens flares
  118128. * in a given scene.
  118129. */
  118130. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  118131. /**
  118132. * The component name helpfull to identify the component in the list of scene components.
  118133. */
  118134. readonly name: string;
  118135. /**
  118136. * The scene the component belongs to.
  118137. */
  118138. scene: Scene;
  118139. /**
  118140. * Creates a new instance of the component for the given scene
  118141. * @param scene Defines the scene to register the component in
  118142. */
  118143. constructor(scene: Scene);
  118144. /**
  118145. * Registers the component in a given scene
  118146. */
  118147. register(): void;
  118148. /**
  118149. * Rebuilds the elements related to this component in case of
  118150. * context lost for instance.
  118151. */
  118152. rebuild(): void;
  118153. /**
  118154. * Adds all the elements from the container to the scene
  118155. * @param container the container holding the elements
  118156. */
  118157. addFromContainer(container: AbstractScene): void;
  118158. /**
  118159. * Removes all the elements in the container from the scene
  118160. * @param container contains the elements to remove
  118161. * @param dispose if the removed element should be disposed (default: false)
  118162. */
  118163. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118164. /**
  118165. * Serializes the component data to the specified json object
  118166. * @param serializationObject The object to serialize to
  118167. */
  118168. serialize(serializationObject: any): void;
  118169. /**
  118170. * Disposes the component and the associated ressources.
  118171. */
  118172. dispose(): void;
  118173. private _draw;
  118174. }
  118175. }
  118176. declare module BABYLON {
  118177. /**
  118178. * Defines the shadow generator component responsible to manage any shadow generators
  118179. * in a given scene.
  118180. */
  118181. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  118182. /**
  118183. * The component name helpfull to identify the component in the list of scene components.
  118184. */
  118185. readonly name: string;
  118186. /**
  118187. * The scene the component belongs to.
  118188. */
  118189. scene: Scene;
  118190. /**
  118191. * Creates a new instance of the component for the given scene
  118192. * @param scene Defines the scene to register the component in
  118193. */
  118194. constructor(scene: Scene);
  118195. /**
  118196. * Registers the component in a given scene
  118197. */
  118198. register(): void;
  118199. /**
  118200. * Rebuilds the elements related to this component in case of
  118201. * context lost for instance.
  118202. */
  118203. rebuild(): void;
  118204. /**
  118205. * Serializes the component data to the specified json object
  118206. * @param serializationObject The object to serialize to
  118207. */
  118208. serialize(serializationObject: any): void;
  118209. /**
  118210. * Adds all the elements from the container to the scene
  118211. * @param container the container holding the elements
  118212. */
  118213. addFromContainer(container: AbstractScene): void;
  118214. /**
  118215. * Removes all the elements in the container from the scene
  118216. * @param container contains the elements to remove
  118217. * @param dispose if the removed element should be disposed (default: false)
  118218. */
  118219. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118220. /**
  118221. * Rebuilds the elements related to this component in case of
  118222. * context lost for instance.
  118223. */
  118224. dispose(): void;
  118225. private _gatherRenderTargets;
  118226. }
  118227. }
  118228. declare module BABYLON {
  118229. /**
  118230. * A point light is a light defined by an unique point in world space.
  118231. * The light is emitted in every direction from this point.
  118232. * A good example of a point light is a standard light bulb.
  118233. * Documentation: https://doc.babylonjs.com/babylon101/lights
  118234. */
  118235. export class PointLight extends ShadowLight {
  118236. private _shadowAngle;
  118237. /**
  118238. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118239. * This specifies what angle the shadow will use to be created.
  118240. *
  118241. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118242. */
  118243. /**
  118244. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118245. * This specifies what angle the shadow will use to be created.
  118246. *
  118247. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118248. */
  118249. shadowAngle: number;
  118250. /**
  118251. * Gets the direction if it has been set.
  118252. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118253. */
  118254. /**
  118255. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118256. */
  118257. direction: Vector3;
  118258. /**
  118259. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  118260. * A PointLight emits the light in every direction.
  118261. * It can cast shadows.
  118262. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  118263. * ```javascript
  118264. * var pointLight = new PointLight("pl", camera.position, scene);
  118265. * ```
  118266. * Documentation : https://doc.babylonjs.com/babylon101/lights
  118267. * @param name The light friendly name
  118268. * @param position The position of the point light in the scene
  118269. * @param scene The scene the lights belongs to
  118270. */
  118271. constructor(name: string, position: Vector3, scene: Scene);
  118272. /**
  118273. * Returns the string "PointLight"
  118274. * @returns the class name
  118275. */
  118276. getClassName(): string;
  118277. /**
  118278. * Returns the integer 0.
  118279. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  118280. */
  118281. getTypeID(): number;
  118282. /**
  118283. * Specifies wether or not the shadowmap should be a cube texture.
  118284. * @returns true if the shadowmap needs to be a cube texture.
  118285. */
  118286. needCube(): boolean;
  118287. /**
  118288. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  118289. * @param faceIndex The index of the face we are computed the direction to generate shadow
  118290. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  118291. */
  118292. getShadowDirection(faceIndex?: number): Vector3;
  118293. /**
  118294. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  118295. * - fov = PI / 2
  118296. * - aspect ratio : 1.0
  118297. * - z-near and far equal to the active camera minZ and maxZ.
  118298. * Returns the PointLight.
  118299. */
  118300. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  118301. protected _buildUniformLayout(): void;
  118302. /**
  118303. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  118304. * @param effect The effect to update
  118305. * @param lightIndex The index of the light in the effect to update
  118306. * @returns The point light
  118307. */
  118308. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  118309. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  118310. /**
  118311. * Prepares the list of defines specific to the light type.
  118312. * @param defines the list of defines
  118313. * @param lightIndex defines the index of the light for the effect
  118314. */
  118315. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  118316. }
  118317. }
  118318. declare module BABYLON {
  118319. /**
  118320. * Header information of HDR texture files.
  118321. */
  118322. export interface HDRInfo {
  118323. /**
  118324. * The height of the texture in pixels.
  118325. */
  118326. height: number;
  118327. /**
  118328. * The width of the texture in pixels.
  118329. */
  118330. width: number;
  118331. /**
  118332. * The index of the beginning of the data in the binary file.
  118333. */
  118334. dataPosition: number;
  118335. }
  118336. /**
  118337. * This groups tools to convert HDR texture to native colors array.
  118338. */
  118339. export class HDRTools {
  118340. private static Ldexp;
  118341. private static Rgbe2float;
  118342. private static readStringLine;
  118343. /**
  118344. * Reads header information from an RGBE texture stored in a native array.
  118345. * More information on this format are available here:
  118346. * https://en.wikipedia.org/wiki/RGBE_image_format
  118347. *
  118348. * @param uint8array The binary file stored in native array.
  118349. * @return The header information.
  118350. */
  118351. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  118352. /**
  118353. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  118354. * This RGBE texture needs to store the information as a panorama.
  118355. *
  118356. * More information on this format are available here:
  118357. * https://en.wikipedia.org/wiki/RGBE_image_format
  118358. *
  118359. * @param buffer The binary file stored in an array buffer.
  118360. * @param size The expected size of the extracted cubemap.
  118361. * @return The Cube Map information.
  118362. */
  118363. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  118364. /**
  118365. * Returns the pixels data extracted from an RGBE texture.
  118366. * This pixels will be stored left to right up to down in the R G B order in one array.
  118367. *
  118368. * More information on this format are available here:
  118369. * https://en.wikipedia.org/wiki/RGBE_image_format
  118370. *
  118371. * @param uint8array The binary file stored in an array buffer.
  118372. * @param hdrInfo The header information of the file.
  118373. * @return The pixels data in RGB right to left up to down order.
  118374. */
  118375. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  118376. private static RGBE_ReadPixels_RLE;
  118377. }
  118378. }
  118379. declare module BABYLON {
  118380. /**
  118381. * This represents a texture coming from an HDR input.
  118382. *
  118383. * The only supported format is currently panorama picture stored in RGBE format.
  118384. * Example of such files can be found on HDRLib: http://hdrlib.com/
  118385. */
  118386. export class HDRCubeTexture extends BaseTexture {
  118387. private static _facesMapping;
  118388. private _generateHarmonics;
  118389. private _noMipmap;
  118390. private _textureMatrix;
  118391. private _size;
  118392. private _onLoad;
  118393. private _onError;
  118394. /**
  118395. * The texture URL.
  118396. */
  118397. url: string;
  118398. /**
  118399. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  118400. */
  118401. coordinatesMode: number;
  118402. protected _isBlocking: boolean;
  118403. /**
  118404. * Sets wether or not the texture is blocking during loading.
  118405. */
  118406. /**
  118407. * Gets wether or not the texture is blocking during loading.
  118408. */
  118409. isBlocking: boolean;
  118410. protected _rotationY: number;
  118411. /**
  118412. * Sets texture matrix rotation angle around Y axis in radians.
  118413. */
  118414. /**
  118415. * Gets texture matrix rotation angle around Y axis radians.
  118416. */
  118417. rotationY: number;
  118418. /**
  118419. * Gets or sets the center of the bounding box associated with the cube texture
  118420. * It must define where the camera used to render the texture was set
  118421. */
  118422. boundingBoxPosition: Vector3;
  118423. private _boundingBoxSize;
  118424. /**
  118425. * Gets or sets the size of the bounding box associated with the cube texture
  118426. * When defined, the cubemap will switch to local mode
  118427. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  118428. * @example https://www.babylonjs-playground.com/#RNASML
  118429. */
  118430. boundingBoxSize: Vector3;
  118431. /**
  118432. * Instantiates an HDRTexture from the following parameters.
  118433. *
  118434. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  118435. * @param scene The scene the texture will be used in
  118436. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  118437. * @param noMipmap Forces to not generate the mipmap if true
  118438. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  118439. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  118440. * @param reserved Reserved flag for internal use.
  118441. */
  118442. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  118443. /**
  118444. * Get the current class name of the texture useful for serialization or dynamic coding.
  118445. * @returns "HDRCubeTexture"
  118446. */
  118447. getClassName(): string;
  118448. /**
  118449. * Occurs when the file is raw .hdr file.
  118450. */
  118451. private loadTexture;
  118452. clone(): HDRCubeTexture;
  118453. delayLoad(): void;
  118454. /**
  118455. * Get the texture reflection matrix used to rotate/transform the reflection.
  118456. * @returns the reflection matrix
  118457. */
  118458. getReflectionTextureMatrix(): Matrix;
  118459. /**
  118460. * Set the texture reflection matrix used to rotate/transform the reflection.
  118461. * @param value Define the reflection matrix to set
  118462. */
  118463. setReflectionTextureMatrix(value: Matrix): void;
  118464. /**
  118465. * Parses a JSON representation of an HDR Texture in order to create the texture
  118466. * @param parsedTexture Define the JSON representation
  118467. * @param scene Define the scene the texture should be created in
  118468. * @param rootUrl Define the root url in case we need to load relative dependencies
  118469. * @returns the newly created texture after parsing
  118470. */
  118471. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  118472. serialize(): any;
  118473. }
  118474. }
  118475. declare module BABYLON {
  118476. /**
  118477. * Class used to control physics engine
  118478. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  118479. */
  118480. export class PhysicsEngine implements IPhysicsEngine {
  118481. private _physicsPlugin;
  118482. /**
  118483. * Global value used to control the smallest number supported by the simulation
  118484. */
  118485. static Epsilon: number;
  118486. private _impostors;
  118487. private _joints;
  118488. /**
  118489. * Gets the gravity vector used by the simulation
  118490. */
  118491. gravity: Vector3;
  118492. /**
  118493. * Factory used to create the default physics plugin.
  118494. * @returns The default physics plugin
  118495. */
  118496. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  118497. /**
  118498. * Creates a new Physics Engine
  118499. * @param gravity defines the gravity vector used by the simulation
  118500. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  118501. */
  118502. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  118503. /**
  118504. * Sets the gravity vector used by the simulation
  118505. * @param gravity defines the gravity vector to use
  118506. */
  118507. setGravity(gravity: Vector3): void;
  118508. /**
  118509. * Set the time step of the physics engine.
  118510. * Default is 1/60.
  118511. * To slow it down, enter 1/600 for example.
  118512. * To speed it up, 1/30
  118513. * @param newTimeStep defines the new timestep to apply to this world.
  118514. */
  118515. setTimeStep(newTimeStep?: number): void;
  118516. /**
  118517. * Get the time step of the physics engine.
  118518. * @returns the current time step
  118519. */
  118520. getTimeStep(): number;
  118521. /**
  118522. * Release all resources
  118523. */
  118524. dispose(): void;
  118525. /**
  118526. * Gets the name of the current physics plugin
  118527. * @returns the name of the plugin
  118528. */
  118529. getPhysicsPluginName(): string;
  118530. /**
  118531. * Adding a new impostor for the impostor tracking.
  118532. * This will be done by the impostor itself.
  118533. * @param impostor the impostor to add
  118534. */
  118535. addImpostor(impostor: PhysicsImpostor): void;
  118536. /**
  118537. * Remove an impostor from the engine.
  118538. * This impostor and its mesh will not longer be updated by the physics engine.
  118539. * @param impostor the impostor to remove
  118540. */
  118541. removeImpostor(impostor: PhysicsImpostor): void;
  118542. /**
  118543. * Add a joint to the physics engine
  118544. * @param mainImpostor defines the main impostor to which the joint is added.
  118545. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  118546. * @param joint defines the joint that will connect both impostors.
  118547. */
  118548. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118549. /**
  118550. * Removes a joint from the simulation
  118551. * @param mainImpostor defines the impostor used with the joint
  118552. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  118553. * @param joint defines the joint to remove
  118554. */
  118555. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118556. /**
  118557. * Called by the scene. No need to call it.
  118558. * @param delta defines the timespam between frames
  118559. */
  118560. _step(delta: number): void;
  118561. /**
  118562. * Gets the current plugin used to run the simulation
  118563. * @returns current plugin
  118564. */
  118565. getPhysicsPlugin(): IPhysicsEnginePlugin;
  118566. /**
  118567. * Gets the list of physic impostors
  118568. * @returns an array of PhysicsImpostor
  118569. */
  118570. getImpostors(): Array<PhysicsImpostor>;
  118571. /**
  118572. * Gets the impostor for a physics enabled object
  118573. * @param object defines the object impersonated by the impostor
  118574. * @returns the PhysicsImpostor or null if not found
  118575. */
  118576. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  118577. /**
  118578. * Gets the impostor for a physics body object
  118579. * @param body defines physics body used by the impostor
  118580. * @returns the PhysicsImpostor or null if not found
  118581. */
  118582. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  118583. /**
  118584. * Does a raycast in the physics world
  118585. * @param from when should the ray start?
  118586. * @param to when should the ray end?
  118587. * @returns PhysicsRaycastResult
  118588. */
  118589. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118590. }
  118591. }
  118592. declare module BABYLON {
  118593. /** @hidden */
  118594. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  118595. private _useDeltaForWorldStep;
  118596. world: any;
  118597. name: string;
  118598. private _physicsMaterials;
  118599. private _fixedTimeStep;
  118600. private _cannonRaycastResult;
  118601. private _raycastResult;
  118602. private _physicsBodysToRemoveAfterStep;
  118603. BJSCANNON: any;
  118604. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  118605. setGravity(gravity: Vector3): void;
  118606. setTimeStep(timeStep: number): void;
  118607. getTimeStep(): number;
  118608. executeStep(delta: number): void;
  118609. private _removeMarkedPhysicsBodiesFromWorld;
  118610. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118611. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118612. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118613. private _processChildMeshes;
  118614. removePhysicsBody(impostor: PhysicsImpostor): void;
  118615. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  118616. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  118617. private _addMaterial;
  118618. private _checkWithEpsilon;
  118619. private _createShape;
  118620. private _createHeightmap;
  118621. private _minus90X;
  118622. private _plus90X;
  118623. private _tmpPosition;
  118624. private _tmpDeltaPosition;
  118625. private _tmpUnityRotation;
  118626. private _updatePhysicsBodyTransformation;
  118627. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  118628. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  118629. isSupported(): boolean;
  118630. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118631. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118632. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118633. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118634. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  118635. getBodyMass(impostor: PhysicsImpostor): number;
  118636. getBodyFriction(impostor: PhysicsImpostor): number;
  118637. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  118638. getBodyRestitution(impostor: PhysicsImpostor): number;
  118639. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  118640. sleepBody(impostor: PhysicsImpostor): void;
  118641. wakeUpBody(impostor: PhysicsImpostor): void;
  118642. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  118643. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  118644. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  118645. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  118646. getRadius(impostor: PhysicsImpostor): number;
  118647. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  118648. dispose(): void;
  118649. private _extendNamespace;
  118650. /**
  118651. * Does a raycast in the physics world
  118652. * @param from when should the ray start?
  118653. * @param to when should the ray end?
  118654. * @returns PhysicsRaycastResult
  118655. */
  118656. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118657. }
  118658. }
  118659. declare module BABYLON {
  118660. /** @hidden */
  118661. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  118662. world: any;
  118663. name: string;
  118664. BJSOIMO: any;
  118665. private _raycastResult;
  118666. constructor(iterations?: number, oimoInjection?: any);
  118667. setGravity(gravity: Vector3): void;
  118668. setTimeStep(timeStep: number): void;
  118669. getTimeStep(): number;
  118670. private _tmpImpostorsArray;
  118671. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  118672. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118673. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118674. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118675. private _tmpPositionVector;
  118676. removePhysicsBody(impostor: PhysicsImpostor): void;
  118677. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  118678. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  118679. isSupported(): boolean;
  118680. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  118681. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  118682. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118683. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118684. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118685. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118686. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  118687. getBodyMass(impostor: PhysicsImpostor): number;
  118688. getBodyFriction(impostor: PhysicsImpostor): number;
  118689. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  118690. getBodyRestitution(impostor: PhysicsImpostor): number;
  118691. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  118692. sleepBody(impostor: PhysicsImpostor): void;
  118693. wakeUpBody(impostor: PhysicsImpostor): void;
  118694. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  118695. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  118696. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  118697. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  118698. getRadius(impostor: PhysicsImpostor): number;
  118699. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  118700. dispose(): void;
  118701. /**
  118702. * Does a raycast in the physics world
  118703. * @param from when should the ray start?
  118704. * @param to when should the ray end?
  118705. * @returns PhysicsRaycastResult
  118706. */
  118707. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118708. }
  118709. }
  118710. declare module BABYLON {
  118711. /**
  118712. * Class containing static functions to help procedurally build meshes
  118713. */
  118714. export class RibbonBuilder {
  118715. /**
  118716. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118717. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  118718. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  118719. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  118720. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  118721. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  118722. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  118723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118724. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118725. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118726. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  118727. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  118728. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  118729. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  118730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118731. * @param name defines the name of the mesh
  118732. * @param options defines the options used to create the mesh
  118733. * @param scene defines the hosting scene
  118734. * @returns the ribbon mesh
  118735. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  118736. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118737. */
  118738. static CreateRibbon(name: string, options: {
  118739. pathArray: Vector3[][];
  118740. closeArray?: boolean;
  118741. closePath?: boolean;
  118742. offset?: number;
  118743. updatable?: boolean;
  118744. sideOrientation?: number;
  118745. frontUVs?: Vector4;
  118746. backUVs?: Vector4;
  118747. instance?: Mesh;
  118748. invertUV?: boolean;
  118749. uvs?: Vector2[];
  118750. colors?: Color4[];
  118751. }, scene?: Nullable<Scene>): Mesh;
  118752. }
  118753. }
  118754. declare module BABYLON {
  118755. /**
  118756. * Class containing static functions to help procedurally build meshes
  118757. */
  118758. export class ShapeBuilder {
  118759. /**
  118760. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118761. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  118762. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118763. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  118764. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  118765. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118766. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  118767. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  118768. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118769. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118770. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  118771. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118772. * @param name defines the name of the mesh
  118773. * @param options defines the options used to create the mesh
  118774. * @param scene defines the hosting scene
  118775. * @returns the extruded shape mesh
  118776. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118777. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118778. */
  118779. static ExtrudeShape(name: string, options: {
  118780. shape: Vector3[];
  118781. path: Vector3[];
  118782. scale?: number;
  118783. rotation?: number;
  118784. cap?: number;
  118785. updatable?: boolean;
  118786. sideOrientation?: number;
  118787. frontUVs?: Vector4;
  118788. backUVs?: Vector4;
  118789. instance?: Mesh;
  118790. invertUV?: boolean;
  118791. }, scene?: Nullable<Scene>): Mesh;
  118792. /**
  118793. * Creates an custom extruded shape mesh.
  118794. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118795. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  118796. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118797. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  118798. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  118799. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  118800. * * It must returns a float value that will be the scale value applied to the shape on each path point
  118801. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  118802. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  118803. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118804. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  118805. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  118806. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118807. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118808. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118809. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118810. * @param name defines the name of the mesh
  118811. * @param options defines the options used to create the mesh
  118812. * @param scene defines the hosting scene
  118813. * @returns the custom extruded shape mesh
  118814. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  118815. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118816. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118817. */
  118818. static ExtrudeShapeCustom(name: string, options: {
  118819. shape: Vector3[];
  118820. path: Vector3[];
  118821. scaleFunction?: any;
  118822. rotationFunction?: any;
  118823. ribbonCloseArray?: boolean;
  118824. ribbonClosePath?: boolean;
  118825. cap?: number;
  118826. updatable?: boolean;
  118827. sideOrientation?: number;
  118828. frontUVs?: Vector4;
  118829. backUVs?: Vector4;
  118830. instance?: Mesh;
  118831. invertUV?: boolean;
  118832. }, scene?: Nullable<Scene>): Mesh;
  118833. private static _ExtrudeShapeGeneric;
  118834. }
  118835. }
  118836. declare module BABYLON {
  118837. /**
  118838. * AmmoJS Physics plugin
  118839. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  118840. * @see https://github.com/kripken/ammo.js/
  118841. */
  118842. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  118843. private _useDeltaForWorldStep;
  118844. /**
  118845. * Reference to the Ammo library
  118846. */
  118847. bjsAMMO: any;
  118848. /**
  118849. * Created ammoJS world which physics bodies are added to
  118850. */
  118851. world: any;
  118852. /**
  118853. * Name of the plugin
  118854. */
  118855. name: string;
  118856. private _timeStep;
  118857. private _fixedTimeStep;
  118858. private _maxSteps;
  118859. private _tmpQuaternion;
  118860. private _tmpAmmoTransform;
  118861. private _tmpAmmoQuaternion;
  118862. private _tmpAmmoConcreteContactResultCallback;
  118863. private _collisionConfiguration;
  118864. private _dispatcher;
  118865. private _overlappingPairCache;
  118866. private _solver;
  118867. private _softBodySolver;
  118868. private _tmpAmmoVectorA;
  118869. private _tmpAmmoVectorB;
  118870. private _tmpAmmoVectorC;
  118871. private _tmpAmmoVectorD;
  118872. private _tmpContactCallbackResult;
  118873. private _tmpAmmoVectorRCA;
  118874. private _tmpAmmoVectorRCB;
  118875. private _raycastResult;
  118876. private static readonly DISABLE_COLLISION_FLAG;
  118877. private static readonly KINEMATIC_FLAG;
  118878. private static readonly DISABLE_DEACTIVATION_FLAG;
  118879. /**
  118880. * Initializes the ammoJS plugin
  118881. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  118882. * @param ammoInjection can be used to inject your own ammo reference
  118883. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  118884. */
  118885. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  118886. /**
  118887. * Sets the gravity of the physics world (m/(s^2))
  118888. * @param gravity Gravity to set
  118889. */
  118890. setGravity(gravity: Vector3): void;
  118891. /**
  118892. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  118893. * @param timeStep timestep to use in seconds
  118894. */
  118895. setTimeStep(timeStep: number): void;
  118896. /**
  118897. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  118898. * @param fixedTimeStep fixedTimeStep to use in seconds
  118899. */
  118900. setFixedTimeStep(fixedTimeStep: number): void;
  118901. /**
  118902. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  118903. * @param maxSteps the maximum number of steps by the physics engine per frame
  118904. */
  118905. setMaxSteps(maxSteps: number): void;
  118906. /**
  118907. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  118908. * @returns the current timestep in seconds
  118909. */
  118910. getTimeStep(): number;
  118911. private _isImpostorInContact;
  118912. private _isImpostorPairInContact;
  118913. private _stepSimulation;
  118914. /**
  118915. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  118916. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  118917. * After the step the babylon meshes are set to the position of the physics imposters
  118918. * @param delta amount of time to step forward
  118919. * @param impostors array of imposters to update before/after the step
  118920. */
  118921. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  118922. /**
  118923. * Update babylon mesh to match physics world object
  118924. * @param impostor imposter to match
  118925. */
  118926. private _afterSoftStep;
  118927. /**
  118928. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  118929. * @param impostor imposter to match
  118930. */
  118931. private _ropeStep;
  118932. /**
  118933. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  118934. * @param impostor imposter to match
  118935. */
  118936. private _softbodyOrClothStep;
  118937. private _tmpVector;
  118938. private _tmpMatrix;
  118939. /**
  118940. * Applies an impulse on the imposter
  118941. * @param impostor imposter to apply impulse to
  118942. * @param force amount of force to be applied to the imposter
  118943. * @param contactPoint the location to apply the impulse on the imposter
  118944. */
  118945. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118946. /**
  118947. * Applies a force on the imposter
  118948. * @param impostor imposter to apply force
  118949. * @param force amount of force to be applied to the imposter
  118950. * @param contactPoint the location to apply the force on the imposter
  118951. */
  118952. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118953. /**
  118954. * Creates a physics body using the plugin
  118955. * @param impostor the imposter to create the physics body on
  118956. */
  118957. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118958. /**
  118959. * Removes the physics body from the imposter and disposes of the body's memory
  118960. * @param impostor imposter to remove the physics body from
  118961. */
  118962. removePhysicsBody(impostor: PhysicsImpostor): void;
  118963. /**
  118964. * Generates a joint
  118965. * @param impostorJoint the imposter joint to create the joint with
  118966. */
  118967. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  118968. /**
  118969. * Removes a joint
  118970. * @param impostorJoint the imposter joint to remove the joint from
  118971. */
  118972. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  118973. private _addMeshVerts;
  118974. /**
  118975. * Initialise the soft body vertices to match its object's (mesh) vertices
  118976. * Softbody vertices (nodes) are in world space and to match this
  118977. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  118978. * @param impostor to create the softbody for
  118979. */
  118980. private _softVertexData;
  118981. /**
  118982. * Create an impostor's soft body
  118983. * @param impostor to create the softbody for
  118984. */
  118985. private _createSoftbody;
  118986. /**
  118987. * Create cloth for an impostor
  118988. * @param impostor to create the softbody for
  118989. */
  118990. private _createCloth;
  118991. /**
  118992. * Create rope for an impostor
  118993. * @param impostor to create the softbody for
  118994. */
  118995. private _createRope;
  118996. private _addHullVerts;
  118997. private _createShape;
  118998. /**
  118999. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  119000. * @param impostor imposter containing the physics body and babylon object
  119001. */
  119002. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119003. /**
  119004. * Sets the babylon object's position/rotation from the physics body's position/rotation
  119005. * @param impostor imposter containing the physics body and babylon object
  119006. * @param newPosition new position
  119007. * @param newRotation new rotation
  119008. */
  119009. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119010. /**
  119011. * If this plugin is supported
  119012. * @returns true if its supported
  119013. */
  119014. isSupported(): boolean;
  119015. /**
  119016. * Sets the linear velocity of the physics body
  119017. * @param impostor imposter to set the velocity on
  119018. * @param velocity velocity to set
  119019. */
  119020. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119021. /**
  119022. * Sets the angular velocity of the physics body
  119023. * @param impostor imposter to set the velocity on
  119024. * @param velocity velocity to set
  119025. */
  119026. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119027. /**
  119028. * gets the linear velocity
  119029. * @param impostor imposter to get linear velocity from
  119030. * @returns linear velocity
  119031. */
  119032. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119033. /**
  119034. * gets the angular velocity
  119035. * @param impostor imposter to get angular velocity from
  119036. * @returns angular velocity
  119037. */
  119038. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119039. /**
  119040. * Sets the mass of physics body
  119041. * @param impostor imposter to set the mass on
  119042. * @param mass mass to set
  119043. */
  119044. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119045. /**
  119046. * Gets the mass of the physics body
  119047. * @param impostor imposter to get the mass from
  119048. * @returns mass
  119049. */
  119050. getBodyMass(impostor: PhysicsImpostor): number;
  119051. /**
  119052. * Gets friction of the impostor
  119053. * @param impostor impostor to get friction from
  119054. * @returns friction value
  119055. */
  119056. getBodyFriction(impostor: PhysicsImpostor): number;
  119057. /**
  119058. * Sets friction of the impostor
  119059. * @param impostor impostor to set friction on
  119060. * @param friction friction value
  119061. */
  119062. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119063. /**
  119064. * Gets restitution of the impostor
  119065. * @param impostor impostor to get restitution from
  119066. * @returns restitution value
  119067. */
  119068. getBodyRestitution(impostor: PhysicsImpostor): number;
  119069. /**
  119070. * Sets resitution of the impostor
  119071. * @param impostor impostor to set resitution on
  119072. * @param restitution resitution value
  119073. */
  119074. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119075. /**
  119076. * Gets pressure inside the impostor
  119077. * @param impostor impostor to get pressure from
  119078. * @returns pressure value
  119079. */
  119080. getBodyPressure(impostor: PhysicsImpostor): number;
  119081. /**
  119082. * Sets pressure inside a soft body impostor
  119083. * Cloth and rope must remain 0 pressure
  119084. * @param impostor impostor to set pressure on
  119085. * @param pressure pressure value
  119086. */
  119087. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  119088. /**
  119089. * Gets stiffness of the impostor
  119090. * @param impostor impostor to get stiffness from
  119091. * @returns pressure value
  119092. */
  119093. getBodyStiffness(impostor: PhysicsImpostor): number;
  119094. /**
  119095. * Sets stiffness of the impostor
  119096. * @param impostor impostor to set stiffness on
  119097. * @param stiffness stiffness value from 0 to 1
  119098. */
  119099. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  119100. /**
  119101. * Gets velocityIterations of the impostor
  119102. * @param impostor impostor to get velocity iterations from
  119103. * @returns velocityIterations value
  119104. */
  119105. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  119106. /**
  119107. * Sets velocityIterations of the impostor
  119108. * @param impostor impostor to set velocity iterations on
  119109. * @param velocityIterations velocityIterations value
  119110. */
  119111. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  119112. /**
  119113. * Gets positionIterations of the impostor
  119114. * @param impostor impostor to get position iterations from
  119115. * @returns positionIterations value
  119116. */
  119117. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  119118. /**
  119119. * Sets positionIterations of the impostor
  119120. * @param impostor impostor to set position on
  119121. * @param positionIterations positionIterations value
  119122. */
  119123. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  119124. /**
  119125. * Append an anchor to a cloth object
  119126. * @param impostor is the cloth impostor to add anchor to
  119127. * @param otherImpostor is the rigid impostor to anchor to
  119128. * @param width ratio across width from 0 to 1
  119129. * @param height ratio up height from 0 to 1
  119130. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  119131. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119132. */
  119133. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119134. /**
  119135. * Append an hook to a rope object
  119136. * @param impostor is the rope impostor to add hook to
  119137. * @param otherImpostor is the rigid impostor to hook to
  119138. * @param length ratio along the rope from 0 to 1
  119139. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  119140. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119141. */
  119142. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119143. /**
  119144. * Sleeps the physics body and stops it from being active
  119145. * @param impostor impostor to sleep
  119146. */
  119147. sleepBody(impostor: PhysicsImpostor): void;
  119148. /**
  119149. * Activates the physics body
  119150. * @param impostor impostor to activate
  119151. */
  119152. wakeUpBody(impostor: PhysicsImpostor): void;
  119153. /**
  119154. * Updates the distance parameters of the joint
  119155. * @param joint joint to update
  119156. * @param maxDistance maximum distance of the joint
  119157. * @param minDistance minimum distance of the joint
  119158. */
  119159. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119160. /**
  119161. * Sets a motor on the joint
  119162. * @param joint joint to set motor on
  119163. * @param speed speed of the motor
  119164. * @param maxForce maximum force of the motor
  119165. * @param motorIndex index of the motor
  119166. */
  119167. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119168. /**
  119169. * Sets the motors limit
  119170. * @param joint joint to set limit on
  119171. * @param upperLimit upper limit
  119172. * @param lowerLimit lower limit
  119173. */
  119174. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119175. /**
  119176. * Syncs the position and rotation of a mesh with the impostor
  119177. * @param mesh mesh to sync
  119178. * @param impostor impostor to update the mesh with
  119179. */
  119180. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119181. /**
  119182. * Gets the radius of the impostor
  119183. * @param impostor impostor to get radius from
  119184. * @returns the radius
  119185. */
  119186. getRadius(impostor: PhysicsImpostor): number;
  119187. /**
  119188. * Gets the box size of the impostor
  119189. * @param impostor impostor to get box size from
  119190. * @param result the resulting box size
  119191. */
  119192. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119193. /**
  119194. * Disposes of the impostor
  119195. */
  119196. dispose(): void;
  119197. /**
  119198. * Does a raycast in the physics world
  119199. * @param from when should the ray start?
  119200. * @param to when should the ray end?
  119201. * @returns PhysicsRaycastResult
  119202. */
  119203. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119204. }
  119205. }
  119206. declare module BABYLON {
  119207. interface AbstractScene {
  119208. /**
  119209. * The list of reflection probes added to the scene
  119210. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119211. */
  119212. reflectionProbes: Array<ReflectionProbe>;
  119213. /**
  119214. * Removes the given reflection probe from this scene.
  119215. * @param toRemove The reflection probe to remove
  119216. * @returns The index of the removed reflection probe
  119217. */
  119218. removeReflectionProbe(toRemove: ReflectionProbe): number;
  119219. /**
  119220. * Adds the given reflection probe to this scene.
  119221. * @param newReflectionProbe The reflection probe to add
  119222. */
  119223. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  119224. }
  119225. /**
  119226. * Class used to generate realtime reflection / refraction cube textures
  119227. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119228. */
  119229. export class ReflectionProbe {
  119230. /** defines the name of the probe */
  119231. name: string;
  119232. private _scene;
  119233. private _renderTargetTexture;
  119234. private _projectionMatrix;
  119235. private _viewMatrix;
  119236. private _target;
  119237. private _add;
  119238. private _attachedMesh;
  119239. private _invertYAxis;
  119240. /** Gets or sets probe position (center of the cube map) */
  119241. position: Vector3;
  119242. /**
  119243. * Creates a new reflection probe
  119244. * @param name defines the name of the probe
  119245. * @param size defines the texture resolution (for each face)
  119246. * @param scene defines the hosting scene
  119247. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  119248. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  119249. */
  119250. constructor(
  119251. /** defines the name of the probe */
  119252. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  119253. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  119254. samples: number;
  119255. /** Gets or sets the refresh rate to use (on every frame by default) */
  119256. refreshRate: number;
  119257. /**
  119258. * Gets the hosting scene
  119259. * @returns a Scene
  119260. */
  119261. getScene(): Scene;
  119262. /** Gets the internal CubeTexture used to render to */
  119263. readonly cubeTexture: RenderTargetTexture;
  119264. /** Gets the list of meshes to render */
  119265. readonly renderList: Nullable<AbstractMesh[]>;
  119266. /**
  119267. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  119268. * @param mesh defines the mesh to attach to
  119269. */
  119270. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  119271. /**
  119272. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  119273. * @param renderingGroupId The rendering group id corresponding to its index
  119274. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  119275. */
  119276. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  119277. /**
  119278. * Clean all associated resources
  119279. */
  119280. dispose(): void;
  119281. /**
  119282. * Converts the reflection probe information to a readable string for debug purpose.
  119283. * @param fullDetails Supports for multiple levels of logging within scene loading
  119284. * @returns the human readable reflection probe info
  119285. */
  119286. toString(fullDetails?: boolean): string;
  119287. /**
  119288. * Get the class name of the relfection probe.
  119289. * @returns "ReflectionProbe"
  119290. */
  119291. getClassName(): string;
  119292. /**
  119293. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  119294. * @returns The JSON representation of the texture
  119295. */
  119296. serialize(): any;
  119297. /**
  119298. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  119299. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  119300. * @param scene Define the scene the parsed reflection probe should be instantiated in
  119301. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  119302. * @returns The parsed reflection probe if successful
  119303. */
  119304. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  119305. }
  119306. }
  119307. declare module BABYLON {
  119308. /** @hidden */
  119309. export var _BabylonLoaderRegistered: boolean;
  119310. }
  119311. declare module BABYLON {
  119312. /**
  119313. * The Physically based simple base material of BJS.
  119314. *
  119315. * This enables better naming and convention enforcements on top of the pbrMaterial.
  119316. * It is used as the base class for both the specGloss and metalRough conventions.
  119317. */
  119318. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  119319. /**
  119320. * Number of Simultaneous lights allowed on the material.
  119321. */
  119322. maxSimultaneousLights: number;
  119323. /**
  119324. * If sets to true, disables all the lights affecting the material.
  119325. */
  119326. disableLighting: boolean;
  119327. /**
  119328. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  119329. */
  119330. environmentTexture: BaseTexture;
  119331. /**
  119332. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  119333. */
  119334. invertNormalMapX: boolean;
  119335. /**
  119336. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  119337. */
  119338. invertNormalMapY: boolean;
  119339. /**
  119340. * Normal map used in the model.
  119341. */
  119342. normalTexture: BaseTexture;
  119343. /**
  119344. * Emissivie color used to self-illuminate the model.
  119345. */
  119346. emissiveColor: Color3;
  119347. /**
  119348. * Emissivie texture used to self-illuminate the model.
  119349. */
  119350. emissiveTexture: BaseTexture;
  119351. /**
  119352. * Occlusion Channel Strenght.
  119353. */
  119354. occlusionStrength: number;
  119355. /**
  119356. * Occlusion Texture of the material (adding extra occlusion effects).
  119357. */
  119358. occlusionTexture: BaseTexture;
  119359. /**
  119360. * Defines the alpha limits in alpha test mode.
  119361. */
  119362. alphaCutOff: number;
  119363. /**
  119364. * Gets the current double sided mode.
  119365. */
  119366. /**
  119367. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  119368. */
  119369. doubleSided: boolean;
  119370. /**
  119371. * Stores the pre-calculated light information of a mesh in a texture.
  119372. */
  119373. lightmapTexture: BaseTexture;
  119374. /**
  119375. * If true, the light map contains occlusion information instead of lighting info.
  119376. */
  119377. useLightmapAsShadowmap: boolean;
  119378. /**
  119379. * Instantiates a new PBRMaterial instance.
  119380. *
  119381. * @param name The material name
  119382. * @param scene The scene the material will be use in.
  119383. */
  119384. constructor(name: string, scene: Scene);
  119385. getClassName(): string;
  119386. }
  119387. }
  119388. declare module BABYLON {
  119389. /**
  119390. * The PBR material of BJS following the metal roughness convention.
  119391. *
  119392. * This fits to the PBR convention in the GLTF definition:
  119393. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  119394. */
  119395. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  119396. /**
  119397. * The base color has two different interpretations depending on the value of metalness.
  119398. * When the material is a metal, the base color is the specific measured reflectance value
  119399. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  119400. * of the material.
  119401. */
  119402. baseColor: Color3;
  119403. /**
  119404. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  119405. * well as opacity information in the alpha channel.
  119406. */
  119407. baseTexture: BaseTexture;
  119408. /**
  119409. * Specifies the metallic scalar value of the material.
  119410. * Can also be used to scale the metalness values of the metallic texture.
  119411. */
  119412. metallic: number;
  119413. /**
  119414. * Specifies the roughness scalar value of the material.
  119415. * Can also be used to scale the roughness values of the metallic texture.
  119416. */
  119417. roughness: number;
  119418. /**
  119419. * Texture containing both the metallic value in the B channel and the
  119420. * roughness value in the G channel to keep better precision.
  119421. */
  119422. metallicRoughnessTexture: BaseTexture;
  119423. /**
  119424. * Instantiates a new PBRMetalRoughnessMaterial instance.
  119425. *
  119426. * @param name The material name
  119427. * @param scene The scene the material will be use in.
  119428. */
  119429. constructor(name: string, scene: Scene);
  119430. /**
  119431. * Return the currrent class name of the material.
  119432. */
  119433. getClassName(): string;
  119434. /**
  119435. * Makes a duplicate of the current material.
  119436. * @param name - name to use for the new material.
  119437. */
  119438. clone(name: string): PBRMetallicRoughnessMaterial;
  119439. /**
  119440. * Serialize the material to a parsable JSON object.
  119441. */
  119442. serialize(): any;
  119443. /**
  119444. * Parses a JSON object correponding to the serialize function.
  119445. */
  119446. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  119447. }
  119448. }
  119449. declare module BABYLON {
  119450. /**
  119451. * The PBR material of BJS following the specular glossiness convention.
  119452. *
  119453. * This fits to the PBR convention in the GLTF definition:
  119454. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  119455. */
  119456. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  119457. /**
  119458. * Specifies the diffuse color of the material.
  119459. */
  119460. diffuseColor: Color3;
  119461. /**
  119462. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  119463. * channel.
  119464. */
  119465. diffuseTexture: BaseTexture;
  119466. /**
  119467. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  119468. */
  119469. specularColor: Color3;
  119470. /**
  119471. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  119472. */
  119473. glossiness: number;
  119474. /**
  119475. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  119476. */
  119477. specularGlossinessTexture: BaseTexture;
  119478. /**
  119479. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  119480. *
  119481. * @param name The material name
  119482. * @param scene The scene the material will be use in.
  119483. */
  119484. constructor(name: string, scene: Scene);
  119485. /**
  119486. * Return the currrent class name of the material.
  119487. */
  119488. getClassName(): string;
  119489. /**
  119490. * Makes a duplicate of the current material.
  119491. * @param name - name to use for the new material.
  119492. */
  119493. clone(name: string): PBRSpecularGlossinessMaterial;
  119494. /**
  119495. * Serialize the material to a parsable JSON object.
  119496. */
  119497. serialize(): any;
  119498. /**
  119499. * Parses a JSON object correponding to the serialize function.
  119500. */
  119501. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  119502. }
  119503. }
  119504. declare module BABYLON {
  119505. /**
  119506. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  119507. * It can help converting any input color in a desired output one. This can then be used to create effects
  119508. * from sepia, black and white to sixties or futuristic rendering...
  119509. *
  119510. * The only supported format is currently 3dl.
  119511. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  119512. */
  119513. export class ColorGradingTexture extends BaseTexture {
  119514. /**
  119515. * The current texture matrix. (will always be identity in color grading texture)
  119516. */
  119517. private _textureMatrix;
  119518. /**
  119519. * The texture URL.
  119520. */
  119521. url: string;
  119522. /**
  119523. * Empty line regex stored for GC.
  119524. */
  119525. private static _noneEmptyLineRegex;
  119526. private _engine;
  119527. /**
  119528. * Instantiates a ColorGradingTexture from the following parameters.
  119529. *
  119530. * @param url The location of the color gradind data (currently only supporting 3dl)
  119531. * @param scene The scene the texture will be used in
  119532. */
  119533. constructor(url: string, scene: Scene);
  119534. /**
  119535. * Returns the texture matrix used in most of the material.
  119536. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  119537. */
  119538. getTextureMatrix(): Matrix;
  119539. /**
  119540. * Occurs when the file being loaded is a .3dl LUT file.
  119541. */
  119542. private load3dlTexture;
  119543. /**
  119544. * Starts the loading process of the texture.
  119545. */
  119546. private loadTexture;
  119547. /**
  119548. * Clones the color gradind texture.
  119549. */
  119550. clone(): ColorGradingTexture;
  119551. /**
  119552. * Called during delayed load for textures.
  119553. */
  119554. delayLoad(): void;
  119555. /**
  119556. * Parses a color grading texture serialized by Babylon.
  119557. * @param parsedTexture The texture information being parsedTexture
  119558. * @param scene The scene to load the texture in
  119559. * @param rootUrl The root url of the data assets to load
  119560. * @return A color gradind texture
  119561. */
  119562. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  119563. /**
  119564. * Serializes the LUT texture to json format.
  119565. */
  119566. serialize(): any;
  119567. }
  119568. }
  119569. declare module BABYLON {
  119570. /**
  119571. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  119572. */
  119573. export class EquiRectangularCubeTexture extends BaseTexture {
  119574. /** The six faces of the cube. */
  119575. private static _FacesMapping;
  119576. private _noMipmap;
  119577. private _onLoad;
  119578. private _onError;
  119579. /** The size of the cubemap. */
  119580. private _size;
  119581. /** The buffer of the image. */
  119582. private _buffer;
  119583. /** The width of the input image. */
  119584. private _width;
  119585. /** The height of the input image. */
  119586. private _height;
  119587. /** The URL to the image. */
  119588. url: string;
  119589. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  119590. coordinatesMode: number;
  119591. /**
  119592. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  119593. * @param url The location of the image
  119594. * @param scene The scene the texture will be used in
  119595. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119596. * @param noMipmap Forces to not generate the mipmap if true
  119597. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  119598. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  119599. * @param onLoad — defines a callback called when texture is loaded
  119600. * @param onError — defines a callback called if there is an error
  119601. */
  119602. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  119603. /**
  119604. * Load the image data, by putting the image on a canvas and extracting its buffer.
  119605. */
  119606. private loadImage;
  119607. /**
  119608. * Convert the image buffer into a cubemap and create a CubeTexture.
  119609. */
  119610. private loadTexture;
  119611. /**
  119612. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  119613. * @param buffer The ArrayBuffer that should be converted.
  119614. * @returns The buffer as Float32Array.
  119615. */
  119616. private getFloat32ArrayFromArrayBuffer;
  119617. /**
  119618. * Get the current class name of the texture useful for serialization or dynamic coding.
  119619. * @returns "EquiRectangularCubeTexture"
  119620. */
  119621. getClassName(): string;
  119622. /**
  119623. * Create a clone of the current EquiRectangularCubeTexture and return it.
  119624. * @returns A clone of the current EquiRectangularCubeTexture.
  119625. */
  119626. clone(): EquiRectangularCubeTexture;
  119627. }
  119628. }
  119629. declare module BABYLON {
  119630. /**
  119631. * Based on jsTGALoader - Javascript loader for TGA file
  119632. * By Vincent Thibault
  119633. * @see http://blog.robrowser.com/javascript-tga-loader.html
  119634. */
  119635. export class TGATools {
  119636. private static _TYPE_INDEXED;
  119637. private static _TYPE_RGB;
  119638. private static _TYPE_GREY;
  119639. private static _TYPE_RLE_INDEXED;
  119640. private static _TYPE_RLE_RGB;
  119641. private static _TYPE_RLE_GREY;
  119642. private static _ORIGIN_MASK;
  119643. private static _ORIGIN_SHIFT;
  119644. private static _ORIGIN_BL;
  119645. private static _ORIGIN_BR;
  119646. private static _ORIGIN_UL;
  119647. private static _ORIGIN_UR;
  119648. /**
  119649. * Gets the header of a TGA file
  119650. * @param data defines the TGA data
  119651. * @returns the header
  119652. */
  119653. static GetTGAHeader(data: Uint8Array): any;
  119654. /**
  119655. * Uploads TGA content to a Babylon Texture
  119656. * @hidden
  119657. */
  119658. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  119659. /** @hidden */
  119660. 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;
  119661. /** @hidden */
  119662. 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;
  119663. /** @hidden */
  119664. 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;
  119665. /** @hidden */
  119666. 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;
  119667. /** @hidden */
  119668. 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;
  119669. /** @hidden */
  119670. 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;
  119671. }
  119672. }
  119673. declare module BABYLON {
  119674. /**
  119675. * Implementation of the TGA Texture Loader.
  119676. * @hidden
  119677. */
  119678. export class _TGATextureLoader implements IInternalTextureLoader {
  119679. /**
  119680. * Defines wether the loader supports cascade loading the different faces.
  119681. */
  119682. readonly supportCascades: boolean;
  119683. /**
  119684. * This returns if the loader support the current file information.
  119685. * @param extension defines the file extension of the file being loaded
  119686. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119687. * @param fallback defines the fallback internal texture if any
  119688. * @param isBase64 defines whether the texture is encoded as a base64
  119689. * @param isBuffer defines whether the texture data are stored as a buffer
  119690. * @returns true if the loader can load the specified file
  119691. */
  119692. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  119693. /**
  119694. * Transform the url before loading if required.
  119695. * @param rootUrl the url of the texture
  119696. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119697. * @returns the transformed texture
  119698. */
  119699. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  119700. /**
  119701. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  119702. * @param rootUrl the url of the texture
  119703. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119704. * @returns the fallback texture
  119705. */
  119706. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  119707. /**
  119708. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  119709. * @param data contains the texture data
  119710. * @param texture defines the BabylonJS internal texture
  119711. * @param createPolynomials will be true if polynomials have been requested
  119712. * @param onLoad defines the callback to trigger once the texture is ready
  119713. * @param onError defines the callback to trigger in case of error
  119714. */
  119715. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  119716. /**
  119717. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  119718. * @param data contains the texture data
  119719. * @param texture defines the BabylonJS internal texture
  119720. * @param callback defines the method to call once ready to upload
  119721. */
  119722. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  119723. }
  119724. }
  119725. declare module BABYLON {
  119726. /**
  119727. * Info about the .basis files
  119728. */
  119729. class BasisFileInfo {
  119730. /**
  119731. * If the file has alpha
  119732. */
  119733. hasAlpha: boolean;
  119734. /**
  119735. * Info about each image of the basis file
  119736. */
  119737. images: Array<{
  119738. levels: Array<{
  119739. width: number;
  119740. height: number;
  119741. transcodedPixels: ArrayBufferView;
  119742. }>;
  119743. }>;
  119744. }
  119745. /**
  119746. * Result of transcoding a basis file
  119747. */
  119748. class TranscodeResult {
  119749. /**
  119750. * Info about the .basis file
  119751. */
  119752. fileInfo: BasisFileInfo;
  119753. /**
  119754. * Format to use when loading the file
  119755. */
  119756. format: number;
  119757. }
  119758. /**
  119759. * Configuration options for the Basis transcoder
  119760. */
  119761. export class BasisTranscodeConfiguration {
  119762. /**
  119763. * Supported compression formats used to determine the supported output format of the transcoder
  119764. */
  119765. supportedCompressionFormats?: {
  119766. /**
  119767. * etc1 compression format
  119768. */
  119769. etc1?: boolean;
  119770. /**
  119771. * s3tc compression format
  119772. */
  119773. s3tc?: boolean;
  119774. /**
  119775. * pvrtc compression format
  119776. */
  119777. pvrtc?: boolean;
  119778. /**
  119779. * etc2 compression format
  119780. */
  119781. etc2?: boolean;
  119782. };
  119783. /**
  119784. * If mipmap levels should be loaded for transcoded images (Default: true)
  119785. */
  119786. loadMipmapLevels?: boolean;
  119787. /**
  119788. * Index of a single image to load (Default: all images)
  119789. */
  119790. loadSingleImage?: number;
  119791. }
  119792. /**
  119793. * Used to load .Basis files
  119794. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  119795. */
  119796. export class BasisTools {
  119797. private static _IgnoreSupportedFormats;
  119798. /**
  119799. * URL to use when loading the basis transcoder
  119800. */
  119801. static JSModuleURL: string;
  119802. /**
  119803. * URL to use when loading the wasm module for the transcoder
  119804. */
  119805. static WasmModuleURL: string;
  119806. /**
  119807. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  119808. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  119809. * @returns internal format corresponding to the Basis format
  119810. */
  119811. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  119812. private static _WorkerPromise;
  119813. private static _Worker;
  119814. private static _actionId;
  119815. private static _CreateWorkerAsync;
  119816. /**
  119817. * Transcodes a loaded image file to compressed pixel data
  119818. * @param imageData image data to transcode
  119819. * @param config configuration options for the transcoding
  119820. * @returns a promise resulting in the transcoded image
  119821. */
  119822. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  119823. /**
  119824. * Loads a texture from the transcode result
  119825. * @param texture texture load to
  119826. * @param transcodeResult the result of transcoding the basis file to load from
  119827. */
  119828. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  119829. }
  119830. }
  119831. declare module BABYLON {
  119832. /**
  119833. * Loader for .basis file format
  119834. */
  119835. export class _BasisTextureLoader implements IInternalTextureLoader {
  119836. /**
  119837. * Defines whether the loader supports cascade loading the different faces.
  119838. */
  119839. readonly supportCascades: boolean;
  119840. /**
  119841. * This returns if the loader support the current file information.
  119842. * @param extension defines the file extension of the file being loaded
  119843. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119844. * @param fallback defines the fallback internal texture if any
  119845. * @param isBase64 defines whether the texture is encoded as a base64
  119846. * @param isBuffer defines whether the texture data are stored as a buffer
  119847. * @returns true if the loader can load the specified file
  119848. */
  119849. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  119850. /**
  119851. * Transform the url before loading if required.
  119852. * @param rootUrl the url of the texture
  119853. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119854. * @returns the transformed texture
  119855. */
  119856. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  119857. /**
  119858. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  119859. * @param rootUrl the url of the texture
  119860. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119861. * @returns the fallback texture
  119862. */
  119863. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  119864. /**
  119865. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  119866. * @param data contains the texture data
  119867. * @param texture defines the BabylonJS internal texture
  119868. * @param createPolynomials will be true if polynomials have been requested
  119869. * @param onLoad defines the callback to trigger once the texture is ready
  119870. * @param onError defines the callback to trigger in case of error
  119871. */
  119872. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  119873. /**
  119874. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  119875. * @param data contains the texture data
  119876. * @param texture defines the BabylonJS internal texture
  119877. * @param callback defines the method to call once ready to upload
  119878. */
  119879. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  119880. }
  119881. }
  119882. declare module BABYLON {
  119883. /**
  119884. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  119885. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  119886. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  119887. */
  119888. export class CustomProceduralTexture extends ProceduralTexture {
  119889. private _animate;
  119890. private _time;
  119891. private _config;
  119892. private _texturePath;
  119893. /**
  119894. * Instantiates a new Custom Procedural Texture.
  119895. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  119896. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  119897. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  119898. * @param name Define the name of the texture
  119899. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  119900. * @param size Define the size of the texture to create
  119901. * @param scene Define the scene the texture belongs to
  119902. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  119903. * @param generateMipMaps Define if the texture should creates mip maps or not
  119904. */
  119905. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  119906. private _loadJson;
  119907. /**
  119908. * Is the texture ready to be used ? (rendered at least once)
  119909. * @returns true if ready, otherwise, false.
  119910. */
  119911. isReady(): boolean;
  119912. /**
  119913. * Render the texture to its associated render target.
  119914. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  119915. */
  119916. render(useCameraPostProcess?: boolean): void;
  119917. /**
  119918. * Update the list of dependant textures samplers in the shader.
  119919. */
  119920. updateTextures(): void;
  119921. /**
  119922. * Update the uniform values of the procedural texture in the shader.
  119923. */
  119924. updateShaderUniforms(): void;
  119925. /**
  119926. * Define if the texture animates or not.
  119927. */
  119928. animate: boolean;
  119929. }
  119930. }
  119931. declare module BABYLON {
  119932. /** @hidden */
  119933. export var noisePixelShader: {
  119934. name: string;
  119935. shader: string;
  119936. };
  119937. }
  119938. declare module BABYLON {
  119939. /**
  119940. * Class used to generate noise procedural textures
  119941. */
  119942. export class NoiseProceduralTexture extends ProceduralTexture {
  119943. private _time;
  119944. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119945. brightness: number;
  119946. /** Defines the number of octaves to process */
  119947. octaves: number;
  119948. /** Defines the level of persistence (0.8 by default) */
  119949. persistence: number;
  119950. /** Gets or sets animation speed factor (default is 1) */
  119951. animationSpeedFactor: number;
  119952. /**
  119953. * Creates a new NoiseProceduralTexture
  119954. * @param name defines the name fo the texture
  119955. * @param size defines the size of the texture (default is 256)
  119956. * @param scene defines the hosting scene
  119957. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119958. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119959. */
  119960. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  119961. private _updateShaderUniforms;
  119962. protected _getDefines(): string;
  119963. /** Generate the current state of the procedural texture */
  119964. render(useCameraPostProcess?: boolean): void;
  119965. /**
  119966. * Serializes this noise procedural texture
  119967. * @returns a serialized noise procedural texture object
  119968. */
  119969. serialize(): any;
  119970. /**
  119971. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119972. * @param parsedTexture defines parsed texture data
  119973. * @param scene defines the current scene
  119974. * @param rootUrl defines the root URL containing noise procedural texture information
  119975. * @returns a parsed NoiseProceduralTexture
  119976. */
  119977. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  119978. }
  119979. }
  119980. declare module BABYLON {
  119981. /**
  119982. * Raw cube texture where the raw buffers are passed in
  119983. */
  119984. export class RawCubeTexture extends CubeTexture {
  119985. /**
  119986. * Creates a cube texture where the raw buffers are passed in.
  119987. * @param scene defines the scene the texture is attached to
  119988. * @param data defines the array of data to use to create each face
  119989. * @param size defines the size of the textures
  119990. * @param format defines the format of the data
  119991. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  119992. * @param generateMipMaps defines if the engine should generate the mip levels
  119993. * @param invertY defines if data must be stored with Y axis inverted
  119994. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  119995. * @param compression defines the compression used (null by default)
  119996. */
  119997. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  119998. /**
  119999. * Updates the raw cube texture.
  120000. * @param data defines the data to store
  120001. * @param format defines the data format
  120002. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  120003. * @param invertY defines if data must be stored with Y axis inverted
  120004. * @param compression defines the compression used (null by default)
  120005. * @param level defines which level of the texture to update
  120006. */
  120007. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  120008. /**
  120009. * Updates a raw cube texture with RGBD encoded data.
  120010. * @param data defines the array of data [mipmap][face] to use to create each face
  120011. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  120012. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120013. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120014. * @returns a promsie that resolves when the operation is complete
  120015. */
  120016. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  120017. /**
  120018. * Clones the raw cube texture.
  120019. * @return a new cube texture
  120020. */
  120021. clone(): CubeTexture;
  120022. /** @hidden */
  120023. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120024. }
  120025. }
  120026. declare module BABYLON {
  120027. /**
  120028. * Class used to store 3D textures containing user data
  120029. */
  120030. export class RawTexture3D extends Texture {
  120031. /** Gets or sets the texture format to use */
  120032. format: number;
  120033. private _engine;
  120034. /**
  120035. * Create a new RawTexture3D
  120036. * @param data defines the data of the texture
  120037. * @param width defines the width of the texture
  120038. * @param height defines the height of the texture
  120039. * @param depth defines the depth of the texture
  120040. * @param format defines the texture format to use
  120041. * @param scene defines the hosting scene
  120042. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  120043. * @param invertY defines if texture must be stored with Y axis inverted
  120044. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  120045. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  120046. */
  120047. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  120048. /** Gets or sets the texture format to use */
  120049. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  120050. /**
  120051. * Update the texture with new data
  120052. * @param data defines the data to store in the texture
  120053. */
  120054. update(data: ArrayBufferView): void;
  120055. }
  120056. }
  120057. declare module BABYLON {
  120058. /**
  120059. * Creates a refraction texture used by refraction channel of the standard material.
  120060. * It is like a mirror but to see through a material.
  120061. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120062. */
  120063. export class RefractionTexture extends RenderTargetTexture {
  120064. /**
  120065. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  120066. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  120067. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120068. */
  120069. refractionPlane: Plane;
  120070. /**
  120071. * Define how deep under the surface we should see.
  120072. */
  120073. depth: number;
  120074. /**
  120075. * Creates a refraction texture used by refraction channel of the standard material.
  120076. * It is like a mirror but to see through a material.
  120077. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120078. * @param name Define the texture name
  120079. * @param size Define the size of the underlying texture
  120080. * @param scene Define the scene the refraction belongs to
  120081. * @param generateMipMaps Define if we need to generate mips level for the refraction
  120082. */
  120083. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  120084. /**
  120085. * Clone the refraction texture.
  120086. * @returns the cloned texture
  120087. */
  120088. clone(): RefractionTexture;
  120089. /**
  120090. * Serialize the texture to a JSON representation you could use in Parse later on
  120091. * @returns the serialized JSON representation
  120092. */
  120093. serialize(): any;
  120094. }
  120095. }
  120096. declare module BABYLON {
  120097. /**
  120098. * Defines the options related to the creation of an HtmlElementTexture
  120099. */
  120100. export interface IHtmlElementTextureOptions {
  120101. /**
  120102. * Defines wether mip maps should be created or not.
  120103. */
  120104. generateMipMaps?: boolean;
  120105. /**
  120106. * Defines the sampling mode of the texture.
  120107. */
  120108. samplingMode?: number;
  120109. /**
  120110. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  120111. */
  120112. engine: Nullable<ThinEngine>;
  120113. /**
  120114. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  120115. */
  120116. scene: Nullable<Scene>;
  120117. }
  120118. /**
  120119. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  120120. * To be as efficient as possible depending on your constraints nothing aside the first upload
  120121. * is automatically managed.
  120122. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  120123. * in your application.
  120124. *
  120125. * As the update is not automatic, you need to call them manually.
  120126. */
  120127. export class HtmlElementTexture extends BaseTexture {
  120128. /**
  120129. * The texture URL.
  120130. */
  120131. element: HTMLVideoElement | HTMLCanvasElement;
  120132. private static readonly DefaultOptions;
  120133. private _textureMatrix;
  120134. private _engine;
  120135. private _isVideo;
  120136. private _generateMipMaps;
  120137. private _samplingMode;
  120138. /**
  120139. * Instantiates a HtmlElementTexture from the following parameters.
  120140. *
  120141. * @param name Defines the name of the texture
  120142. * @param element Defines the video or canvas the texture is filled with
  120143. * @param options Defines the other none mandatory texture creation options
  120144. */
  120145. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  120146. private _createInternalTexture;
  120147. /**
  120148. * Returns the texture matrix used in most of the material.
  120149. */
  120150. getTextureMatrix(): Matrix;
  120151. /**
  120152. * Updates the content of the texture.
  120153. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  120154. */
  120155. update(invertY?: Nullable<boolean>): void;
  120156. }
  120157. }
  120158. declare module BABYLON {
  120159. /**
  120160. * Enum used to define the target of a block
  120161. */
  120162. export enum NodeMaterialBlockTargets {
  120163. /** Vertex shader */
  120164. Vertex = 1,
  120165. /** Fragment shader */
  120166. Fragment = 2,
  120167. /** Neutral */
  120168. Neutral = 4,
  120169. /** Vertex and Fragment */
  120170. VertexAndFragment = 3
  120171. }
  120172. }
  120173. declare module BABYLON {
  120174. /**
  120175. * Defines the kind of connection point for node based material
  120176. */
  120177. export enum NodeMaterialBlockConnectionPointTypes {
  120178. /** Float */
  120179. Float = 1,
  120180. /** Int */
  120181. Int = 2,
  120182. /** Vector2 */
  120183. Vector2 = 4,
  120184. /** Vector3 */
  120185. Vector3 = 8,
  120186. /** Vector4 */
  120187. Vector4 = 16,
  120188. /** Color3 */
  120189. Color3 = 32,
  120190. /** Color4 */
  120191. Color4 = 64,
  120192. /** Matrix */
  120193. Matrix = 128,
  120194. /** Detect type based on connection */
  120195. AutoDetect = 1024,
  120196. /** Output type that will be defined by input type */
  120197. BasedOnInput = 2048
  120198. }
  120199. }
  120200. declare module BABYLON {
  120201. /**
  120202. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  120203. */
  120204. export enum NodeMaterialBlockConnectionPointMode {
  120205. /** Value is an uniform */
  120206. Uniform = 0,
  120207. /** Value is a mesh attribute */
  120208. Attribute = 1,
  120209. /** Value is a varying between vertex and fragment shaders */
  120210. Varying = 2,
  120211. /** Mode is undefined */
  120212. Undefined = 3
  120213. }
  120214. }
  120215. declare module BABYLON {
  120216. /**
  120217. * Enum used to define system values e.g. values automatically provided by the system
  120218. */
  120219. export enum NodeMaterialSystemValues {
  120220. /** World */
  120221. World = 1,
  120222. /** View */
  120223. View = 2,
  120224. /** Projection */
  120225. Projection = 3,
  120226. /** ViewProjection */
  120227. ViewProjection = 4,
  120228. /** WorldView */
  120229. WorldView = 5,
  120230. /** WorldViewProjection */
  120231. WorldViewProjection = 6,
  120232. /** CameraPosition */
  120233. CameraPosition = 7,
  120234. /** Fog Color */
  120235. FogColor = 8,
  120236. /** Delta time */
  120237. DeltaTime = 9
  120238. }
  120239. }
  120240. declare module BABYLON {
  120241. /**
  120242. * Root class for all node material optimizers
  120243. */
  120244. export class NodeMaterialOptimizer {
  120245. /**
  120246. * Function used to optimize a NodeMaterial graph
  120247. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  120248. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  120249. */
  120250. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  120251. }
  120252. }
  120253. declare module BABYLON {
  120254. /**
  120255. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  120256. */
  120257. export class TransformBlock extends NodeMaterialBlock {
  120258. /**
  120259. * Defines the value to use to complement W value to transform it to a Vector4
  120260. */
  120261. complementW: number;
  120262. /**
  120263. * Defines the value to use to complement z value to transform it to a Vector4
  120264. */
  120265. complementZ: number;
  120266. /**
  120267. * Creates a new TransformBlock
  120268. * @param name defines the block name
  120269. */
  120270. constructor(name: string);
  120271. /**
  120272. * Gets the current class name
  120273. * @returns the class name
  120274. */
  120275. getClassName(): string;
  120276. /**
  120277. * Gets the vector input
  120278. */
  120279. readonly vector: NodeMaterialConnectionPoint;
  120280. /**
  120281. * Gets the output component
  120282. */
  120283. readonly output: NodeMaterialConnectionPoint;
  120284. /**
  120285. * Gets the matrix transform input
  120286. */
  120287. readonly transform: NodeMaterialConnectionPoint;
  120288. protected _buildBlock(state: NodeMaterialBuildState): this;
  120289. serialize(): any;
  120290. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120291. protected _dumpPropertiesCode(): string;
  120292. }
  120293. }
  120294. declare module BABYLON {
  120295. /**
  120296. * Block used to output the vertex position
  120297. */
  120298. export class VertexOutputBlock extends NodeMaterialBlock {
  120299. /**
  120300. * Creates a new VertexOutputBlock
  120301. * @param name defines the block name
  120302. */
  120303. constructor(name: string);
  120304. /**
  120305. * Gets the current class name
  120306. * @returns the class name
  120307. */
  120308. getClassName(): string;
  120309. /**
  120310. * Gets the vector input component
  120311. */
  120312. readonly vector: NodeMaterialConnectionPoint;
  120313. protected _buildBlock(state: NodeMaterialBuildState): this;
  120314. }
  120315. }
  120316. declare module BABYLON {
  120317. /**
  120318. * Block used to output the final color
  120319. */
  120320. export class FragmentOutputBlock extends NodeMaterialBlock {
  120321. /**
  120322. * Create a new FragmentOutputBlock
  120323. * @param name defines the block name
  120324. */
  120325. constructor(name: string);
  120326. /**
  120327. * Gets the current class name
  120328. * @returns the class name
  120329. */
  120330. getClassName(): string;
  120331. /**
  120332. * Gets the rgba input component
  120333. */
  120334. readonly rgba: NodeMaterialConnectionPoint;
  120335. /**
  120336. * Gets the rgb input component
  120337. */
  120338. readonly rgb: NodeMaterialConnectionPoint;
  120339. /**
  120340. * Gets the a input component
  120341. */
  120342. readonly a: NodeMaterialConnectionPoint;
  120343. protected _buildBlock(state: NodeMaterialBuildState): this;
  120344. }
  120345. }
  120346. declare module BABYLON {
  120347. /**
  120348. * Block used to read a reflection texture from a sampler
  120349. */
  120350. export class ReflectionTextureBlock extends NodeMaterialBlock {
  120351. private _define3DName;
  120352. private _defineCubicName;
  120353. private _defineExplicitName;
  120354. private _defineProjectionName;
  120355. private _defineLocalCubicName;
  120356. private _defineSphericalName;
  120357. private _definePlanarName;
  120358. private _defineEquirectangularName;
  120359. private _defineMirroredEquirectangularFixedName;
  120360. private _defineEquirectangularFixedName;
  120361. private _defineSkyboxName;
  120362. private _cubeSamplerName;
  120363. private _2DSamplerName;
  120364. private _positionUVWName;
  120365. private _directionWName;
  120366. private _reflectionCoordsName;
  120367. private _reflection2DCoordsName;
  120368. private _reflectionColorName;
  120369. private _reflectionMatrixName;
  120370. /**
  120371. * Gets or sets the texture associated with the node
  120372. */
  120373. texture: Nullable<BaseTexture>;
  120374. /**
  120375. * Create a new TextureBlock
  120376. * @param name defines the block name
  120377. */
  120378. constructor(name: string);
  120379. /**
  120380. * Gets the current class name
  120381. * @returns the class name
  120382. */
  120383. getClassName(): string;
  120384. /**
  120385. * Gets the world position input component
  120386. */
  120387. readonly position: NodeMaterialConnectionPoint;
  120388. /**
  120389. * Gets the world position input component
  120390. */
  120391. readonly worldPosition: NodeMaterialConnectionPoint;
  120392. /**
  120393. * Gets the world normal input component
  120394. */
  120395. readonly worldNormal: NodeMaterialConnectionPoint;
  120396. /**
  120397. * Gets the world input component
  120398. */
  120399. readonly world: NodeMaterialConnectionPoint;
  120400. /**
  120401. * Gets the camera (or eye) position component
  120402. */
  120403. readonly cameraPosition: NodeMaterialConnectionPoint;
  120404. /**
  120405. * Gets the view input component
  120406. */
  120407. readonly view: NodeMaterialConnectionPoint;
  120408. /**
  120409. * Gets the rgb output component
  120410. */
  120411. readonly rgb: NodeMaterialConnectionPoint;
  120412. /**
  120413. * Gets the r output component
  120414. */
  120415. readonly r: NodeMaterialConnectionPoint;
  120416. /**
  120417. * Gets the g output component
  120418. */
  120419. readonly g: NodeMaterialConnectionPoint;
  120420. /**
  120421. * Gets the b output component
  120422. */
  120423. readonly b: NodeMaterialConnectionPoint;
  120424. autoConfigure(material: NodeMaterial): void;
  120425. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120426. isReady(): boolean;
  120427. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120428. private _injectVertexCode;
  120429. private _writeOutput;
  120430. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120431. serialize(): any;
  120432. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120433. }
  120434. }
  120435. declare module BABYLON {
  120436. /**
  120437. * Interface used to configure the node material editor
  120438. */
  120439. export interface INodeMaterialEditorOptions {
  120440. /** Define the URl to load node editor script */
  120441. editorURL?: string;
  120442. }
  120443. /** @hidden */
  120444. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  120445. /** BONES */
  120446. NUM_BONE_INFLUENCERS: number;
  120447. BonesPerMesh: number;
  120448. BONETEXTURE: boolean;
  120449. /** MORPH TARGETS */
  120450. MORPHTARGETS: boolean;
  120451. MORPHTARGETS_NORMAL: boolean;
  120452. MORPHTARGETS_TANGENT: boolean;
  120453. MORPHTARGETS_UV: boolean;
  120454. NUM_MORPH_INFLUENCERS: number;
  120455. /** IMAGE PROCESSING */
  120456. IMAGEPROCESSING: boolean;
  120457. VIGNETTE: boolean;
  120458. VIGNETTEBLENDMODEMULTIPLY: boolean;
  120459. VIGNETTEBLENDMODEOPAQUE: boolean;
  120460. TONEMAPPING: boolean;
  120461. TONEMAPPING_ACES: boolean;
  120462. CONTRAST: boolean;
  120463. EXPOSURE: boolean;
  120464. COLORCURVES: boolean;
  120465. COLORGRADING: boolean;
  120466. COLORGRADING3D: boolean;
  120467. SAMPLER3DGREENDEPTH: boolean;
  120468. SAMPLER3DBGRMAP: boolean;
  120469. IMAGEPROCESSINGPOSTPROCESS: boolean;
  120470. /** MISC. */
  120471. BUMPDIRECTUV: number;
  120472. constructor();
  120473. setValue(name: string, value: boolean): void;
  120474. }
  120475. /**
  120476. * Class used to configure NodeMaterial
  120477. */
  120478. export interface INodeMaterialOptions {
  120479. /**
  120480. * Defines if blocks should emit comments
  120481. */
  120482. emitComments: boolean;
  120483. }
  120484. /**
  120485. * Class used to create a node based material built by assembling shader blocks
  120486. */
  120487. export class NodeMaterial extends PushMaterial {
  120488. private static _BuildIdGenerator;
  120489. private _options;
  120490. private _vertexCompilationState;
  120491. private _fragmentCompilationState;
  120492. private _sharedData;
  120493. private _buildId;
  120494. private _buildWasSuccessful;
  120495. private _cachedWorldViewMatrix;
  120496. private _cachedWorldViewProjectionMatrix;
  120497. private _optimizers;
  120498. private _animationFrame;
  120499. /** Define the URl to load node editor script */
  120500. static EditorURL: string;
  120501. private BJSNODEMATERIALEDITOR;
  120502. /** Get the inspector from bundle or global */
  120503. private _getGlobalNodeMaterialEditor;
  120504. /**
  120505. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  120506. */
  120507. ignoreAlpha: boolean;
  120508. /**
  120509. * Defines the maximum number of lights that can be used in the material
  120510. */
  120511. maxSimultaneousLights: number;
  120512. /**
  120513. * Observable raised when the material is built
  120514. */
  120515. onBuildObservable: Observable<NodeMaterial>;
  120516. /**
  120517. * Gets or sets the root nodes of the material vertex shader
  120518. */
  120519. _vertexOutputNodes: NodeMaterialBlock[];
  120520. /**
  120521. * Gets or sets the root nodes of the material fragment (pixel) shader
  120522. */
  120523. _fragmentOutputNodes: NodeMaterialBlock[];
  120524. /** Gets or sets options to control the node material overall behavior */
  120525. options: INodeMaterialOptions;
  120526. /**
  120527. * Default configuration related to image processing available in the standard Material.
  120528. */
  120529. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  120530. /**
  120531. * Gets the image processing configuration used either in this material.
  120532. */
  120533. /**
  120534. * Sets the Default image processing configuration used either in the this material.
  120535. *
  120536. * If sets to null, the scene one is in use.
  120537. */
  120538. imageProcessingConfiguration: ImageProcessingConfiguration;
  120539. /**
  120540. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  120541. */
  120542. attachedBlocks: NodeMaterialBlock[];
  120543. /**
  120544. * Create a new node based material
  120545. * @param name defines the material name
  120546. * @param scene defines the hosting scene
  120547. * @param options defines creation option
  120548. */
  120549. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  120550. /**
  120551. * Gets the current class name of the material e.g. "NodeMaterial"
  120552. * @returns the class name
  120553. */
  120554. getClassName(): string;
  120555. /**
  120556. * Keep track of the image processing observer to allow dispose and replace.
  120557. */
  120558. private _imageProcessingObserver;
  120559. /**
  120560. * Attaches a new image processing configuration to the Standard Material.
  120561. * @param configuration
  120562. */
  120563. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  120564. /**
  120565. * Get a block by its name
  120566. * @param name defines the name of the block to retrieve
  120567. * @returns the required block or null if not found
  120568. */
  120569. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  120570. /**
  120571. * Get a block by its name
  120572. * @param predicate defines the predicate used to find the good candidate
  120573. * @returns the required block or null if not found
  120574. */
  120575. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  120576. /**
  120577. * Get an input block by its name
  120578. * @param predicate defines the predicate used to find the good candidate
  120579. * @returns the required input block or null if not found
  120580. */
  120581. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  120582. /**
  120583. * Gets the list of input blocks attached to this material
  120584. * @returns an array of InputBlocks
  120585. */
  120586. getInputBlocks(): InputBlock[];
  120587. /**
  120588. * Adds a new optimizer to the list of optimizers
  120589. * @param optimizer defines the optimizers to add
  120590. * @returns the current material
  120591. */
  120592. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120593. /**
  120594. * Remove an optimizer from the list of optimizers
  120595. * @param optimizer defines the optimizers to remove
  120596. * @returns the current material
  120597. */
  120598. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120599. /**
  120600. * Add a new block to the list of output nodes
  120601. * @param node defines the node to add
  120602. * @returns the current material
  120603. */
  120604. addOutputNode(node: NodeMaterialBlock): this;
  120605. /**
  120606. * Remove a block from the list of root nodes
  120607. * @param node defines the node to remove
  120608. * @returns the current material
  120609. */
  120610. removeOutputNode(node: NodeMaterialBlock): this;
  120611. private _addVertexOutputNode;
  120612. private _removeVertexOutputNode;
  120613. private _addFragmentOutputNode;
  120614. private _removeFragmentOutputNode;
  120615. /**
  120616. * Specifies if the material will require alpha blending
  120617. * @returns a boolean specifying if alpha blending is needed
  120618. */
  120619. needAlphaBlending(): boolean;
  120620. /**
  120621. * Specifies if this material should be rendered in alpha test mode
  120622. * @returns a boolean specifying if an alpha test is needed.
  120623. */
  120624. needAlphaTesting(): boolean;
  120625. private _initializeBlock;
  120626. private _resetDualBlocks;
  120627. /**
  120628. * Build the material and generates the inner effect
  120629. * @param verbose defines if the build should log activity
  120630. */
  120631. build(verbose?: boolean): void;
  120632. /**
  120633. * Runs an otpimization phase to try to improve the shader code
  120634. */
  120635. optimize(): void;
  120636. private _prepareDefinesForAttributes;
  120637. /**
  120638. * Get if the submesh is ready to be used and all its information available.
  120639. * Child classes can use it to update shaders
  120640. * @param mesh defines the mesh to check
  120641. * @param subMesh defines which submesh to check
  120642. * @param useInstances specifies that instances should be used
  120643. * @returns a boolean indicating that the submesh is ready or not
  120644. */
  120645. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  120646. /**
  120647. * Get a string representing the shaders built by the current node graph
  120648. */
  120649. readonly compiledShaders: string;
  120650. /**
  120651. * Binds the world matrix to the material
  120652. * @param world defines the world transformation matrix
  120653. */
  120654. bindOnlyWorldMatrix(world: Matrix): void;
  120655. /**
  120656. * Binds the submesh to this material by preparing the effect and shader to draw
  120657. * @param world defines the world transformation matrix
  120658. * @param mesh defines the mesh containing the submesh
  120659. * @param subMesh defines the submesh to bind the material to
  120660. */
  120661. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  120662. /**
  120663. * Gets the active textures from the material
  120664. * @returns an array of textures
  120665. */
  120666. getActiveTextures(): BaseTexture[];
  120667. /**
  120668. * Gets the list of texture blocks
  120669. * @returns an array of texture blocks
  120670. */
  120671. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  120672. /**
  120673. * Specifies if the material uses a texture
  120674. * @param texture defines the texture to check against the material
  120675. * @returns a boolean specifying if the material uses the texture
  120676. */
  120677. hasTexture(texture: BaseTexture): boolean;
  120678. /**
  120679. * Disposes the material
  120680. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  120681. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  120682. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  120683. */
  120684. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  120685. /** Creates the node editor window. */
  120686. private _createNodeEditor;
  120687. /**
  120688. * Launch the node material editor
  120689. * @param config Define the configuration of the editor
  120690. * @return a promise fulfilled when the node editor is visible
  120691. */
  120692. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  120693. /**
  120694. * Clear the current material
  120695. */
  120696. clear(): void;
  120697. /**
  120698. * Clear the current material and set it to a default state
  120699. */
  120700. setToDefault(): void;
  120701. /**
  120702. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  120703. * @param url defines the url to load from
  120704. * @returns a promise that will fullfil when the material is fully loaded
  120705. */
  120706. loadAsync(url: string): Promise<void>;
  120707. private _gatherBlocks;
  120708. /**
  120709. * Generate a string containing the code declaration required to create an equivalent of this material
  120710. * @returns a string
  120711. */
  120712. generateCode(): string;
  120713. /**
  120714. * Serializes this material in a JSON representation
  120715. * @returns the serialized material object
  120716. */
  120717. serialize(): any;
  120718. private _restoreConnections;
  120719. /**
  120720. * Clear the current graph and load a new one from a serialization object
  120721. * @param source defines the JSON representation of the material
  120722. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  120723. */
  120724. loadFromSerialization(source: any, rootUrl?: string): void;
  120725. /**
  120726. * Creates a node material from parsed material data
  120727. * @param source defines the JSON representation of the material
  120728. * @param scene defines the hosting scene
  120729. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  120730. * @returns a new node material
  120731. */
  120732. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  120733. /**
  120734. * Creates a new node material set to default basic configuration
  120735. * @param name defines the name of the material
  120736. * @param scene defines the hosting scene
  120737. * @returns a new NodeMaterial
  120738. */
  120739. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  120740. }
  120741. }
  120742. declare module BABYLON {
  120743. /**
  120744. * Block used to read a texture from a sampler
  120745. */
  120746. export class TextureBlock extends NodeMaterialBlock {
  120747. private _defineName;
  120748. private _linearDefineName;
  120749. private _samplerName;
  120750. private _transformedUVName;
  120751. private _textureTransformName;
  120752. private _textureInfoName;
  120753. private _mainUVName;
  120754. private _mainUVDefineName;
  120755. /**
  120756. * Gets or sets the texture associated with the node
  120757. */
  120758. texture: Nullable<Texture>;
  120759. /**
  120760. * Create a new TextureBlock
  120761. * @param name defines the block name
  120762. */
  120763. constructor(name: string);
  120764. /**
  120765. * Gets the current class name
  120766. * @returns the class name
  120767. */
  120768. getClassName(): string;
  120769. /**
  120770. * Gets the uv input component
  120771. */
  120772. readonly uv: NodeMaterialConnectionPoint;
  120773. /**
  120774. * Gets the rgba output component
  120775. */
  120776. readonly rgba: NodeMaterialConnectionPoint;
  120777. /**
  120778. * Gets the rgb output component
  120779. */
  120780. readonly rgb: NodeMaterialConnectionPoint;
  120781. /**
  120782. * Gets the r output component
  120783. */
  120784. readonly r: NodeMaterialConnectionPoint;
  120785. /**
  120786. * Gets the g output component
  120787. */
  120788. readonly g: NodeMaterialConnectionPoint;
  120789. /**
  120790. * Gets the b output component
  120791. */
  120792. readonly b: NodeMaterialConnectionPoint;
  120793. /**
  120794. * Gets the a output component
  120795. */
  120796. readonly a: NodeMaterialConnectionPoint;
  120797. readonly target: NodeMaterialBlockTargets;
  120798. autoConfigure(material: NodeMaterial): void;
  120799. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  120800. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120801. isReady(): boolean;
  120802. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120803. private readonly _isMixed;
  120804. private _injectVertexCode;
  120805. private _writeOutput;
  120806. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120807. protected _dumpPropertiesCode(): string;
  120808. serialize(): any;
  120809. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120810. }
  120811. }
  120812. declare module BABYLON {
  120813. /**
  120814. * Class used to store shared data between 2 NodeMaterialBuildState
  120815. */
  120816. export class NodeMaterialBuildStateSharedData {
  120817. /**
  120818. * Gets the list of emitted varyings
  120819. */
  120820. temps: string[];
  120821. /**
  120822. * Gets the list of emitted varyings
  120823. */
  120824. varyings: string[];
  120825. /**
  120826. * Gets the varying declaration string
  120827. */
  120828. varyingDeclaration: string;
  120829. /**
  120830. * Input blocks
  120831. */
  120832. inputBlocks: InputBlock[];
  120833. /**
  120834. * Input blocks
  120835. */
  120836. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  120837. /**
  120838. * Bindable blocks (Blocks that need to set data to the effect)
  120839. */
  120840. bindableBlocks: NodeMaterialBlock[];
  120841. /**
  120842. * List of blocks that can provide a compilation fallback
  120843. */
  120844. blocksWithFallbacks: NodeMaterialBlock[];
  120845. /**
  120846. * List of blocks that can provide a define update
  120847. */
  120848. blocksWithDefines: NodeMaterialBlock[];
  120849. /**
  120850. * List of blocks that can provide a repeatable content
  120851. */
  120852. repeatableContentBlocks: NodeMaterialBlock[];
  120853. /**
  120854. * List of blocks that can provide a dynamic list of uniforms
  120855. */
  120856. dynamicUniformBlocks: NodeMaterialBlock[];
  120857. /**
  120858. * List of blocks that can block the isReady function for the material
  120859. */
  120860. blockingBlocks: NodeMaterialBlock[];
  120861. /**
  120862. * Gets the list of animated inputs
  120863. */
  120864. animatedInputs: InputBlock[];
  120865. /**
  120866. * Build Id used to avoid multiple recompilations
  120867. */
  120868. buildId: number;
  120869. /** List of emitted variables */
  120870. variableNames: {
  120871. [key: string]: number;
  120872. };
  120873. /** List of emitted defines */
  120874. defineNames: {
  120875. [key: string]: number;
  120876. };
  120877. /** Should emit comments? */
  120878. emitComments: boolean;
  120879. /** Emit build activity */
  120880. verbose: boolean;
  120881. /** Gets or sets the hosting scene */
  120882. scene: Scene;
  120883. /**
  120884. * Gets the compilation hints emitted at compilation time
  120885. */
  120886. hints: {
  120887. needWorldViewMatrix: boolean;
  120888. needWorldViewProjectionMatrix: boolean;
  120889. needAlphaBlending: boolean;
  120890. needAlphaTesting: boolean;
  120891. };
  120892. /**
  120893. * List of compilation checks
  120894. */
  120895. checks: {
  120896. emitVertex: boolean;
  120897. emitFragment: boolean;
  120898. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  120899. };
  120900. /** Creates a new shared data */
  120901. constructor();
  120902. /**
  120903. * Emits console errors and exceptions if there is a failing check
  120904. */
  120905. emitErrors(): void;
  120906. }
  120907. }
  120908. declare module BABYLON {
  120909. /**
  120910. * Class used to store node based material build state
  120911. */
  120912. export class NodeMaterialBuildState {
  120913. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  120914. supportUniformBuffers: boolean;
  120915. /**
  120916. * Gets the list of emitted attributes
  120917. */
  120918. attributes: string[];
  120919. /**
  120920. * Gets the list of emitted uniforms
  120921. */
  120922. uniforms: string[];
  120923. /**
  120924. * Gets the list of emitted constants
  120925. */
  120926. constants: string[];
  120927. /**
  120928. * Gets the list of emitted samplers
  120929. */
  120930. samplers: string[];
  120931. /**
  120932. * Gets the list of emitted functions
  120933. */
  120934. functions: {
  120935. [key: string]: string;
  120936. };
  120937. /**
  120938. * Gets the list of emitted extensions
  120939. */
  120940. extensions: {
  120941. [key: string]: string;
  120942. };
  120943. /**
  120944. * Gets the target of the compilation state
  120945. */
  120946. target: NodeMaterialBlockTargets;
  120947. /**
  120948. * Gets the list of emitted counters
  120949. */
  120950. counters: {
  120951. [key: string]: number;
  120952. };
  120953. /**
  120954. * Shared data between multiple NodeMaterialBuildState instances
  120955. */
  120956. sharedData: NodeMaterialBuildStateSharedData;
  120957. /** @hidden */
  120958. _vertexState: NodeMaterialBuildState;
  120959. /** @hidden */
  120960. _attributeDeclaration: string;
  120961. /** @hidden */
  120962. _uniformDeclaration: string;
  120963. /** @hidden */
  120964. _constantDeclaration: string;
  120965. /** @hidden */
  120966. _samplerDeclaration: string;
  120967. /** @hidden */
  120968. _varyingTransfer: string;
  120969. private _repeatableContentAnchorIndex;
  120970. /** @hidden */
  120971. _builtCompilationString: string;
  120972. /**
  120973. * Gets the emitted compilation strings
  120974. */
  120975. compilationString: string;
  120976. /**
  120977. * Finalize the compilation strings
  120978. * @param state defines the current compilation state
  120979. */
  120980. finalize(state: NodeMaterialBuildState): void;
  120981. /** @hidden */
  120982. readonly _repeatableContentAnchor: string;
  120983. /** @hidden */
  120984. _getFreeVariableName(prefix: string): string;
  120985. /** @hidden */
  120986. _getFreeDefineName(prefix: string): string;
  120987. /** @hidden */
  120988. _excludeVariableName(name: string): void;
  120989. /** @hidden */
  120990. _emit2DSampler(name: string): void;
  120991. /** @hidden */
  120992. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  120993. /** @hidden */
  120994. _emitExtension(name: string, extension: string): void;
  120995. /** @hidden */
  120996. _emitFunction(name: string, code: string, comments: string): void;
  120997. /** @hidden */
  120998. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  120999. replaceStrings?: {
  121000. search: RegExp;
  121001. replace: string;
  121002. }[];
  121003. repeatKey?: string;
  121004. }): string;
  121005. /** @hidden */
  121006. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  121007. repeatKey?: string;
  121008. removeAttributes?: boolean;
  121009. removeUniforms?: boolean;
  121010. removeVaryings?: boolean;
  121011. removeIfDef?: boolean;
  121012. replaceStrings?: {
  121013. search: RegExp;
  121014. replace: string;
  121015. }[];
  121016. }, storeKey?: string): void;
  121017. /** @hidden */
  121018. _registerTempVariable(name: string): boolean;
  121019. /** @hidden */
  121020. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  121021. /** @hidden */
  121022. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  121023. /** @hidden */
  121024. _emitFloat(value: number): string;
  121025. }
  121026. }
  121027. declare module BABYLON {
  121028. /**
  121029. * Defines a block that can be used inside a node based material
  121030. */
  121031. export class NodeMaterialBlock {
  121032. private _buildId;
  121033. private _buildTarget;
  121034. private _target;
  121035. private _isFinalMerger;
  121036. private _isInput;
  121037. /** @hidden */
  121038. _codeVariableName: string;
  121039. /** @hidden */
  121040. _inputs: NodeMaterialConnectionPoint[];
  121041. /** @hidden */
  121042. _outputs: NodeMaterialConnectionPoint[];
  121043. /** @hidden */
  121044. _preparationId: number;
  121045. /**
  121046. * Gets or sets the name of the block
  121047. */
  121048. name: string;
  121049. /**
  121050. * Gets or sets the unique id of the node
  121051. */
  121052. uniqueId: number;
  121053. /**
  121054. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  121055. */
  121056. readonly isFinalMerger: boolean;
  121057. /**
  121058. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  121059. */
  121060. readonly isInput: boolean;
  121061. /**
  121062. * Gets or sets the build Id
  121063. */
  121064. buildId: number;
  121065. /**
  121066. * Gets or sets the target of the block
  121067. */
  121068. target: NodeMaterialBlockTargets;
  121069. /**
  121070. * Gets the list of input points
  121071. */
  121072. readonly inputs: NodeMaterialConnectionPoint[];
  121073. /** Gets the list of output points */
  121074. readonly outputs: NodeMaterialConnectionPoint[];
  121075. /**
  121076. * Find an input by its name
  121077. * @param name defines the name of the input to look for
  121078. * @returns the input or null if not found
  121079. */
  121080. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121081. /**
  121082. * Find an output by its name
  121083. * @param name defines the name of the outputto look for
  121084. * @returns the output or null if not found
  121085. */
  121086. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121087. /**
  121088. * Creates a new NodeMaterialBlock
  121089. * @param name defines the block name
  121090. * @param target defines the target of that block (Vertex by default)
  121091. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  121092. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  121093. */
  121094. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  121095. /**
  121096. * Initialize the block and prepare the context for build
  121097. * @param state defines the state that will be used for the build
  121098. */
  121099. initialize(state: NodeMaterialBuildState): void;
  121100. /**
  121101. * Bind data to effect. Will only be called for blocks with isBindable === true
  121102. * @param effect defines the effect to bind data to
  121103. * @param nodeMaterial defines the hosting NodeMaterial
  121104. * @param mesh defines the mesh that will be rendered
  121105. */
  121106. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121107. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  121108. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  121109. protected _writeFloat(value: number): string;
  121110. /**
  121111. * Gets the current class name e.g. "NodeMaterialBlock"
  121112. * @returns the class name
  121113. */
  121114. getClassName(): string;
  121115. /**
  121116. * Register a new input. Must be called inside a block constructor
  121117. * @param name defines the connection point name
  121118. * @param type defines the connection point type
  121119. * @param isOptional defines a boolean indicating that this input can be omitted
  121120. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121121. * @returns the current block
  121122. */
  121123. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  121124. /**
  121125. * Register a new output. Must be called inside a block constructor
  121126. * @param name defines the connection point name
  121127. * @param type defines the connection point type
  121128. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121129. * @returns the current block
  121130. */
  121131. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  121132. /**
  121133. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  121134. * @param forOutput defines an optional connection point to check compatibility with
  121135. * @returns the first available input or null
  121136. */
  121137. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  121138. /**
  121139. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  121140. * @param forBlock defines an optional block to check compatibility with
  121141. * @returns the first available input or null
  121142. */
  121143. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  121144. /**
  121145. * Gets the sibling of the given output
  121146. * @param current defines the current output
  121147. * @returns the next output in the list or null
  121148. */
  121149. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  121150. /**
  121151. * Connect current block with another block
  121152. * @param other defines the block to connect with
  121153. * @param options define the various options to help pick the right connections
  121154. * @returns the current block
  121155. */
  121156. connectTo(other: NodeMaterialBlock, options?: {
  121157. input?: string;
  121158. output?: string;
  121159. outputSwizzle?: string;
  121160. }): this | undefined;
  121161. protected _buildBlock(state: NodeMaterialBuildState): void;
  121162. /**
  121163. * Add uniforms, samplers and uniform buffers at compilation time
  121164. * @param state defines the state to update
  121165. * @param nodeMaterial defines the node material requesting the update
  121166. * @param defines defines the material defines to update
  121167. * @param uniformBuffers defines the list of uniform buffer names
  121168. */
  121169. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121170. /**
  121171. * Add potential fallbacks if shader compilation fails
  121172. * @param mesh defines the mesh to be rendered
  121173. * @param fallbacks defines the current prioritized list of fallbacks
  121174. */
  121175. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121176. /**
  121177. * Initialize defines for shader compilation
  121178. * @param mesh defines the mesh to be rendered
  121179. * @param nodeMaterial defines the node material requesting the update
  121180. * @param defines defines the material defines to update
  121181. * @param useInstances specifies that instances should be used
  121182. */
  121183. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121184. /**
  121185. * Update defines for shader compilation
  121186. * @param mesh defines the mesh to be rendered
  121187. * @param nodeMaterial defines the node material requesting the update
  121188. * @param defines defines the material defines to update
  121189. * @param useInstances specifies that instances should be used
  121190. */
  121191. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121192. /**
  121193. * Lets the block try to connect some inputs automatically
  121194. * @param material defines the hosting NodeMaterial
  121195. */
  121196. autoConfigure(material: NodeMaterial): void;
  121197. /**
  121198. * Function called when a block is declared as repeatable content generator
  121199. * @param vertexShaderState defines the current compilation state for the vertex shader
  121200. * @param fragmentShaderState defines the current compilation state for the fragment shader
  121201. * @param mesh defines the mesh to be rendered
  121202. * @param defines defines the material defines to update
  121203. */
  121204. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121205. /**
  121206. * Checks if the block is ready
  121207. * @param mesh defines the mesh to be rendered
  121208. * @param nodeMaterial defines the node material requesting the update
  121209. * @param defines defines the material defines to update
  121210. * @param useInstances specifies that instances should be used
  121211. * @returns true if the block is ready
  121212. */
  121213. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  121214. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  121215. private _processBuild;
  121216. /**
  121217. * Compile the current node and generate the shader code
  121218. * @param state defines the current compilation state (uniforms, samplers, current string)
  121219. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  121220. * @returns true if already built
  121221. */
  121222. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  121223. protected _inputRename(name: string): string;
  121224. protected _outputRename(name: string): string;
  121225. protected _dumpPropertiesCode(): string;
  121226. /** @hidden */
  121227. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  121228. /**
  121229. * Clone the current block to a new identical block
  121230. * @param scene defines the hosting scene
  121231. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121232. * @returns a copy of the current block
  121233. */
  121234. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  121235. /**
  121236. * Serializes this block in a JSON representation
  121237. * @returns the serialized block object
  121238. */
  121239. serialize(): any;
  121240. /** @hidden */
  121241. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121242. /**
  121243. * Release resources
  121244. */
  121245. dispose(): void;
  121246. }
  121247. }
  121248. declare module BABYLON {
  121249. /**
  121250. * Enum defining the type of animations supported by InputBlock
  121251. */
  121252. export enum AnimatedInputBlockTypes {
  121253. /** No animation */
  121254. None = 0,
  121255. /** Time based animation. Will only work for floats */
  121256. Time = 1
  121257. }
  121258. }
  121259. declare module BABYLON {
  121260. /**
  121261. * Block used to expose an input value
  121262. */
  121263. export class InputBlock extends NodeMaterialBlock {
  121264. private _mode;
  121265. private _associatedVariableName;
  121266. private _storedValue;
  121267. private _valueCallback;
  121268. private _type;
  121269. private _animationType;
  121270. /** Gets or set a value used to limit the range of float values */
  121271. min: number;
  121272. /** Gets or set a value used to limit the range of float values */
  121273. max: number;
  121274. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  121275. matrixMode: number;
  121276. /** @hidden */
  121277. _systemValue: Nullable<NodeMaterialSystemValues>;
  121278. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  121279. visibleInInspector: boolean;
  121280. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  121281. isConstant: boolean;
  121282. /**
  121283. * Gets or sets the connection point type (default is float)
  121284. */
  121285. readonly type: NodeMaterialBlockConnectionPointTypes;
  121286. /**
  121287. * Creates a new InputBlock
  121288. * @param name defines the block name
  121289. * @param target defines the target of that block (Vertex by default)
  121290. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  121291. */
  121292. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  121293. /**
  121294. * Gets the output component
  121295. */
  121296. readonly output: NodeMaterialConnectionPoint;
  121297. /**
  121298. * Set the source of this connection point to a vertex attribute
  121299. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  121300. * @returns the current connection point
  121301. */
  121302. setAsAttribute(attributeName?: string): InputBlock;
  121303. /**
  121304. * Set the source of this connection point to a system value
  121305. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  121306. * @returns the current connection point
  121307. */
  121308. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  121309. /**
  121310. * Gets or sets the value of that point.
  121311. * Please note that this value will be ignored if valueCallback is defined
  121312. */
  121313. value: any;
  121314. /**
  121315. * Gets or sets a callback used to get the value of that point.
  121316. * Please note that setting this value will force the connection point to ignore the value property
  121317. */
  121318. valueCallback: () => any;
  121319. /**
  121320. * Gets or sets the associated variable name in the shader
  121321. */
  121322. associatedVariableName: string;
  121323. /** Gets or sets the type of animation applied to the input */
  121324. animationType: AnimatedInputBlockTypes;
  121325. /**
  121326. * Gets a boolean indicating that this connection point not defined yet
  121327. */
  121328. readonly isUndefined: boolean;
  121329. /**
  121330. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  121331. * In this case the connection point name must be the name of the uniform to use.
  121332. * Can only be set on inputs
  121333. */
  121334. isUniform: boolean;
  121335. /**
  121336. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  121337. * In this case the connection point name must be the name of the attribute to use
  121338. * Can only be set on inputs
  121339. */
  121340. isAttribute: boolean;
  121341. /**
  121342. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  121343. * Can only be set on exit points
  121344. */
  121345. isVarying: boolean;
  121346. /**
  121347. * Gets a boolean indicating that the current connection point is a system value
  121348. */
  121349. readonly isSystemValue: boolean;
  121350. /**
  121351. * Gets or sets the current well known value or null if not defined as a system value
  121352. */
  121353. systemValue: Nullable<NodeMaterialSystemValues>;
  121354. /**
  121355. * Gets the current class name
  121356. * @returns the class name
  121357. */
  121358. getClassName(): string;
  121359. /**
  121360. * Animate the input if animationType !== None
  121361. * @param scene defines the rendering scene
  121362. */
  121363. animate(scene: Scene): void;
  121364. private _emitDefine;
  121365. initialize(state: NodeMaterialBuildState): void;
  121366. /**
  121367. * Set the input block to its default value (based on its type)
  121368. */
  121369. setDefaultValue(): void;
  121370. private _emitConstant;
  121371. private _emit;
  121372. /** @hidden */
  121373. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  121374. /** @hidden */
  121375. _transmit(effect: Effect, scene: Scene): void;
  121376. protected _buildBlock(state: NodeMaterialBuildState): void;
  121377. protected _dumpPropertiesCode(): string;
  121378. serialize(): any;
  121379. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121380. }
  121381. }
  121382. declare module BABYLON {
  121383. /**
  121384. * Defines a connection point for a block
  121385. */
  121386. export class NodeMaterialConnectionPoint {
  121387. /** @hidden */
  121388. _ownerBlock: NodeMaterialBlock;
  121389. /** @hidden */
  121390. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121391. private _endpoints;
  121392. private _associatedVariableName;
  121393. /** @hidden */
  121394. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121395. /** @hidden */
  121396. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121397. private _type;
  121398. /** @hidden */
  121399. _enforceAssociatedVariableName: boolean;
  121400. /**
  121401. * Gets or sets the additional types supported by this connection point
  121402. */
  121403. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121404. /**
  121405. * Gets or sets the additional types excluded by this connection point
  121406. */
  121407. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121408. /**
  121409. * Observable triggered when this point is connected
  121410. */
  121411. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  121412. /**
  121413. * Gets or sets the associated variable name in the shader
  121414. */
  121415. associatedVariableName: string;
  121416. /**
  121417. * Gets or sets the connection point type (default is float)
  121418. */
  121419. type: NodeMaterialBlockConnectionPointTypes;
  121420. /**
  121421. * Gets or sets the connection point name
  121422. */
  121423. name: string;
  121424. /**
  121425. * Gets or sets a boolean indicating that this connection point can be omitted
  121426. */
  121427. isOptional: boolean;
  121428. /**
  121429. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  121430. */
  121431. define: string;
  121432. /** @hidden */
  121433. _prioritizeVertex: boolean;
  121434. private _target;
  121435. /** Gets or sets the target of that connection point */
  121436. target: NodeMaterialBlockTargets;
  121437. /**
  121438. * Gets a boolean indicating that the current point is connected
  121439. */
  121440. readonly isConnected: boolean;
  121441. /**
  121442. * Gets a boolean indicating that the current point is connected to an input block
  121443. */
  121444. readonly isConnectedToInputBlock: boolean;
  121445. /**
  121446. * Gets a the connected input block (if any)
  121447. */
  121448. readonly connectInputBlock: Nullable<InputBlock>;
  121449. /** Get the other side of the connection (if any) */
  121450. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121451. /** Get the block that owns this connection point */
  121452. readonly ownerBlock: NodeMaterialBlock;
  121453. /** Get the block connected on the other side of this connection (if any) */
  121454. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  121455. /** Get the block connected on the endpoints of this connection (if any) */
  121456. readonly connectedBlocks: Array<NodeMaterialBlock>;
  121457. /** Gets the list of connected endpoints */
  121458. readonly endpoints: NodeMaterialConnectionPoint[];
  121459. /** Gets a boolean indicating if that output point is connected to at least one input */
  121460. readonly hasEndpoints: boolean;
  121461. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  121462. readonly isConnectedInVertexShader: boolean;
  121463. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  121464. readonly isConnectedInFragmentShader: boolean;
  121465. /**
  121466. * Creates a new connection point
  121467. * @param name defines the connection point name
  121468. * @param ownerBlock defines the block hosting this connection point
  121469. */
  121470. constructor(name: string, ownerBlock: NodeMaterialBlock);
  121471. /**
  121472. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  121473. * @returns the class name
  121474. */
  121475. getClassName(): string;
  121476. /**
  121477. * Gets an boolean indicating if the current point can be connected to another point
  121478. * @param connectionPoint defines the other connection point
  121479. * @returns true if the connection is possible
  121480. */
  121481. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  121482. /**
  121483. * Connect this point to another connection point
  121484. * @param connectionPoint defines the other connection point
  121485. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  121486. * @returns the current connection point
  121487. */
  121488. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  121489. /**
  121490. * Disconnect this point from one of his endpoint
  121491. * @param endpoint defines the other connection point
  121492. * @returns the current connection point
  121493. */
  121494. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  121495. /**
  121496. * Serializes this point in a JSON representation
  121497. * @returns the serialized point object
  121498. */
  121499. serialize(): any;
  121500. /**
  121501. * Release resources
  121502. */
  121503. dispose(): void;
  121504. }
  121505. }
  121506. declare module BABYLON {
  121507. /**
  121508. * Block used to add support for vertex skinning (bones)
  121509. */
  121510. export class BonesBlock extends NodeMaterialBlock {
  121511. /**
  121512. * Creates a new BonesBlock
  121513. * @param name defines the block name
  121514. */
  121515. constructor(name: string);
  121516. /**
  121517. * Initialize the block and prepare the context for build
  121518. * @param state defines the state that will be used for the build
  121519. */
  121520. initialize(state: NodeMaterialBuildState): void;
  121521. /**
  121522. * Gets the current class name
  121523. * @returns the class name
  121524. */
  121525. getClassName(): string;
  121526. /**
  121527. * Gets the matrix indices input component
  121528. */
  121529. readonly matricesIndices: NodeMaterialConnectionPoint;
  121530. /**
  121531. * Gets the matrix weights input component
  121532. */
  121533. readonly matricesWeights: NodeMaterialConnectionPoint;
  121534. /**
  121535. * Gets the extra matrix indices input component
  121536. */
  121537. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  121538. /**
  121539. * Gets the extra matrix weights input component
  121540. */
  121541. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  121542. /**
  121543. * Gets the world input component
  121544. */
  121545. readonly world: NodeMaterialConnectionPoint;
  121546. /**
  121547. * Gets the output component
  121548. */
  121549. readonly output: NodeMaterialConnectionPoint;
  121550. autoConfigure(material: NodeMaterial): void;
  121551. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121552. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121553. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121554. protected _buildBlock(state: NodeMaterialBuildState): this;
  121555. }
  121556. }
  121557. declare module BABYLON {
  121558. /**
  121559. * Block used to add support for instances
  121560. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  121561. */
  121562. export class InstancesBlock extends NodeMaterialBlock {
  121563. /**
  121564. * Creates a new InstancesBlock
  121565. * @param name defines the block name
  121566. */
  121567. constructor(name: string);
  121568. /**
  121569. * Gets the current class name
  121570. * @returns the class name
  121571. */
  121572. getClassName(): string;
  121573. /**
  121574. * Gets the first world row input component
  121575. */
  121576. readonly world0: NodeMaterialConnectionPoint;
  121577. /**
  121578. * Gets the second world row input component
  121579. */
  121580. readonly world1: NodeMaterialConnectionPoint;
  121581. /**
  121582. * Gets the third world row input component
  121583. */
  121584. readonly world2: NodeMaterialConnectionPoint;
  121585. /**
  121586. * Gets the forth world row input component
  121587. */
  121588. readonly world3: NodeMaterialConnectionPoint;
  121589. /**
  121590. * Gets the world input component
  121591. */
  121592. readonly world: NodeMaterialConnectionPoint;
  121593. /**
  121594. * Gets the output component
  121595. */
  121596. readonly output: NodeMaterialConnectionPoint;
  121597. autoConfigure(material: NodeMaterial): void;
  121598. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121599. protected _buildBlock(state: NodeMaterialBuildState): this;
  121600. }
  121601. }
  121602. declare module BABYLON {
  121603. /**
  121604. * Block used to add morph targets support to vertex shader
  121605. */
  121606. export class MorphTargetsBlock extends NodeMaterialBlock {
  121607. private _repeatableContentAnchor;
  121608. private _repeatebleContentGenerated;
  121609. /**
  121610. * Create a new MorphTargetsBlock
  121611. * @param name defines the block name
  121612. */
  121613. constructor(name: string);
  121614. /**
  121615. * Gets the current class name
  121616. * @returns the class name
  121617. */
  121618. getClassName(): string;
  121619. /**
  121620. * Gets the position input component
  121621. */
  121622. readonly position: NodeMaterialConnectionPoint;
  121623. /**
  121624. * Gets the normal input component
  121625. */
  121626. readonly normal: NodeMaterialConnectionPoint;
  121627. /**
  121628. * Gets the tangent input component
  121629. */
  121630. readonly tangent: NodeMaterialConnectionPoint;
  121631. /**
  121632. * Gets the tangent input component
  121633. */
  121634. readonly uv: NodeMaterialConnectionPoint;
  121635. /**
  121636. * Gets the position output component
  121637. */
  121638. readonly positionOutput: NodeMaterialConnectionPoint;
  121639. /**
  121640. * Gets the normal output component
  121641. */
  121642. readonly normalOutput: NodeMaterialConnectionPoint;
  121643. /**
  121644. * Gets the tangent output component
  121645. */
  121646. readonly tangentOutput: NodeMaterialConnectionPoint;
  121647. /**
  121648. * Gets the tangent output component
  121649. */
  121650. readonly uvOutput: NodeMaterialConnectionPoint;
  121651. initialize(state: NodeMaterialBuildState): void;
  121652. autoConfigure(material: NodeMaterial): void;
  121653. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121654. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121655. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121656. protected _buildBlock(state: NodeMaterialBuildState): this;
  121657. }
  121658. }
  121659. declare module BABYLON {
  121660. /**
  121661. * Block used to get data information from a light
  121662. */
  121663. export class LightInformationBlock extends NodeMaterialBlock {
  121664. private _lightDataUniformName;
  121665. private _lightColorUniformName;
  121666. private _lightTypeDefineName;
  121667. /**
  121668. * Gets or sets the light associated with this block
  121669. */
  121670. light: Nullable<Light>;
  121671. /**
  121672. * Creates a new LightInformationBlock
  121673. * @param name defines the block name
  121674. */
  121675. constructor(name: string);
  121676. /**
  121677. * Gets the current class name
  121678. * @returns the class name
  121679. */
  121680. getClassName(): string;
  121681. /**
  121682. * Gets the world position input component
  121683. */
  121684. readonly worldPosition: NodeMaterialConnectionPoint;
  121685. /**
  121686. * Gets the direction output component
  121687. */
  121688. readonly direction: NodeMaterialConnectionPoint;
  121689. /**
  121690. * Gets the direction output component
  121691. */
  121692. readonly color: NodeMaterialConnectionPoint;
  121693. /**
  121694. * Gets the direction output component
  121695. */
  121696. readonly intensity: NodeMaterialConnectionPoint;
  121697. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121698. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121699. protected _buildBlock(state: NodeMaterialBuildState): this;
  121700. serialize(): any;
  121701. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121702. }
  121703. }
  121704. declare module BABYLON {
  121705. /**
  121706. * Block used to add image processing support to fragment shader
  121707. */
  121708. export class ImageProcessingBlock extends NodeMaterialBlock {
  121709. /**
  121710. * Create a new ImageProcessingBlock
  121711. * @param name defines the block name
  121712. */
  121713. constructor(name: string);
  121714. /**
  121715. * Gets the current class name
  121716. * @returns the class name
  121717. */
  121718. getClassName(): string;
  121719. /**
  121720. * Gets the color input component
  121721. */
  121722. readonly color: NodeMaterialConnectionPoint;
  121723. /**
  121724. * Gets the output component
  121725. */
  121726. readonly output: NodeMaterialConnectionPoint;
  121727. /**
  121728. * Initialize the block and prepare the context for build
  121729. * @param state defines the state that will be used for the build
  121730. */
  121731. initialize(state: NodeMaterialBuildState): void;
  121732. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  121733. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121734. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121735. protected _buildBlock(state: NodeMaterialBuildState): this;
  121736. }
  121737. }
  121738. declare module BABYLON {
  121739. /**
  121740. * Block used to pertub normals based on a normal map
  121741. */
  121742. export class PerturbNormalBlock extends NodeMaterialBlock {
  121743. private _tangentSpaceParameterName;
  121744. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  121745. invertX: boolean;
  121746. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  121747. invertY: boolean;
  121748. /**
  121749. * Create a new PerturbNormalBlock
  121750. * @param name defines the block name
  121751. */
  121752. constructor(name: string);
  121753. /**
  121754. * Gets the current class name
  121755. * @returns the class name
  121756. */
  121757. getClassName(): string;
  121758. /**
  121759. * Gets the world position input component
  121760. */
  121761. readonly worldPosition: NodeMaterialConnectionPoint;
  121762. /**
  121763. * Gets the world normal input component
  121764. */
  121765. readonly worldNormal: NodeMaterialConnectionPoint;
  121766. /**
  121767. * Gets the uv input component
  121768. */
  121769. readonly uv: NodeMaterialConnectionPoint;
  121770. /**
  121771. * Gets the normal map color input component
  121772. */
  121773. readonly normalMapColor: NodeMaterialConnectionPoint;
  121774. /**
  121775. * Gets the strength input component
  121776. */
  121777. readonly strength: NodeMaterialConnectionPoint;
  121778. /**
  121779. * Gets the output component
  121780. */
  121781. readonly output: NodeMaterialConnectionPoint;
  121782. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121783. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121784. autoConfigure(material: NodeMaterial): void;
  121785. protected _buildBlock(state: NodeMaterialBuildState): this;
  121786. protected _dumpPropertiesCode(): string;
  121787. serialize(): any;
  121788. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121789. }
  121790. }
  121791. declare module BABYLON {
  121792. /**
  121793. * Block used to discard a pixel if a value is smaller than a cutoff
  121794. */
  121795. export class DiscardBlock extends NodeMaterialBlock {
  121796. /**
  121797. * Create a new DiscardBlock
  121798. * @param name defines the block name
  121799. */
  121800. constructor(name: string);
  121801. /**
  121802. * Gets the current class name
  121803. * @returns the class name
  121804. */
  121805. getClassName(): string;
  121806. /**
  121807. * Gets the color input component
  121808. */
  121809. readonly value: NodeMaterialConnectionPoint;
  121810. /**
  121811. * Gets the cutoff input component
  121812. */
  121813. readonly cutoff: NodeMaterialConnectionPoint;
  121814. protected _buildBlock(state: NodeMaterialBuildState): this;
  121815. }
  121816. }
  121817. declare module BABYLON {
  121818. /**
  121819. * Block used to add support for scene fog
  121820. */
  121821. export class FogBlock extends NodeMaterialBlock {
  121822. private _fogDistanceName;
  121823. private _fogParameters;
  121824. /**
  121825. * Create a new FogBlock
  121826. * @param name defines the block name
  121827. */
  121828. constructor(name: string);
  121829. /**
  121830. * Gets the current class name
  121831. * @returns the class name
  121832. */
  121833. getClassName(): string;
  121834. /**
  121835. * Gets the world position input component
  121836. */
  121837. readonly worldPosition: NodeMaterialConnectionPoint;
  121838. /**
  121839. * Gets the view input component
  121840. */
  121841. readonly view: NodeMaterialConnectionPoint;
  121842. /**
  121843. * Gets the color input component
  121844. */
  121845. readonly input: NodeMaterialConnectionPoint;
  121846. /**
  121847. * Gets the fog color input component
  121848. */
  121849. readonly fogColor: NodeMaterialConnectionPoint;
  121850. /**
  121851. * Gets the output component
  121852. */
  121853. readonly output: NodeMaterialConnectionPoint;
  121854. autoConfigure(material: NodeMaterial): void;
  121855. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121856. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121857. protected _buildBlock(state: NodeMaterialBuildState): this;
  121858. }
  121859. }
  121860. declare module BABYLON {
  121861. /**
  121862. * Block used to add light in the fragment shader
  121863. */
  121864. export class LightBlock extends NodeMaterialBlock {
  121865. private _lightId;
  121866. /**
  121867. * Gets or sets the light associated with this block
  121868. */
  121869. light: Nullable<Light>;
  121870. /**
  121871. * Create a new LightBlock
  121872. * @param name defines the block name
  121873. */
  121874. constructor(name: string);
  121875. /**
  121876. * Gets the current class name
  121877. * @returns the class name
  121878. */
  121879. getClassName(): string;
  121880. /**
  121881. * Gets the world position input component
  121882. */
  121883. readonly worldPosition: NodeMaterialConnectionPoint;
  121884. /**
  121885. * Gets the world normal input component
  121886. */
  121887. readonly worldNormal: NodeMaterialConnectionPoint;
  121888. /**
  121889. * Gets the camera (or eye) position component
  121890. */
  121891. readonly cameraPosition: NodeMaterialConnectionPoint;
  121892. /**
  121893. * Gets the glossiness component
  121894. */
  121895. readonly glossiness: NodeMaterialConnectionPoint;
  121896. /**
  121897. * Gets the glossinness power component
  121898. */
  121899. readonly glossPower: NodeMaterialConnectionPoint;
  121900. /**
  121901. * Gets the diffuse color component
  121902. */
  121903. readonly diffuseColor: NodeMaterialConnectionPoint;
  121904. /**
  121905. * Gets the specular color component
  121906. */
  121907. readonly specularColor: NodeMaterialConnectionPoint;
  121908. /**
  121909. * Gets the diffuse output component
  121910. */
  121911. readonly diffuseOutput: NodeMaterialConnectionPoint;
  121912. /**
  121913. * Gets the specular output component
  121914. */
  121915. readonly specularOutput: NodeMaterialConnectionPoint;
  121916. autoConfigure(material: NodeMaterial): void;
  121917. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121918. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121919. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121920. private _injectVertexCode;
  121921. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121922. serialize(): any;
  121923. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121924. }
  121925. }
  121926. declare module BABYLON {
  121927. /**
  121928. * Block used to multiply 2 values
  121929. */
  121930. export class MultiplyBlock extends NodeMaterialBlock {
  121931. /**
  121932. * Creates a new MultiplyBlock
  121933. * @param name defines the block name
  121934. */
  121935. constructor(name: string);
  121936. /**
  121937. * Gets the current class name
  121938. * @returns the class name
  121939. */
  121940. getClassName(): string;
  121941. /**
  121942. * Gets the left operand input component
  121943. */
  121944. readonly left: NodeMaterialConnectionPoint;
  121945. /**
  121946. * Gets the right operand input component
  121947. */
  121948. readonly right: NodeMaterialConnectionPoint;
  121949. /**
  121950. * Gets the output component
  121951. */
  121952. readonly output: NodeMaterialConnectionPoint;
  121953. protected _buildBlock(state: NodeMaterialBuildState): this;
  121954. }
  121955. }
  121956. declare module BABYLON {
  121957. /**
  121958. * Block used to add 2 vectors
  121959. */
  121960. export class AddBlock extends NodeMaterialBlock {
  121961. /**
  121962. * Creates a new AddBlock
  121963. * @param name defines the block name
  121964. */
  121965. constructor(name: string);
  121966. /**
  121967. * Gets the current class name
  121968. * @returns the class name
  121969. */
  121970. getClassName(): string;
  121971. /**
  121972. * Gets the left operand input component
  121973. */
  121974. readonly left: NodeMaterialConnectionPoint;
  121975. /**
  121976. * Gets the right operand input component
  121977. */
  121978. readonly right: NodeMaterialConnectionPoint;
  121979. /**
  121980. * Gets the output component
  121981. */
  121982. readonly output: NodeMaterialConnectionPoint;
  121983. protected _buildBlock(state: NodeMaterialBuildState): this;
  121984. }
  121985. }
  121986. declare module BABYLON {
  121987. /**
  121988. * Block used to scale a vector by a float
  121989. */
  121990. export class ScaleBlock extends NodeMaterialBlock {
  121991. /**
  121992. * Creates a new ScaleBlock
  121993. * @param name defines the block name
  121994. */
  121995. constructor(name: string);
  121996. /**
  121997. * Gets the current class name
  121998. * @returns the class name
  121999. */
  122000. getClassName(): string;
  122001. /**
  122002. * Gets the input component
  122003. */
  122004. readonly input: NodeMaterialConnectionPoint;
  122005. /**
  122006. * Gets the factor input component
  122007. */
  122008. readonly factor: NodeMaterialConnectionPoint;
  122009. /**
  122010. * Gets the output component
  122011. */
  122012. readonly output: NodeMaterialConnectionPoint;
  122013. protected _buildBlock(state: NodeMaterialBuildState): this;
  122014. }
  122015. }
  122016. declare module BABYLON {
  122017. /**
  122018. * Block used to clamp a float
  122019. */
  122020. export class ClampBlock extends NodeMaterialBlock {
  122021. /** Gets or sets the minimum range */
  122022. minimum: number;
  122023. /** Gets or sets the maximum range */
  122024. maximum: number;
  122025. /**
  122026. * Creates a new ClampBlock
  122027. * @param name defines the block name
  122028. */
  122029. constructor(name: string);
  122030. /**
  122031. * Gets the current class name
  122032. * @returns the class name
  122033. */
  122034. getClassName(): string;
  122035. /**
  122036. * Gets the value input component
  122037. */
  122038. readonly value: NodeMaterialConnectionPoint;
  122039. /**
  122040. * Gets the output component
  122041. */
  122042. readonly output: NodeMaterialConnectionPoint;
  122043. protected _buildBlock(state: NodeMaterialBuildState): this;
  122044. protected _dumpPropertiesCode(): string;
  122045. serialize(): any;
  122046. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122047. }
  122048. }
  122049. declare module BABYLON {
  122050. /**
  122051. * Block used to apply a cross product between 2 vectors
  122052. */
  122053. export class CrossBlock extends NodeMaterialBlock {
  122054. /**
  122055. * Creates a new CrossBlock
  122056. * @param name defines the block name
  122057. */
  122058. constructor(name: string);
  122059. /**
  122060. * Gets the current class name
  122061. * @returns the class name
  122062. */
  122063. getClassName(): string;
  122064. /**
  122065. * Gets the left operand input component
  122066. */
  122067. readonly left: NodeMaterialConnectionPoint;
  122068. /**
  122069. * Gets the right operand input component
  122070. */
  122071. readonly right: NodeMaterialConnectionPoint;
  122072. /**
  122073. * Gets the output component
  122074. */
  122075. readonly output: NodeMaterialConnectionPoint;
  122076. protected _buildBlock(state: NodeMaterialBuildState): this;
  122077. }
  122078. }
  122079. declare module BABYLON {
  122080. /**
  122081. * Block used to apply a dot product between 2 vectors
  122082. */
  122083. export class DotBlock extends NodeMaterialBlock {
  122084. /**
  122085. * Creates a new DotBlock
  122086. * @param name defines the block name
  122087. */
  122088. constructor(name: string);
  122089. /**
  122090. * Gets the current class name
  122091. * @returns the class name
  122092. */
  122093. getClassName(): string;
  122094. /**
  122095. * Gets the left operand input component
  122096. */
  122097. readonly left: NodeMaterialConnectionPoint;
  122098. /**
  122099. * Gets the right operand input component
  122100. */
  122101. readonly right: NodeMaterialConnectionPoint;
  122102. /**
  122103. * Gets the output component
  122104. */
  122105. readonly output: NodeMaterialConnectionPoint;
  122106. protected _buildBlock(state: NodeMaterialBuildState): this;
  122107. }
  122108. }
  122109. declare module BABYLON {
  122110. /**
  122111. * Block used to remap a float from a range to a new one
  122112. */
  122113. export class RemapBlock extends NodeMaterialBlock {
  122114. /**
  122115. * Gets or sets the source range
  122116. */
  122117. sourceRange: Vector2;
  122118. /**
  122119. * Gets or sets the target range
  122120. */
  122121. targetRange: Vector2;
  122122. /**
  122123. * Creates a new RemapBlock
  122124. * @param name defines the block name
  122125. */
  122126. constructor(name: string);
  122127. /**
  122128. * Gets the current class name
  122129. * @returns the class name
  122130. */
  122131. getClassName(): string;
  122132. /**
  122133. * Gets the input component
  122134. */
  122135. readonly input: NodeMaterialConnectionPoint;
  122136. /**
  122137. * Gets the source min input component
  122138. */
  122139. readonly sourceMin: NodeMaterialConnectionPoint;
  122140. /**
  122141. * Gets the source max input component
  122142. */
  122143. readonly sourceMax: NodeMaterialConnectionPoint;
  122144. /**
  122145. * Gets the target min input component
  122146. */
  122147. readonly targetMin: NodeMaterialConnectionPoint;
  122148. /**
  122149. * Gets the target max input component
  122150. */
  122151. readonly targetMax: NodeMaterialConnectionPoint;
  122152. /**
  122153. * Gets the output component
  122154. */
  122155. readonly output: NodeMaterialConnectionPoint;
  122156. protected _buildBlock(state: NodeMaterialBuildState): this;
  122157. protected _dumpPropertiesCode(): string;
  122158. serialize(): any;
  122159. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122160. }
  122161. }
  122162. declare module BABYLON {
  122163. /**
  122164. * Block used to normalize a vector
  122165. */
  122166. export class NormalizeBlock extends NodeMaterialBlock {
  122167. /**
  122168. * Creates a new NormalizeBlock
  122169. * @param name defines the block name
  122170. */
  122171. constructor(name: string);
  122172. /**
  122173. * Gets the current class name
  122174. * @returns the class name
  122175. */
  122176. getClassName(): string;
  122177. /**
  122178. * Gets the input component
  122179. */
  122180. readonly input: NodeMaterialConnectionPoint;
  122181. /**
  122182. * Gets the output component
  122183. */
  122184. readonly output: NodeMaterialConnectionPoint;
  122185. protected _buildBlock(state: NodeMaterialBuildState): this;
  122186. }
  122187. }
  122188. declare module BABYLON {
  122189. /**
  122190. * Operations supported by the Trigonometry block
  122191. */
  122192. export enum TrigonometryBlockOperations {
  122193. /** Cos */
  122194. Cos = 0,
  122195. /** Sin */
  122196. Sin = 1,
  122197. /** Abs */
  122198. Abs = 2,
  122199. /** Exp */
  122200. Exp = 3,
  122201. /** Exp2 */
  122202. Exp2 = 4,
  122203. /** Round */
  122204. Round = 5,
  122205. /** Floor */
  122206. Floor = 6,
  122207. /** Ceiling */
  122208. Ceiling = 7,
  122209. /** Square root */
  122210. Sqrt = 8,
  122211. /** Log */
  122212. Log = 9,
  122213. /** Tangent */
  122214. Tan = 10,
  122215. /** Arc tangent */
  122216. ArcTan = 11,
  122217. /** Arc cosinus */
  122218. ArcCos = 12,
  122219. /** Arc sinus */
  122220. ArcSin = 13,
  122221. /** Fraction */
  122222. Fract = 14,
  122223. /** Sign */
  122224. Sign = 15,
  122225. /** To radians (from degrees) */
  122226. Radians = 16,
  122227. /** To degrees (from radians) */
  122228. Degrees = 17
  122229. }
  122230. /**
  122231. * Block used to apply trigonometry operation to floats
  122232. */
  122233. export class TrigonometryBlock extends NodeMaterialBlock {
  122234. /**
  122235. * Gets or sets the operation applied by the block
  122236. */
  122237. operation: TrigonometryBlockOperations;
  122238. /**
  122239. * Creates a new TrigonometryBlock
  122240. * @param name defines the block name
  122241. */
  122242. constructor(name: string);
  122243. /**
  122244. * Gets the current class name
  122245. * @returns the class name
  122246. */
  122247. getClassName(): string;
  122248. /**
  122249. * Gets the input component
  122250. */
  122251. readonly input: NodeMaterialConnectionPoint;
  122252. /**
  122253. * Gets the output component
  122254. */
  122255. readonly output: NodeMaterialConnectionPoint;
  122256. protected _buildBlock(state: NodeMaterialBuildState): this;
  122257. serialize(): any;
  122258. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122259. }
  122260. }
  122261. declare module BABYLON {
  122262. /**
  122263. * Block used to create a Color3/4 out of individual inputs (one for each component)
  122264. */
  122265. export class ColorMergerBlock extends NodeMaterialBlock {
  122266. /**
  122267. * Create a new ColorMergerBlock
  122268. * @param name defines the block name
  122269. */
  122270. constructor(name: string);
  122271. /**
  122272. * Gets the current class name
  122273. * @returns the class name
  122274. */
  122275. getClassName(): string;
  122276. /**
  122277. * Gets the r component (input)
  122278. */
  122279. readonly r: NodeMaterialConnectionPoint;
  122280. /**
  122281. * Gets the g component (input)
  122282. */
  122283. readonly g: NodeMaterialConnectionPoint;
  122284. /**
  122285. * Gets the b component (input)
  122286. */
  122287. readonly b: NodeMaterialConnectionPoint;
  122288. /**
  122289. * Gets the a component (input)
  122290. */
  122291. readonly a: NodeMaterialConnectionPoint;
  122292. /**
  122293. * Gets the rgba component (output)
  122294. */
  122295. readonly rgba: NodeMaterialConnectionPoint;
  122296. /**
  122297. * Gets the rgb component (output)
  122298. */
  122299. readonly rgb: NodeMaterialConnectionPoint;
  122300. protected _buildBlock(state: NodeMaterialBuildState): this;
  122301. }
  122302. }
  122303. declare module BABYLON {
  122304. /**
  122305. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  122306. */
  122307. export class VectorMergerBlock extends NodeMaterialBlock {
  122308. /**
  122309. * Create a new VectorMergerBlock
  122310. * @param name defines the block name
  122311. */
  122312. constructor(name: string);
  122313. /**
  122314. * Gets the current class name
  122315. * @returns the class name
  122316. */
  122317. getClassName(): string;
  122318. /**
  122319. * Gets the x component (input)
  122320. */
  122321. readonly x: NodeMaterialConnectionPoint;
  122322. /**
  122323. * Gets the y component (input)
  122324. */
  122325. readonly y: NodeMaterialConnectionPoint;
  122326. /**
  122327. * Gets the z component (input)
  122328. */
  122329. readonly z: NodeMaterialConnectionPoint;
  122330. /**
  122331. * Gets the w component (input)
  122332. */
  122333. readonly w: NodeMaterialConnectionPoint;
  122334. /**
  122335. * Gets the xyzw component (output)
  122336. */
  122337. readonly xyzw: NodeMaterialConnectionPoint;
  122338. /**
  122339. * Gets the xyz component (output)
  122340. */
  122341. readonly xyz: NodeMaterialConnectionPoint;
  122342. /**
  122343. * Gets the xy component (output)
  122344. */
  122345. readonly xy: NodeMaterialConnectionPoint;
  122346. protected _buildBlock(state: NodeMaterialBuildState): this;
  122347. }
  122348. }
  122349. declare module BABYLON {
  122350. /**
  122351. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  122352. */
  122353. export class ColorSplitterBlock extends NodeMaterialBlock {
  122354. /**
  122355. * Create a new ColorSplitterBlock
  122356. * @param name defines the block name
  122357. */
  122358. constructor(name: string);
  122359. /**
  122360. * Gets the current class name
  122361. * @returns the class name
  122362. */
  122363. getClassName(): string;
  122364. /**
  122365. * Gets the rgba component (input)
  122366. */
  122367. readonly rgba: NodeMaterialConnectionPoint;
  122368. /**
  122369. * Gets the rgb component (input)
  122370. */
  122371. readonly rgbIn: NodeMaterialConnectionPoint;
  122372. /**
  122373. * Gets the rgb component (output)
  122374. */
  122375. readonly rgbOut: NodeMaterialConnectionPoint;
  122376. /**
  122377. * Gets the r component (output)
  122378. */
  122379. readonly r: NodeMaterialConnectionPoint;
  122380. /**
  122381. * Gets the g component (output)
  122382. */
  122383. readonly g: NodeMaterialConnectionPoint;
  122384. /**
  122385. * Gets the b component (output)
  122386. */
  122387. readonly b: NodeMaterialConnectionPoint;
  122388. /**
  122389. * Gets the a component (output)
  122390. */
  122391. readonly a: NodeMaterialConnectionPoint;
  122392. protected _inputRename(name: string): string;
  122393. protected _outputRename(name: string): string;
  122394. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122395. }
  122396. }
  122397. declare module BABYLON {
  122398. /**
  122399. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  122400. */
  122401. export class VectorSplitterBlock extends NodeMaterialBlock {
  122402. /**
  122403. * Create a new VectorSplitterBlock
  122404. * @param name defines the block name
  122405. */
  122406. constructor(name: string);
  122407. /**
  122408. * Gets the current class name
  122409. * @returns the class name
  122410. */
  122411. getClassName(): string;
  122412. /**
  122413. * Gets the xyzw component (input)
  122414. */
  122415. readonly xyzw: NodeMaterialConnectionPoint;
  122416. /**
  122417. * Gets the xyz component (input)
  122418. */
  122419. readonly xyzIn: NodeMaterialConnectionPoint;
  122420. /**
  122421. * Gets the xy component (input)
  122422. */
  122423. readonly xyIn: NodeMaterialConnectionPoint;
  122424. /**
  122425. * Gets the xyz component (output)
  122426. */
  122427. readonly xyzOut: NodeMaterialConnectionPoint;
  122428. /**
  122429. * Gets the xy component (output)
  122430. */
  122431. readonly xyOut: NodeMaterialConnectionPoint;
  122432. /**
  122433. * Gets the x component (output)
  122434. */
  122435. readonly x: NodeMaterialConnectionPoint;
  122436. /**
  122437. * Gets the y component (output)
  122438. */
  122439. readonly y: NodeMaterialConnectionPoint;
  122440. /**
  122441. * Gets the z component (output)
  122442. */
  122443. readonly z: NodeMaterialConnectionPoint;
  122444. /**
  122445. * Gets the w component (output)
  122446. */
  122447. readonly w: NodeMaterialConnectionPoint;
  122448. protected _inputRename(name: string): string;
  122449. protected _outputRename(name: string): string;
  122450. protected _buildBlock(state: NodeMaterialBuildState): this;
  122451. }
  122452. }
  122453. declare module BABYLON {
  122454. /**
  122455. * Block used to lerp between 2 values
  122456. */
  122457. export class LerpBlock extends NodeMaterialBlock {
  122458. /**
  122459. * Creates a new LerpBlock
  122460. * @param name defines the block name
  122461. */
  122462. constructor(name: string);
  122463. /**
  122464. * Gets the current class name
  122465. * @returns the class name
  122466. */
  122467. getClassName(): string;
  122468. /**
  122469. * Gets the left operand input component
  122470. */
  122471. readonly left: NodeMaterialConnectionPoint;
  122472. /**
  122473. * Gets the right operand input component
  122474. */
  122475. readonly right: NodeMaterialConnectionPoint;
  122476. /**
  122477. * Gets the gradient operand input component
  122478. */
  122479. readonly gradient: NodeMaterialConnectionPoint;
  122480. /**
  122481. * Gets the output component
  122482. */
  122483. readonly output: NodeMaterialConnectionPoint;
  122484. protected _buildBlock(state: NodeMaterialBuildState): this;
  122485. }
  122486. }
  122487. declare module BABYLON {
  122488. /**
  122489. * Block used to divide 2 vectors
  122490. */
  122491. export class DivideBlock extends NodeMaterialBlock {
  122492. /**
  122493. * Creates a new DivideBlock
  122494. * @param name defines the block name
  122495. */
  122496. constructor(name: string);
  122497. /**
  122498. * Gets the current class name
  122499. * @returns the class name
  122500. */
  122501. getClassName(): string;
  122502. /**
  122503. * Gets the left operand input component
  122504. */
  122505. readonly left: NodeMaterialConnectionPoint;
  122506. /**
  122507. * Gets the right operand input component
  122508. */
  122509. readonly right: NodeMaterialConnectionPoint;
  122510. /**
  122511. * Gets the output component
  122512. */
  122513. readonly output: NodeMaterialConnectionPoint;
  122514. protected _buildBlock(state: NodeMaterialBuildState): this;
  122515. }
  122516. }
  122517. declare module BABYLON {
  122518. /**
  122519. * Block used to subtract 2 vectors
  122520. */
  122521. export class SubtractBlock extends NodeMaterialBlock {
  122522. /**
  122523. * Creates a new SubtractBlock
  122524. * @param name defines the block name
  122525. */
  122526. constructor(name: string);
  122527. /**
  122528. * Gets the current class name
  122529. * @returns the class name
  122530. */
  122531. getClassName(): string;
  122532. /**
  122533. * Gets the left operand input component
  122534. */
  122535. readonly left: NodeMaterialConnectionPoint;
  122536. /**
  122537. * Gets the right operand input component
  122538. */
  122539. readonly right: NodeMaterialConnectionPoint;
  122540. /**
  122541. * Gets the output component
  122542. */
  122543. readonly output: NodeMaterialConnectionPoint;
  122544. protected _buildBlock(state: NodeMaterialBuildState): this;
  122545. }
  122546. }
  122547. declare module BABYLON {
  122548. /**
  122549. * Block used to step a value
  122550. */
  122551. export class StepBlock extends NodeMaterialBlock {
  122552. /**
  122553. * Creates a new StepBlock
  122554. * @param name defines the block name
  122555. */
  122556. constructor(name: string);
  122557. /**
  122558. * Gets the current class name
  122559. * @returns the class name
  122560. */
  122561. getClassName(): string;
  122562. /**
  122563. * Gets the value operand input component
  122564. */
  122565. readonly value: NodeMaterialConnectionPoint;
  122566. /**
  122567. * Gets the edge operand input component
  122568. */
  122569. readonly edge: NodeMaterialConnectionPoint;
  122570. /**
  122571. * Gets the output component
  122572. */
  122573. readonly output: NodeMaterialConnectionPoint;
  122574. protected _buildBlock(state: NodeMaterialBuildState): this;
  122575. }
  122576. }
  122577. declare module BABYLON {
  122578. /**
  122579. * Block used to get the opposite (1 - x) of a value
  122580. */
  122581. export class OneMinusBlock extends NodeMaterialBlock {
  122582. /**
  122583. * Creates a new OneMinusBlock
  122584. * @param name defines the block name
  122585. */
  122586. constructor(name: string);
  122587. /**
  122588. * Gets the current class name
  122589. * @returns the class name
  122590. */
  122591. getClassName(): string;
  122592. /**
  122593. * Gets the input component
  122594. */
  122595. readonly input: NodeMaterialConnectionPoint;
  122596. /**
  122597. * Gets the output component
  122598. */
  122599. readonly output: NodeMaterialConnectionPoint;
  122600. protected _buildBlock(state: NodeMaterialBuildState): this;
  122601. }
  122602. }
  122603. declare module BABYLON {
  122604. /**
  122605. * Block used to get the view direction
  122606. */
  122607. export class ViewDirectionBlock extends NodeMaterialBlock {
  122608. /**
  122609. * Creates a new ViewDirectionBlock
  122610. * @param name defines the block name
  122611. */
  122612. constructor(name: string);
  122613. /**
  122614. * Gets the current class name
  122615. * @returns the class name
  122616. */
  122617. getClassName(): string;
  122618. /**
  122619. * Gets the world position component
  122620. */
  122621. readonly worldPosition: NodeMaterialConnectionPoint;
  122622. /**
  122623. * Gets the camera position component
  122624. */
  122625. readonly cameraPosition: NodeMaterialConnectionPoint;
  122626. /**
  122627. * Gets the output component
  122628. */
  122629. readonly output: NodeMaterialConnectionPoint;
  122630. autoConfigure(material: NodeMaterial): void;
  122631. protected _buildBlock(state: NodeMaterialBuildState): this;
  122632. }
  122633. }
  122634. declare module BABYLON {
  122635. /**
  122636. * Block used to compute fresnel value
  122637. */
  122638. export class FresnelBlock extends NodeMaterialBlock {
  122639. /**
  122640. * Create a new FresnelBlock
  122641. * @param name defines the block name
  122642. */
  122643. constructor(name: string);
  122644. /**
  122645. * Gets the current class name
  122646. * @returns the class name
  122647. */
  122648. getClassName(): string;
  122649. /**
  122650. * Gets the world normal input component
  122651. */
  122652. readonly worldNormal: NodeMaterialConnectionPoint;
  122653. /**
  122654. * Gets the view direction input component
  122655. */
  122656. readonly viewDirection: NodeMaterialConnectionPoint;
  122657. /**
  122658. * Gets the bias input component
  122659. */
  122660. readonly bias: NodeMaterialConnectionPoint;
  122661. /**
  122662. * Gets the camera (or eye) position component
  122663. */
  122664. readonly power: NodeMaterialConnectionPoint;
  122665. /**
  122666. * Gets the fresnel output component
  122667. */
  122668. readonly fresnel: NodeMaterialConnectionPoint;
  122669. autoConfigure(material: NodeMaterial): void;
  122670. protected _buildBlock(state: NodeMaterialBuildState): this;
  122671. }
  122672. }
  122673. declare module BABYLON {
  122674. /**
  122675. * Block used to get the max of 2 values
  122676. */
  122677. export class MaxBlock extends NodeMaterialBlock {
  122678. /**
  122679. * Creates a new MaxBlock
  122680. * @param name defines the block name
  122681. */
  122682. constructor(name: string);
  122683. /**
  122684. * Gets the current class name
  122685. * @returns the class name
  122686. */
  122687. getClassName(): string;
  122688. /**
  122689. * Gets the left operand input component
  122690. */
  122691. readonly left: NodeMaterialConnectionPoint;
  122692. /**
  122693. * Gets the right operand input component
  122694. */
  122695. readonly right: NodeMaterialConnectionPoint;
  122696. /**
  122697. * Gets the output component
  122698. */
  122699. readonly output: NodeMaterialConnectionPoint;
  122700. protected _buildBlock(state: NodeMaterialBuildState): this;
  122701. }
  122702. }
  122703. declare module BABYLON {
  122704. /**
  122705. * Block used to get the min of 2 values
  122706. */
  122707. export class MinBlock extends NodeMaterialBlock {
  122708. /**
  122709. * Creates a new MinBlock
  122710. * @param name defines the block name
  122711. */
  122712. constructor(name: string);
  122713. /**
  122714. * Gets the current class name
  122715. * @returns the class name
  122716. */
  122717. getClassName(): string;
  122718. /**
  122719. * Gets the left operand input component
  122720. */
  122721. readonly left: NodeMaterialConnectionPoint;
  122722. /**
  122723. * Gets the right operand input component
  122724. */
  122725. readonly right: NodeMaterialConnectionPoint;
  122726. /**
  122727. * Gets the output component
  122728. */
  122729. readonly output: NodeMaterialConnectionPoint;
  122730. protected _buildBlock(state: NodeMaterialBuildState): this;
  122731. }
  122732. }
  122733. declare module BABYLON {
  122734. /**
  122735. * Block used to get the distance between 2 values
  122736. */
  122737. export class DistanceBlock extends NodeMaterialBlock {
  122738. /**
  122739. * Creates a new DistanceBlock
  122740. * @param name defines the block name
  122741. */
  122742. constructor(name: string);
  122743. /**
  122744. * Gets the current class name
  122745. * @returns the class name
  122746. */
  122747. getClassName(): string;
  122748. /**
  122749. * Gets the left operand input component
  122750. */
  122751. readonly left: NodeMaterialConnectionPoint;
  122752. /**
  122753. * Gets the right operand input component
  122754. */
  122755. readonly right: NodeMaterialConnectionPoint;
  122756. /**
  122757. * Gets the output component
  122758. */
  122759. readonly output: NodeMaterialConnectionPoint;
  122760. protected _buildBlock(state: NodeMaterialBuildState): this;
  122761. }
  122762. }
  122763. declare module BABYLON {
  122764. /**
  122765. * Block used to get the length of a vector
  122766. */
  122767. export class LengthBlock extends NodeMaterialBlock {
  122768. /**
  122769. * Creates a new LengthBlock
  122770. * @param name defines the block name
  122771. */
  122772. constructor(name: string);
  122773. /**
  122774. * Gets the current class name
  122775. * @returns the class name
  122776. */
  122777. getClassName(): string;
  122778. /**
  122779. * Gets the value input component
  122780. */
  122781. readonly value: NodeMaterialConnectionPoint;
  122782. /**
  122783. * Gets the output component
  122784. */
  122785. readonly output: NodeMaterialConnectionPoint;
  122786. protected _buildBlock(state: NodeMaterialBuildState): this;
  122787. }
  122788. }
  122789. declare module BABYLON {
  122790. /**
  122791. * Block used to get negative version of a value (i.e. x * -1)
  122792. */
  122793. export class NegateBlock extends NodeMaterialBlock {
  122794. /**
  122795. * Creates a new NegateBlock
  122796. * @param name defines the block name
  122797. */
  122798. constructor(name: string);
  122799. /**
  122800. * Gets the current class name
  122801. * @returns the class name
  122802. */
  122803. getClassName(): string;
  122804. /**
  122805. * Gets the value input component
  122806. */
  122807. readonly value: NodeMaterialConnectionPoint;
  122808. /**
  122809. * Gets the output component
  122810. */
  122811. readonly output: NodeMaterialConnectionPoint;
  122812. protected _buildBlock(state: NodeMaterialBuildState): this;
  122813. }
  122814. }
  122815. declare module BABYLON {
  122816. /**
  122817. * Block used to get the value of the first parameter raised to the power of the second
  122818. */
  122819. export class PowBlock extends NodeMaterialBlock {
  122820. /**
  122821. * Creates a new PowBlock
  122822. * @param name defines the block name
  122823. */
  122824. constructor(name: string);
  122825. /**
  122826. * Gets the current class name
  122827. * @returns the class name
  122828. */
  122829. getClassName(): string;
  122830. /**
  122831. * Gets the value operand input component
  122832. */
  122833. readonly value: NodeMaterialConnectionPoint;
  122834. /**
  122835. * Gets the power operand input component
  122836. */
  122837. readonly power: NodeMaterialConnectionPoint;
  122838. /**
  122839. * Gets the output component
  122840. */
  122841. readonly output: NodeMaterialConnectionPoint;
  122842. protected _buildBlock(state: NodeMaterialBuildState): this;
  122843. }
  122844. }
  122845. declare module BABYLON {
  122846. /**
  122847. * Block used to get a random number
  122848. */
  122849. export class RandomNumberBlock extends NodeMaterialBlock {
  122850. /**
  122851. * Creates a new RandomNumberBlock
  122852. * @param name defines the block name
  122853. */
  122854. constructor(name: string);
  122855. /**
  122856. * Gets the current class name
  122857. * @returns the class name
  122858. */
  122859. getClassName(): string;
  122860. /**
  122861. * Gets the seed input component
  122862. */
  122863. readonly seed: NodeMaterialConnectionPoint;
  122864. /**
  122865. * Gets the output component
  122866. */
  122867. readonly output: NodeMaterialConnectionPoint;
  122868. protected _buildBlock(state: NodeMaterialBuildState): this;
  122869. }
  122870. }
  122871. declare module BABYLON {
  122872. /**
  122873. * Block used to compute arc tangent of 2 values
  122874. */
  122875. export class ArcTan2Block extends NodeMaterialBlock {
  122876. /**
  122877. * Creates a new ArcTan2Block
  122878. * @param name defines the block name
  122879. */
  122880. constructor(name: string);
  122881. /**
  122882. * Gets the current class name
  122883. * @returns the class name
  122884. */
  122885. getClassName(): string;
  122886. /**
  122887. * Gets the x operand input component
  122888. */
  122889. readonly x: NodeMaterialConnectionPoint;
  122890. /**
  122891. * Gets the y operand input component
  122892. */
  122893. readonly y: NodeMaterialConnectionPoint;
  122894. /**
  122895. * Gets the output component
  122896. */
  122897. readonly output: NodeMaterialConnectionPoint;
  122898. protected _buildBlock(state: NodeMaterialBuildState): this;
  122899. }
  122900. }
  122901. declare module BABYLON {
  122902. /**
  122903. * Block used to smooth step a value
  122904. */
  122905. export class SmoothStepBlock extends NodeMaterialBlock {
  122906. /**
  122907. * Creates a new SmoothStepBlock
  122908. * @param name defines the block name
  122909. */
  122910. constructor(name: string);
  122911. /**
  122912. * Gets the current class name
  122913. * @returns the class name
  122914. */
  122915. getClassName(): string;
  122916. /**
  122917. * Gets the value operand input component
  122918. */
  122919. readonly value: NodeMaterialConnectionPoint;
  122920. /**
  122921. * Gets the first edge operand input component
  122922. */
  122923. readonly edge0: NodeMaterialConnectionPoint;
  122924. /**
  122925. * Gets the second edge operand input component
  122926. */
  122927. readonly edge1: NodeMaterialConnectionPoint;
  122928. /**
  122929. * Gets the output component
  122930. */
  122931. readonly output: NodeMaterialConnectionPoint;
  122932. protected _buildBlock(state: NodeMaterialBuildState): this;
  122933. }
  122934. }
  122935. declare module BABYLON {
  122936. /**
  122937. * Block used to get the reciprocal (1 / x) of a value
  122938. */
  122939. export class ReciprocalBlock extends NodeMaterialBlock {
  122940. /**
  122941. * Creates a new ReciprocalBlock
  122942. * @param name defines the block name
  122943. */
  122944. constructor(name: string);
  122945. /**
  122946. * Gets the current class name
  122947. * @returns the class name
  122948. */
  122949. getClassName(): string;
  122950. /**
  122951. * Gets the input component
  122952. */
  122953. readonly input: NodeMaterialConnectionPoint;
  122954. /**
  122955. * Gets the output component
  122956. */
  122957. readonly output: NodeMaterialConnectionPoint;
  122958. protected _buildBlock(state: NodeMaterialBuildState): this;
  122959. }
  122960. }
  122961. declare module BABYLON {
  122962. /**
  122963. * Block used to replace a color by another one
  122964. */
  122965. export class ReplaceColorBlock extends NodeMaterialBlock {
  122966. /**
  122967. * Creates a new ReplaceColorBlock
  122968. * @param name defines the block name
  122969. */
  122970. constructor(name: string);
  122971. /**
  122972. * Gets the current class name
  122973. * @returns the class name
  122974. */
  122975. getClassName(): string;
  122976. /**
  122977. * Gets the value input component
  122978. */
  122979. readonly value: NodeMaterialConnectionPoint;
  122980. /**
  122981. * Gets the reference input component
  122982. */
  122983. readonly reference: NodeMaterialConnectionPoint;
  122984. /**
  122985. * Gets the distance input component
  122986. */
  122987. readonly distance: NodeMaterialConnectionPoint;
  122988. /**
  122989. * Gets the replacement input component
  122990. */
  122991. readonly replacement: NodeMaterialConnectionPoint;
  122992. /**
  122993. * Gets the output component
  122994. */
  122995. readonly output: NodeMaterialConnectionPoint;
  122996. protected _buildBlock(state: NodeMaterialBuildState): this;
  122997. }
  122998. }
  122999. declare module BABYLON {
  123000. /**
  123001. * Block used to posterize a value
  123002. * @see https://en.wikipedia.org/wiki/Posterization
  123003. */
  123004. export class PosterizeBlock extends NodeMaterialBlock {
  123005. /**
  123006. * Creates a new PosterizeBlock
  123007. * @param name defines the block name
  123008. */
  123009. constructor(name: string);
  123010. /**
  123011. * Gets the current class name
  123012. * @returns the class name
  123013. */
  123014. getClassName(): string;
  123015. /**
  123016. * Gets the value input component
  123017. */
  123018. readonly value: NodeMaterialConnectionPoint;
  123019. /**
  123020. * Gets the steps input component
  123021. */
  123022. readonly steps: NodeMaterialConnectionPoint;
  123023. /**
  123024. * Gets the output component
  123025. */
  123026. readonly output: NodeMaterialConnectionPoint;
  123027. protected _buildBlock(state: NodeMaterialBuildState): this;
  123028. }
  123029. }
  123030. declare module BABYLON {
  123031. /**
  123032. * Operations supported by the Wave block
  123033. */
  123034. export enum WaveBlockKind {
  123035. /** SawTooth */
  123036. SawTooth = 0,
  123037. /** Square */
  123038. Square = 1,
  123039. /** Triangle */
  123040. Triangle = 2
  123041. }
  123042. /**
  123043. * Block used to apply wave operation to floats
  123044. */
  123045. export class WaveBlock extends NodeMaterialBlock {
  123046. /**
  123047. * Gets or sets the kibnd of wave to be applied by the block
  123048. */
  123049. kind: WaveBlockKind;
  123050. /**
  123051. * Creates a new WaveBlock
  123052. * @param name defines the block name
  123053. */
  123054. constructor(name: string);
  123055. /**
  123056. * Gets the current class name
  123057. * @returns the class name
  123058. */
  123059. getClassName(): string;
  123060. /**
  123061. * Gets the input component
  123062. */
  123063. readonly input: NodeMaterialConnectionPoint;
  123064. /**
  123065. * Gets the output component
  123066. */
  123067. readonly output: NodeMaterialConnectionPoint;
  123068. protected _buildBlock(state: NodeMaterialBuildState): this;
  123069. serialize(): any;
  123070. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123071. }
  123072. }
  123073. declare module BABYLON {
  123074. /**
  123075. * Class used to store a color step for the GradientBlock
  123076. */
  123077. export class GradientBlockColorStep {
  123078. /**
  123079. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123080. */
  123081. step: number;
  123082. /**
  123083. * Gets or sets the color associated with this step
  123084. */
  123085. color: Color3;
  123086. /**
  123087. * Creates a new GradientBlockColorStep
  123088. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  123089. * @param color defines the color associated with this step
  123090. */
  123091. constructor(
  123092. /**
  123093. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123094. */
  123095. step: number,
  123096. /**
  123097. * Gets or sets the color associated with this step
  123098. */
  123099. color: Color3);
  123100. }
  123101. /**
  123102. * Block used to return a color from a gradient based on an input value between 0 and 1
  123103. */
  123104. export class GradientBlock extends NodeMaterialBlock {
  123105. /**
  123106. * Gets or sets the list of color steps
  123107. */
  123108. colorSteps: GradientBlockColorStep[];
  123109. /**
  123110. * Creates a new GradientBlock
  123111. * @param name defines the block name
  123112. */
  123113. constructor(name: string);
  123114. /**
  123115. * Gets the current class name
  123116. * @returns the class name
  123117. */
  123118. getClassName(): string;
  123119. /**
  123120. * Gets the gradient input component
  123121. */
  123122. readonly gradient: NodeMaterialConnectionPoint;
  123123. /**
  123124. * Gets the output component
  123125. */
  123126. readonly output: NodeMaterialConnectionPoint;
  123127. private _writeColorConstant;
  123128. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123129. serialize(): any;
  123130. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123131. protected _dumpPropertiesCode(): string;
  123132. }
  123133. }
  123134. declare module BABYLON {
  123135. /**
  123136. * Block used to normalize lerp between 2 values
  123137. */
  123138. export class NLerpBlock extends NodeMaterialBlock {
  123139. /**
  123140. * Creates a new NLerpBlock
  123141. * @param name defines the block name
  123142. */
  123143. constructor(name: string);
  123144. /**
  123145. * Gets the current class name
  123146. * @returns the class name
  123147. */
  123148. getClassName(): string;
  123149. /**
  123150. * Gets the left operand input component
  123151. */
  123152. readonly left: NodeMaterialConnectionPoint;
  123153. /**
  123154. * Gets the right operand input component
  123155. */
  123156. readonly right: NodeMaterialConnectionPoint;
  123157. /**
  123158. * Gets the gradient operand input component
  123159. */
  123160. readonly gradient: NodeMaterialConnectionPoint;
  123161. /**
  123162. * Gets the output component
  123163. */
  123164. readonly output: NodeMaterialConnectionPoint;
  123165. protected _buildBlock(state: NodeMaterialBuildState): this;
  123166. }
  123167. }
  123168. declare module BABYLON {
  123169. /**
  123170. * Block used to test if the fragment shader is front facing
  123171. */
  123172. export class FrontFacingBlock extends NodeMaterialBlock {
  123173. /**
  123174. * Creates a new FrontFacingBlock
  123175. * @param name defines the block name
  123176. */
  123177. constructor(name: string);
  123178. /**
  123179. * Gets the current class name
  123180. * @returns the class name
  123181. */
  123182. getClassName(): string;
  123183. /**
  123184. * Gets the world normal component
  123185. */
  123186. readonly worldNormal: NodeMaterialConnectionPoint;
  123187. /**
  123188. * Gets the view direction input component
  123189. */
  123190. readonly viewDirection: NodeMaterialConnectionPoint;
  123191. /**
  123192. * Gets the output component
  123193. */
  123194. readonly output: NodeMaterialConnectionPoint;
  123195. autoConfigure(material: NodeMaterial): void;
  123196. protected _buildBlock(state: NodeMaterialBuildState): this;
  123197. }
  123198. }
  123199. declare module BABYLON {
  123200. /**
  123201. * Effect Render Options
  123202. */
  123203. export interface IEffectRendererOptions {
  123204. /**
  123205. * Defines the vertices positions.
  123206. */
  123207. positions?: number[];
  123208. /**
  123209. * Defines the indices.
  123210. */
  123211. indices?: number[];
  123212. }
  123213. /**
  123214. * Helper class to render one or more effects
  123215. */
  123216. export class EffectRenderer {
  123217. private engine;
  123218. private static _DefaultOptions;
  123219. private _vertexBuffers;
  123220. private _indexBuffer;
  123221. private _ringBufferIndex;
  123222. private _ringScreenBuffer;
  123223. private _fullscreenViewport;
  123224. private _getNextFrameBuffer;
  123225. /**
  123226. * Creates an effect renderer
  123227. * @param engine the engine to use for rendering
  123228. * @param options defines the options of the effect renderer
  123229. */
  123230. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  123231. /**
  123232. * Sets the current viewport in normalized coordinates 0-1
  123233. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  123234. */
  123235. setViewport(viewport?: Viewport): void;
  123236. /**
  123237. * Binds the embedded attributes buffer to the effect.
  123238. * @param effect Defines the effect to bind the attributes for
  123239. */
  123240. bindBuffers(effect: Effect): void;
  123241. /**
  123242. * Sets the current effect wrapper to use during draw.
  123243. * The effect needs to be ready before calling this api.
  123244. * This also sets the default full screen position attribute.
  123245. * @param effectWrapper Defines the effect to draw with
  123246. */
  123247. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  123248. /**
  123249. * Draws a full screen quad.
  123250. */
  123251. draw(): void;
  123252. /**
  123253. * renders one or more effects to a specified texture
  123254. * @param effectWrappers list of effects to renderer
  123255. * @param outputTexture texture to draw to, if null it will render to the screen
  123256. */
  123257. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  123258. /**
  123259. * Disposes of the effect renderer
  123260. */
  123261. dispose(): void;
  123262. }
  123263. /**
  123264. * Options to create an EffectWrapper
  123265. */
  123266. interface EffectWrapperCreationOptions {
  123267. /**
  123268. * Engine to use to create the effect
  123269. */
  123270. engine: ThinEngine;
  123271. /**
  123272. * Fragment shader for the effect
  123273. */
  123274. fragmentShader: string;
  123275. /**
  123276. * Vertex shader for the effect
  123277. */
  123278. vertexShader?: string;
  123279. /**
  123280. * Attributes to use in the shader
  123281. */
  123282. attributeNames?: Array<string>;
  123283. /**
  123284. * Uniforms to use in the shader
  123285. */
  123286. uniformNames?: Array<string>;
  123287. /**
  123288. * Texture sampler names to use in the shader
  123289. */
  123290. samplerNames?: Array<string>;
  123291. /**
  123292. * The friendly name of the effect displayed in Spector.
  123293. */
  123294. name?: string;
  123295. }
  123296. /**
  123297. * Wraps an effect to be used for rendering
  123298. */
  123299. export class EffectWrapper {
  123300. /**
  123301. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  123302. */
  123303. onApplyObservable: Observable<{}>;
  123304. /**
  123305. * The underlying effect
  123306. */
  123307. effect: Effect;
  123308. /**
  123309. * Creates an effect to be renderer
  123310. * @param creationOptions options to create the effect
  123311. */
  123312. constructor(creationOptions: EffectWrapperCreationOptions);
  123313. /**
  123314. * Disposes of the effect wrapper
  123315. */
  123316. dispose(): void;
  123317. }
  123318. }
  123319. declare module BABYLON {
  123320. /**
  123321. * Helper class to push actions to a pool of workers.
  123322. */
  123323. export class WorkerPool implements IDisposable {
  123324. private _workerInfos;
  123325. private _pendingActions;
  123326. /**
  123327. * Constructor
  123328. * @param workers Array of workers to use for actions
  123329. */
  123330. constructor(workers: Array<Worker>);
  123331. /**
  123332. * Terminates all workers and clears any pending actions.
  123333. */
  123334. dispose(): void;
  123335. /**
  123336. * Pushes an action to the worker pool. If all the workers are active, the action will be
  123337. * pended until a worker has completed its action.
  123338. * @param action The action to perform. Call onComplete when the action is complete.
  123339. */
  123340. push(action: (worker: Worker, onComplete: () => void) => void): void;
  123341. private _execute;
  123342. }
  123343. }
  123344. declare module BABYLON {
  123345. /**
  123346. * Configuration for Draco compression
  123347. */
  123348. export interface IDracoCompressionConfiguration {
  123349. /**
  123350. * Configuration for the decoder.
  123351. */
  123352. decoder: {
  123353. /**
  123354. * The url to the WebAssembly module.
  123355. */
  123356. wasmUrl?: string;
  123357. /**
  123358. * The url to the WebAssembly binary.
  123359. */
  123360. wasmBinaryUrl?: string;
  123361. /**
  123362. * The url to the fallback JavaScript module.
  123363. */
  123364. fallbackUrl?: string;
  123365. };
  123366. }
  123367. /**
  123368. * Draco compression (https://google.github.io/draco/)
  123369. *
  123370. * This class wraps the Draco module.
  123371. *
  123372. * **Encoder**
  123373. *
  123374. * The encoder is not currently implemented.
  123375. *
  123376. * **Decoder**
  123377. *
  123378. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  123379. *
  123380. * To update the configuration, use the following code:
  123381. * ```javascript
  123382. * DracoCompression.Configuration = {
  123383. * decoder: {
  123384. * wasmUrl: "<url to the WebAssembly library>",
  123385. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  123386. * fallbackUrl: "<url to the fallback JavaScript library>",
  123387. * }
  123388. * };
  123389. * ```
  123390. *
  123391. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  123392. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  123393. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  123394. *
  123395. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  123396. * ```javascript
  123397. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  123398. * ```
  123399. *
  123400. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  123401. */
  123402. export class DracoCompression implements IDisposable {
  123403. private _workerPoolPromise?;
  123404. private _decoderModulePromise?;
  123405. /**
  123406. * The configuration. Defaults to the following urls:
  123407. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  123408. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  123409. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  123410. */
  123411. static Configuration: IDracoCompressionConfiguration;
  123412. /**
  123413. * Returns true if the decoder configuration is available.
  123414. */
  123415. static readonly DecoderAvailable: boolean;
  123416. /**
  123417. * Default number of workers to create when creating the draco compression object.
  123418. */
  123419. static DefaultNumWorkers: number;
  123420. private static GetDefaultNumWorkers;
  123421. private static _Default;
  123422. /**
  123423. * Default instance for the draco compression object.
  123424. */
  123425. static readonly Default: DracoCompression;
  123426. /**
  123427. * Constructor
  123428. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  123429. */
  123430. constructor(numWorkers?: number);
  123431. /**
  123432. * Stop all async operations and release resources.
  123433. */
  123434. dispose(): void;
  123435. /**
  123436. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  123437. * @returns a promise that resolves when ready
  123438. */
  123439. whenReadyAsync(): Promise<void>;
  123440. /**
  123441. * Decode Draco compressed mesh data to vertex data.
  123442. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  123443. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  123444. * @returns A promise that resolves with the decoded vertex data
  123445. */
  123446. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  123447. [kind: string]: number;
  123448. }): Promise<VertexData>;
  123449. }
  123450. }
  123451. declare module BABYLON {
  123452. /**
  123453. * Class for building Constructive Solid Geometry
  123454. */
  123455. export class CSG {
  123456. private polygons;
  123457. /**
  123458. * The world matrix
  123459. */
  123460. matrix: Matrix;
  123461. /**
  123462. * Stores the position
  123463. */
  123464. position: Vector3;
  123465. /**
  123466. * Stores the rotation
  123467. */
  123468. rotation: Vector3;
  123469. /**
  123470. * Stores the rotation quaternion
  123471. */
  123472. rotationQuaternion: Nullable<Quaternion>;
  123473. /**
  123474. * Stores the scaling vector
  123475. */
  123476. scaling: Vector3;
  123477. /**
  123478. * Convert the Mesh to CSG
  123479. * @param mesh The Mesh to convert to CSG
  123480. * @returns A new CSG from the Mesh
  123481. */
  123482. static FromMesh(mesh: Mesh): CSG;
  123483. /**
  123484. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  123485. * @param polygons Polygons used to construct a CSG solid
  123486. */
  123487. private static FromPolygons;
  123488. /**
  123489. * Clones, or makes a deep copy, of the CSG
  123490. * @returns A new CSG
  123491. */
  123492. clone(): CSG;
  123493. /**
  123494. * Unions this CSG with another CSG
  123495. * @param csg The CSG to union against this CSG
  123496. * @returns The unioned CSG
  123497. */
  123498. union(csg: CSG): CSG;
  123499. /**
  123500. * Unions this CSG with another CSG in place
  123501. * @param csg The CSG to union against this CSG
  123502. */
  123503. unionInPlace(csg: CSG): void;
  123504. /**
  123505. * Subtracts this CSG with another CSG
  123506. * @param csg The CSG to subtract against this CSG
  123507. * @returns A new CSG
  123508. */
  123509. subtract(csg: CSG): CSG;
  123510. /**
  123511. * Subtracts this CSG with another CSG in place
  123512. * @param csg The CSG to subtact against this CSG
  123513. */
  123514. subtractInPlace(csg: CSG): void;
  123515. /**
  123516. * Intersect this CSG with another CSG
  123517. * @param csg The CSG to intersect against this CSG
  123518. * @returns A new CSG
  123519. */
  123520. intersect(csg: CSG): CSG;
  123521. /**
  123522. * Intersects this CSG with another CSG in place
  123523. * @param csg The CSG to intersect against this CSG
  123524. */
  123525. intersectInPlace(csg: CSG): void;
  123526. /**
  123527. * Return a new CSG solid with solid and empty space switched. This solid is
  123528. * not modified.
  123529. * @returns A new CSG solid with solid and empty space switched
  123530. */
  123531. inverse(): CSG;
  123532. /**
  123533. * Inverses the CSG in place
  123534. */
  123535. inverseInPlace(): void;
  123536. /**
  123537. * This is used to keep meshes transformations so they can be restored
  123538. * when we build back a Babylon Mesh
  123539. * NB : All CSG operations are performed in world coordinates
  123540. * @param csg The CSG to copy the transform attributes from
  123541. * @returns This CSG
  123542. */
  123543. copyTransformAttributes(csg: CSG): CSG;
  123544. /**
  123545. * Build Raw mesh from CSG
  123546. * Coordinates here are in world space
  123547. * @param name The name of the mesh geometry
  123548. * @param scene The Scene
  123549. * @param keepSubMeshes Specifies if the submeshes should be kept
  123550. * @returns A new Mesh
  123551. */
  123552. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123553. /**
  123554. * Build Mesh from CSG taking material and transforms into account
  123555. * @param name The name of the Mesh
  123556. * @param material The material of the Mesh
  123557. * @param scene The Scene
  123558. * @param keepSubMeshes Specifies if submeshes should be kept
  123559. * @returns The new Mesh
  123560. */
  123561. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123562. }
  123563. }
  123564. declare module BABYLON {
  123565. /**
  123566. * Class used to create a trail following a mesh
  123567. */
  123568. export class TrailMesh extends Mesh {
  123569. private _generator;
  123570. private _autoStart;
  123571. private _running;
  123572. private _diameter;
  123573. private _length;
  123574. private _sectionPolygonPointsCount;
  123575. private _sectionVectors;
  123576. private _sectionNormalVectors;
  123577. private _beforeRenderObserver;
  123578. /**
  123579. * @constructor
  123580. * @param name The value used by scene.getMeshByName() to do a lookup.
  123581. * @param generator The mesh to generate a trail.
  123582. * @param scene The scene to add this mesh to.
  123583. * @param diameter Diameter of trailing mesh. Default is 1.
  123584. * @param length Length of trailing mesh. Default is 60.
  123585. * @param autoStart Automatically start trailing mesh. Default true.
  123586. */
  123587. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  123588. /**
  123589. * "TrailMesh"
  123590. * @returns "TrailMesh"
  123591. */
  123592. getClassName(): string;
  123593. private _createMesh;
  123594. /**
  123595. * Start trailing mesh.
  123596. */
  123597. start(): void;
  123598. /**
  123599. * Stop trailing mesh.
  123600. */
  123601. stop(): void;
  123602. /**
  123603. * Update trailing mesh geometry.
  123604. */
  123605. update(): void;
  123606. /**
  123607. * Returns a new TrailMesh object.
  123608. * @param name is a string, the name given to the new mesh
  123609. * @param newGenerator use new generator object for cloned trail mesh
  123610. * @returns a new mesh
  123611. */
  123612. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  123613. /**
  123614. * Serializes this trail mesh
  123615. * @param serializationObject object to write serialization to
  123616. */
  123617. serialize(serializationObject: any): void;
  123618. /**
  123619. * Parses a serialized trail mesh
  123620. * @param parsedMesh the serialized mesh
  123621. * @param scene the scene to create the trail mesh in
  123622. * @returns the created trail mesh
  123623. */
  123624. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  123625. }
  123626. }
  123627. declare module BABYLON {
  123628. /**
  123629. * Class containing static functions to help procedurally build meshes
  123630. */
  123631. export class TiledBoxBuilder {
  123632. /**
  123633. * Creates a box mesh
  123634. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  123635. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  123636. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123637. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  123638. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123639. * @param name defines the name of the mesh
  123640. * @param options defines the options used to create the mesh
  123641. * @param scene defines the hosting scene
  123642. * @returns the box mesh
  123643. */
  123644. static CreateTiledBox(name: string, options: {
  123645. pattern?: number;
  123646. width?: number;
  123647. height?: number;
  123648. depth?: number;
  123649. tileSize?: number;
  123650. tileWidth?: number;
  123651. tileHeight?: number;
  123652. alignHorizontal?: number;
  123653. alignVertical?: number;
  123654. faceUV?: Vector4[];
  123655. faceColors?: Color4[];
  123656. sideOrientation?: number;
  123657. updatable?: boolean;
  123658. }, scene?: Nullable<Scene>): Mesh;
  123659. }
  123660. }
  123661. declare module BABYLON {
  123662. /**
  123663. * Class containing static functions to help procedurally build meshes
  123664. */
  123665. export class TorusKnotBuilder {
  123666. /**
  123667. * Creates a torus knot mesh
  123668. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  123669. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  123670. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  123671. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  123672. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123673. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  123674. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  123675. * @param name defines the name of the mesh
  123676. * @param options defines the options used to create the mesh
  123677. * @param scene defines the hosting scene
  123678. * @returns the torus knot mesh
  123679. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  123680. */
  123681. static CreateTorusKnot(name: string, options: {
  123682. radius?: number;
  123683. tube?: number;
  123684. radialSegments?: number;
  123685. tubularSegments?: number;
  123686. p?: number;
  123687. q?: number;
  123688. updatable?: boolean;
  123689. sideOrientation?: number;
  123690. frontUVs?: Vector4;
  123691. backUVs?: Vector4;
  123692. }, scene: any): Mesh;
  123693. }
  123694. }
  123695. declare module BABYLON {
  123696. /**
  123697. * Polygon
  123698. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  123699. */
  123700. export class Polygon {
  123701. /**
  123702. * Creates a rectangle
  123703. * @param xmin bottom X coord
  123704. * @param ymin bottom Y coord
  123705. * @param xmax top X coord
  123706. * @param ymax top Y coord
  123707. * @returns points that make the resulting rectation
  123708. */
  123709. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  123710. /**
  123711. * Creates a circle
  123712. * @param radius radius of circle
  123713. * @param cx scale in x
  123714. * @param cy scale in y
  123715. * @param numberOfSides number of sides that make up the circle
  123716. * @returns points that make the resulting circle
  123717. */
  123718. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  123719. /**
  123720. * Creates a polygon from input string
  123721. * @param input Input polygon data
  123722. * @returns the parsed points
  123723. */
  123724. static Parse(input: string): Vector2[];
  123725. /**
  123726. * Starts building a polygon from x and y coordinates
  123727. * @param x x coordinate
  123728. * @param y y coordinate
  123729. * @returns the started path2
  123730. */
  123731. static StartingAt(x: number, y: number): Path2;
  123732. }
  123733. /**
  123734. * Builds a polygon
  123735. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  123736. */
  123737. export class PolygonMeshBuilder {
  123738. private _points;
  123739. private _outlinepoints;
  123740. private _holes;
  123741. private _name;
  123742. private _scene;
  123743. private _epoints;
  123744. private _eholes;
  123745. private _addToepoint;
  123746. /**
  123747. * Babylon reference to the earcut plugin.
  123748. */
  123749. bjsEarcut: any;
  123750. /**
  123751. * Creates a PolygonMeshBuilder
  123752. * @param name name of the builder
  123753. * @param contours Path of the polygon
  123754. * @param scene scene to add to when creating the mesh
  123755. * @param earcutInjection can be used to inject your own earcut reference
  123756. */
  123757. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  123758. /**
  123759. * Adds a whole within the polygon
  123760. * @param hole Array of points defining the hole
  123761. * @returns this
  123762. */
  123763. addHole(hole: Vector2[]): PolygonMeshBuilder;
  123764. /**
  123765. * Creates the polygon
  123766. * @param updatable If the mesh should be updatable
  123767. * @param depth The depth of the mesh created
  123768. * @returns the created mesh
  123769. */
  123770. build(updatable?: boolean, depth?: number): Mesh;
  123771. /**
  123772. * Creates the polygon
  123773. * @param depth The depth of the mesh created
  123774. * @returns the created VertexData
  123775. */
  123776. buildVertexData(depth?: number): VertexData;
  123777. /**
  123778. * Adds a side to the polygon
  123779. * @param positions points that make the polygon
  123780. * @param normals normals of the polygon
  123781. * @param uvs uvs of the polygon
  123782. * @param indices indices of the polygon
  123783. * @param bounds bounds of the polygon
  123784. * @param points points of the polygon
  123785. * @param depth depth of the polygon
  123786. * @param flip flip of the polygon
  123787. */
  123788. private addSide;
  123789. }
  123790. }
  123791. declare module BABYLON {
  123792. /**
  123793. * Class containing static functions to help procedurally build meshes
  123794. */
  123795. export class PolygonBuilder {
  123796. /**
  123797. * Creates a polygon mesh
  123798. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  123799. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  123800. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  123801. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123802. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  123803. * * Remember you can only change the shape positions, not their number when updating a polygon
  123804. * @param name defines the name of the mesh
  123805. * @param options defines the options used to create the mesh
  123806. * @param scene defines the hosting scene
  123807. * @param earcutInjection can be used to inject your own earcut reference
  123808. * @returns the polygon mesh
  123809. */
  123810. static CreatePolygon(name: string, options: {
  123811. shape: Vector3[];
  123812. holes?: Vector3[][];
  123813. depth?: number;
  123814. faceUV?: Vector4[];
  123815. faceColors?: Color4[];
  123816. updatable?: boolean;
  123817. sideOrientation?: number;
  123818. frontUVs?: Vector4;
  123819. backUVs?: Vector4;
  123820. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  123821. /**
  123822. * Creates an extruded polygon mesh, with depth in the Y direction.
  123823. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  123824. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  123825. * @param name defines the name of the mesh
  123826. * @param options defines the options used to create the mesh
  123827. * @param scene defines the hosting scene
  123828. * @param earcutInjection can be used to inject your own earcut reference
  123829. * @returns the polygon mesh
  123830. */
  123831. static ExtrudePolygon(name: string, options: {
  123832. shape: Vector3[];
  123833. holes?: Vector3[][];
  123834. depth?: number;
  123835. faceUV?: Vector4[];
  123836. faceColors?: Color4[];
  123837. updatable?: boolean;
  123838. sideOrientation?: number;
  123839. frontUVs?: Vector4;
  123840. backUVs?: Vector4;
  123841. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  123842. }
  123843. }
  123844. declare module BABYLON {
  123845. /**
  123846. * Class containing static functions to help procedurally build meshes
  123847. */
  123848. export class LatheBuilder {
  123849. /**
  123850. * Creates lathe mesh.
  123851. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  123852. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  123853. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  123854. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  123855. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  123856. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  123857. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  123858. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  123859. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123860. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  123861. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  123862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123863. * @param name defines the name of the mesh
  123864. * @param options defines the options used to create the mesh
  123865. * @param scene defines the hosting scene
  123866. * @returns the lathe mesh
  123867. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  123868. */
  123869. static CreateLathe(name: string, options: {
  123870. shape: Vector3[];
  123871. radius?: number;
  123872. tessellation?: number;
  123873. clip?: number;
  123874. arc?: number;
  123875. closed?: boolean;
  123876. updatable?: boolean;
  123877. sideOrientation?: number;
  123878. frontUVs?: Vector4;
  123879. backUVs?: Vector4;
  123880. cap?: number;
  123881. invertUV?: boolean;
  123882. }, scene?: Nullable<Scene>): Mesh;
  123883. }
  123884. }
  123885. declare module BABYLON {
  123886. /**
  123887. * Class containing static functions to help procedurally build meshes
  123888. */
  123889. export class TiledPlaneBuilder {
  123890. /**
  123891. * Creates a tiled plane mesh
  123892. * * The parameter `pattern` will, depending on value, do nothing or
  123893. * * * flip (reflect about central vertical) alternate tiles across and up
  123894. * * * flip every tile on alternate rows
  123895. * * * rotate (180 degs) alternate tiles across and up
  123896. * * * rotate every tile on alternate rows
  123897. * * * flip and rotate alternate tiles across and up
  123898. * * * flip and rotate every tile on alternate rows
  123899. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  123900. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  123901. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  123902. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  123903. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  123904. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  123905. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  123906. * @param name defines the name of the mesh
  123907. * @param options defines the options used to create the mesh
  123908. * @param scene defines the hosting scene
  123909. * @returns the box mesh
  123910. */
  123911. static CreateTiledPlane(name: string, options: {
  123912. pattern?: number;
  123913. tileSize?: number;
  123914. tileWidth?: number;
  123915. tileHeight?: number;
  123916. size?: number;
  123917. width?: number;
  123918. height?: number;
  123919. alignHorizontal?: number;
  123920. alignVertical?: number;
  123921. sideOrientation?: number;
  123922. frontUVs?: Vector4;
  123923. backUVs?: Vector4;
  123924. updatable?: boolean;
  123925. }, scene?: Nullable<Scene>): Mesh;
  123926. }
  123927. }
  123928. declare module BABYLON {
  123929. /**
  123930. * Class containing static functions to help procedurally build meshes
  123931. */
  123932. export class TubeBuilder {
  123933. /**
  123934. * Creates a tube mesh.
  123935. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  123936. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  123937. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  123938. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  123939. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  123940. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  123941. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  123942. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  123943. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  123944. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123945. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  123946. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  123947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123948. * @param name defines the name of the mesh
  123949. * @param options defines the options used to create the mesh
  123950. * @param scene defines the hosting scene
  123951. * @returns the tube mesh
  123952. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  123953. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  123954. */
  123955. static CreateTube(name: string, options: {
  123956. path: Vector3[];
  123957. radius?: number;
  123958. tessellation?: number;
  123959. radiusFunction?: {
  123960. (i: number, distance: number): number;
  123961. };
  123962. cap?: number;
  123963. arc?: number;
  123964. updatable?: boolean;
  123965. sideOrientation?: number;
  123966. frontUVs?: Vector4;
  123967. backUVs?: Vector4;
  123968. instance?: Mesh;
  123969. invertUV?: boolean;
  123970. }, scene?: Nullable<Scene>): Mesh;
  123971. }
  123972. }
  123973. declare module BABYLON {
  123974. /**
  123975. * Class containing static functions to help procedurally build meshes
  123976. */
  123977. export class IcoSphereBuilder {
  123978. /**
  123979. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  123980. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  123981. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  123982. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  123983. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  123984. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123985. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  123986. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123987. * @param name defines the name of the mesh
  123988. * @param options defines the options used to create the mesh
  123989. * @param scene defines the hosting scene
  123990. * @returns the icosahedron mesh
  123991. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  123992. */
  123993. static CreateIcoSphere(name: string, options: {
  123994. radius?: number;
  123995. radiusX?: number;
  123996. radiusY?: number;
  123997. radiusZ?: number;
  123998. flat?: boolean;
  123999. subdivisions?: number;
  124000. sideOrientation?: number;
  124001. frontUVs?: Vector4;
  124002. backUVs?: Vector4;
  124003. updatable?: boolean;
  124004. }, scene?: Nullable<Scene>): Mesh;
  124005. }
  124006. }
  124007. declare module BABYLON {
  124008. /**
  124009. * Class containing static functions to help procedurally build meshes
  124010. */
  124011. export class DecalBuilder {
  124012. /**
  124013. * Creates a decal mesh.
  124014. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  124015. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  124016. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  124017. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  124018. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  124019. * @param name defines the name of the mesh
  124020. * @param sourceMesh defines the mesh where the decal must be applied
  124021. * @param options defines the options used to create the mesh
  124022. * @param scene defines the hosting scene
  124023. * @returns the decal mesh
  124024. * @see https://doc.babylonjs.com/how_to/decals
  124025. */
  124026. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  124027. position?: Vector3;
  124028. normal?: Vector3;
  124029. size?: Vector3;
  124030. angle?: number;
  124031. }): Mesh;
  124032. }
  124033. }
  124034. declare module BABYLON {
  124035. /**
  124036. * Class containing static functions to help procedurally build meshes
  124037. */
  124038. export class MeshBuilder {
  124039. /**
  124040. * Creates a box mesh
  124041. * * The parameter `size` sets the size (float) of each box side (default 1)
  124042. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  124043. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  124044. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124045. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124046. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124048. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124049. * @param name defines the name of the mesh
  124050. * @param options defines the options used to create the mesh
  124051. * @param scene defines the hosting scene
  124052. * @returns the box mesh
  124053. */
  124054. static CreateBox(name: string, options: {
  124055. size?: number;
  124056. width?: number;
  124057. height?: number;
  124058. depth?: number;
  124059. faceUV?: Vector4[];
  124060. faceColors?: Color4[];
  124061. sideOrientation?: number;
  124062. frontUVs?: Vector4;
  124063. backUVs?: Vector4;
  124064. updatable?: boolean;
  124065. }, scene?: Nullable<Scene>): Mesh;
  124066. /**
  124067. * Creates a tiled box mesh
  124068. * * faceTiles sets the pattern, tile size and number of tiles for a face
  124069. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124070. * @param name defines the name of the mesh
  124071. * @param options defines the options used to create the mesh
  124072. * @param scene defines the hosting scene
  124073. * @returns the tiled box mesh
  124074. */
  124075. static CreateTiledBox(name: string, options: {
  124076. pattern?: number;
  124077. size?: number;
  124078. width?: number;
  124079. height?: number;
  124080. depth: number;
  124081. tileSize?: number;
  124082. tileWidth?: number;
  124083. tileHeight?: number;
  124084. faceUV?: Vector4[];
  124085. faceColors?: Color4[];
  124086. alignHorizontal?: number;
  124087. alignVertical?: number;
  124088. sideOrientation?: number;
  124089. updatable?: boolean;
  124090. }, scene?: Nullable<Scene>): Mesh;
  124091. /**
  124092. * Creates a sphere mesh
  124093. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  124094. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  124095. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  124096. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  124097. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  124098. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124099. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124100. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124101. * @param name defines the name of the mesh
  124102. * @param options defines the options used to create the mesh
  124103. * @param scene defines the hosting scene
  124104. * @returns the sphere mesh
  124105. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  124106. */
  124107. static CreateSphere(name: string, options: {
  124108. segments?: number;
  124109. diameter?: number;
  124110. diameterX?: number;
  124111. diameterY?: number;
  124112. diameterZ?: number;
  124113. arc?: number;
  124114. slice?: number;
  124115. sideOrientation?: number;
  124116. frontUVs?: Vector4;
  124117. backUVs?: Vector4;
  124118. updatable?: boolean;
  124119. }, scene?: Nullable<Scene>): Mesh;
  124120. /**
  124121. * Creates a plane polygonal mesh. By default, this is a disc
  124122. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  124123. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  124124. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  124125. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124126. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124127. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124128. * @param name defines the name of the mesh
  124129. * @param options defines the options used to create the mesh
  124130. * @param scene defines the hosting scene
  124131. * @returns the plane polygonal mesh
  124132. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  124133. */
  124134. static CreateDisc(name: string, options: {
  124135. radius?: number;
  124136. tessellation?: number;
  124137. arc?: number;
  124138. updatable?: boolean;
  124139. sideOrientation?: number;
  124140. frontUVs?: Vector4;
  124141. backUVs?: Vector4;
  124142. }, scene?: Nullable<Scene>): Mesh;
  124143. /**
  124144. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124145. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124146. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  124147. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124148. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  124149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124150. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124151. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124152. * @param name defines the name of the mesh
  124153. * @param options defines the options used to create the mesh
  124154. * @param scene defines the hosting scene
  124155. * @returns the icosahedron mesh
  124156. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124157. */
  124158. static CreateIcoSphere(name: string, options: {
  124159. radius?: number;
  124160. radiusX?: number;
  124161. radiusY?: number;
  124162. radiusZ?: number;
  124163. flat?: boolean;
  124164. subdivisions?: number;
  124165. sideOrientation?: number;
  124166. frontUVs?: Vector4;
  124167. backUVs?: Vector4;
  124168. updatable?: boolean;
  124169. }, scene?: Nullable<Scene>): Mesh;
  124170. /**
  124171. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124172. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  124173. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  124174. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  124175. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  124176. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  124177. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  124178. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124179. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124180. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124181. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  124182. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  124183. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  124184. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  124185. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124186. * @param name defines the name of the mesh
  124187. * @param options defines the options used to create the mesh
  124188. * @param scene defines the hosting scene
  124189. * @returns the ribbon mesh
  124190. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  124191. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124192. */
  124193. static CreateRibbon(name: string, options: {
  124194. pathArray: Vector3[][];
  124195. closeArray?: boolean;
  124196. closePath?: boolean;
  124197. offset?: number;
  124198. updatable?: boolean;
  124199. sideOrientation?: number;
  124200. frontUVs?: Vector4;
  124201. backUVs?: Vector4;
  124202. instance?: Mesh;
  124203. invertUV?: boolean;
  124204. uvs?: Vector2[];
  124205. colors?: Color4[];
  124206. }, scene?: Nullable<Scene>): Mesh;
  124207. /**
  124208. * Creates a cylinder or a cone mesh
  124209. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  124210. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  124211. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  124212. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  124213. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  124214. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  124215. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  124216. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  124217. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  124218. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  124219. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  124220. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  124221. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  124222. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  124223. * * If `enclose` is false, a ring surface is one element.
  124224. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  124225. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  124226. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124227. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124228. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124229. * @param name defines the name of the mesh
  124230. * @param options defines the options used to create the mesh
  124231. * @param scene defines the hosting scene
  124232. * @returns the cylinder mesh
  124233. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  124234. */
  124235. static CreateCylinder(name: string, options: {
  124236. height?: number;
  124237. diameterTop?: number;
  124238. diameterBottom?: number;
  124239. diameter?: number;
  124240. tessellation?: number;
  124241. subdivisions?: number;
  124242. arc?: number;
  124243. faceColors?: Color4[];
  124244. faceUV?: Vector4[];
  124245. updatable?: boolean;
  124246. hasRings?: boolean;
  124247. enclose?: boolean;
  124248. cap?: number;
  124249. sideOrientation?: number;
  124250. frontUVs?: Vector4;
  124251. backUVs?: Vector4;
  124252. }, scene?: Nullable<Scene>): Mesh;
  124253. /**
  124254. * Creates a torus mesh
  124255. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  124256. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  124257. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  124258. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124259. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124260. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124261. * @param name defines the name of the mesh
  124262. * @param options defines the options used to create the mesh
  124263. * @param scene defines the hosting scene
  124264. * @returns the torus mesh
  124265. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  124266. */
  124267. static CreateTorus(name: string, options: {
  124268. diameter?: number;
  124269. thickness?: number;
  124270. tessellation?: number;
  124271. updatable?: boolean;
  124272. sideOrientation?: number;
  124273. frontUVs?: Vector4;
  124274. backUVs?: Vector4;
  124275. }, scene?: Nullable<Scene>): Mesh;
  124276. /**
  124277. * Creates a torus knot mesh
  124278. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124279. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124280. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124281. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124282. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124283. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124284. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124285. * @param name defines the name of the mesh
  124286. * @param options defines the options used to create the mesh
  124287. * @param scene defines the hosting scene
  124288. * @returns the torus knot mesh
  124289. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124290. */
  124291. static CreateTorusKnot(name: string, options: {
  124292. radius?: number;
  124293. tube?: number;
  124294. radialSegments?: number;
  124295. tubularSegments?: number;
  124296. p?: number;
  124297. q?: number;
  124298. updatable?: boolean;
  124299. sideOrientation?: number;
  124300. frontUVs?: Vector4;
  124301. backUVs?: Vector4;
  124302. }, scene?: Nullable<Scene>): Mesh;
  124303. /**
  124304. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  124305. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  124306. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  124307. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  124308. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  124309. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  124310. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  124311. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  124312. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  124313. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124314. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  124315. * @param name defines the name of the new line system
  124316. * @param options defines the options used to create the line system
  124317. * @param scene defines the hosting scene
  124318. * @returns a new line system mesh
  124319. */
  124320. static CreateLineSystem(name: string, options: {
  124321. lines: Vector3[][];
  124322. updatable?: boolean;
  124323. instance?: Nullable<LinesMesh>;
  124324. colors?: Nullable<Color4[][]>;
  124325. useVertexAlpha?: boolean;
  124326. }, scene: Nullable<Scene>): LinesMesh;
  124327. /**
  124328. * Creates a line mesh
  124329. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  124330. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124331. * * The parameter `points` is an array successive Vector3
  124332. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  124333. * * The optional parameter `colors` is an array of successive Color4, one per line point
  124334. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  124335. * * When updating an instance, remember that only point positions can change, not the number of points
  124336. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124337. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  124338. * @param name defines the name of the new line system
  124339. * @param options defines the options used to create the line system
  124340. * @param scene defines the hosting scene
  124341. * @returns a new line mesh
  124342. */
  124343. static CreateLines(name: string, options: {
  124344. points: Vector3[];
  124345. updatable?: boolean;
  124346. instance?: Nullable<LinesMesh>;
  124347. colors?: Color4[];
  124348. useVertexAlpha?: boolean;
  124349. }, scene?: Nullable<Scene>): LinesMesh;
  124350. /**
  124351. * Creates a dashed line mesh
  124352. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  124353. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124354. * * The parameter `points` is an array successive Vector3
  124355. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  124356. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  124357. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  124358. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  124359. * * When updating an instance, remember that only point positions can change, not the number of points
  124360. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124361. * @param name defines the name of the mesh
  124362. * @param options defines the options used to create the mesh
  124363. * @param scene defines the hosting scene
  124364. * @returns the dashed line mesh
  124365. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  124366. */
  124367. static CreateDashedLines(name: string, options: {
  124368. points: Vector3[];
  124369. dashSize?: number;
  124370. gapSize?: number;
  124371. dashNb?: number;
  124372. updatable?: boolean;
  124373. instance?: LinesMesh;
  124374. }, scene?: Nullable<Scene>): LinesMesh;
  124375. /**
  124376. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  124377. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  124378. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124379. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  124380. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  124381. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  124382. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  124383. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  124384. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124385. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124386. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  124387. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124388. * @param name defines the name of the mesh
  124389. * @param options defines the options used to create the mesh
  124390. * @param scene defines the hosting scene
  124391. * @returns the extruded shape mesh
  124392. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124393. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124394. */
  124395. static ExtrudeShape(name: string, options: {
  124396. shape: Vector3[];
  124397. path: Vector3[];
  124398. scale?: number;
  124399. rotation?: number;
  124400. cap?: number;
  124401. updatable?: boolean;
  124402. sideOrientation?: number;
  124403. frontUVs?: Vector4;
  124404. backUVs?: Vector4;
  124405. instance?: Mesh;
  124406. invertUV?: boolean;
  124407. }, scene?: Nullable<Scene>): Mesh;
  124408. /**
  124409. * Creates an custom extruded shape mesh.
  124410. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  124411. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  124412. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124413. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  124414. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  124415. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  124416. * * It must returns a float value that will be the scale value applied to the shape on each path point
  124417. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  124418. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  124419. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  124420. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  124421. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  124422. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124423. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124424. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124425. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124426. * @param name defines the name of the mesh
  124427. * @param options defines the options used to create the mesh
  124428. * @param scene defines the hosting scene
  124429. * @returns the custom extruded shape mesh
  124430. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  124431. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124432. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124433. */
  124434. static ExtrudeShapeCustom(name: string, options: {
  124435. shape: Vector3[];
  124436. path: Vector3[];
  124437. scaleFunction?: any;
  124438. rotationFunction?: any;
  124439. ribbonCloseArray?: boolean;
  124440. ribbonClosePath?: boolean;
  124441. cap?: number;
  124442. updatable?: boolean;
  124443. sideOrientation?: number;
  124444. frontUVs?: Vector4;
  124445. backUVs?: Vector4;
  124446. instance?: Mesh;
  124447. invertUV?: boolean;
  124448. }, scene?: Nullable<Scene>): Mesh;
  124449. /**
  124450. * Creates lathe mesh.
  124451. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124452. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  124453. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124454. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124455. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124456. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  124457. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124458. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  124459. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124460. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124461. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124463. * @param name defines the name of the mesh
  124464. * @param options defines the options used to create the mesh
  124465. * @param scene defines the hosting scene
  124466. * @returns the lathe mesh
  124467. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124468. */
  124469. static CreateLathe(name: string, options: {
  124470. shape: Vector3[];
  124471. radius?: number;
  124472. tessellation?: number;
  124473. clip?: number;
  124474. arc?: number;
  124475. closed?: boolean;
  124476. updatable?: boolean;
  124477. sideOrientation?: number;
  124478. frontUVs?: Vector4;
  124479. backUVs?: Vector4;
  124480. cap?: number;
  124481. invertUV?: boolean;
  124482. }, scene?: Nullable<Scene>): Mesh;
  124483. /**
  124484. * Creates a tiled plane mesh
  124485. * * You can set a limited pattern arrangement with the tiles
  124486. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124487. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124489. * @param name defines the name of the mesh
  124490. * @param options defines the options used to create the mesh
  124491. * @param scene defines the hosting scene
  124492. * @returns the plane mesh
  124493. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124494. */
  124495. static CreateTiledPlane(name: string, options: {
  124496. pattern?: number;
  124497. tileSize?: number;
  124498. tileWidth?: number;
  124499. tileHeight?: number;
  124500. size?: number;
  124501. width?: number;
  124502. height?: number;
  124503. alignHorizontal?: number;
  124504. alignVertical?: number;
  124505. sideOrientation?: number;
  124506. frontUVs?: Vector4;
  124507. backUVs?: Vector4;
  124508. updatable?: boolean;
  124509. }, scene?: Nullable<Scene>): Mesh;
  124510. /**
  124511. * Creates a plane mesh
  124512. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  124513. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  124514. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  124515. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124516. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124517. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124518. * @param name defines the name of the mesh
  124519. * @param options defines the options used to create the mesh
  124520. * @param scene defines the hosting scene
  124521. * @returns the plane mesh
  124522. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124523. */
  124524. static CreatePlane(name: string, options: {
  124525. size?: number;
  124526. width?: number;
  124527. height?: number;
  124528. sideOrientation?: number;
  124529. frontUVs?: Vector4;
  124530. backUVs?: Vector4;
  124531. updatable?: boolean;
  124532. sourcePlane?: Plane;
  124533. }, scene?: Nullable<Scene>): Mesh;
  124534. /**
  124535. * Creates a ground mesh
  124536. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  124537. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  124538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124539. * @param name defines the name of the mesh
  124540. * @param options defines the options used to create the mesh
  124541. * @param scene defines the hosting scene
  124542. * @returns the ground mesh
  124543. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  124544. */
  124545. static CreateGround(name: string, options: {
  124546. width?: number;
  124547. height?: number;
  124548. subdivisions?: number;
  124549. subdivisionsX?: number;
  124550. subdivisionsY?: number;
  124551. updatable?: boolean;
  124552. }, scene?: Nullable<Scene>): Mesh;
  124553. /**
  124554. * Creates a tiled ground mesh
  124555. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  124556. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  124557. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  124558. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  124559. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124560. * @param name defines the name of the mesh
  124561. * @param options defines the options used to create the mesh
  124562. * @param scene defines the hosting scene
  124563. * @returns the tiled ground mesh
  124564. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  124565. */
  124566. static CreateTiledGround(name: string, options: {
  124567. xmin: number;
  124568. zmin: number;
  124569. xmax: number;
  124570. zmax: number;
  124571. subdivisions?: {
  124572. w: number;
  124573. h: number;
  124574. };
  124575. precision?: {
  124576. w: number;
  124577. h: number;
  124578. };
  124579. updatable?: boolean;
  124580. }, scene?: Nullable<Scene>): Mesh;
  124581. /**
  124582. * Creates a ground mesh from a height map
  124583. * * The parameter `url` sets the URL of the height map image resource.
  124584. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  124585. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  124586. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  124587. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  124588. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  124589. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  124590. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  124591. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124592. * @param name defines the name of the mesh
  124593. * @param url defines the url to the height map
  124594. * @param options defines the options used to create the mesh
  124595. * @param scene defines the hosting scene
  124596. * @returns the ground mesh
  124597. * @see https://doc.babylonjs.com/babylon101/height_map
  124598. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  124599. */
  124600. static CreateGroundFromHeightMap(name: string, url: string, options: {
  124601. width?: number;
  124602. height?: number;
  124603. subdivisions?: number;
  124604. minHeight?: number;
  124605. maxHeight?: number;
  124606. colorFilter?: Color3;
  124607. alphaFilter?: number;
  124608. updatable?: boolean;
  124609. onReady?: (mesh: GroundMesh) => void;
  124610. }, scene?: Nullable<Scene>): GroundMesh;
  124611. /**
  124612. * Creates a polygon mesh
  124613. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124614. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  124615. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124616. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124617. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  124618. * * Remember you can only change the shape positions, not their number when updating a polygon
  124619. * @param name defines the name of the mesh
  124620. * @param options defines the options used to create the mesh
  124621. * @param scene defines the hosting scene
  124622. * @param earcutInjection can be used to inject your own earcut reference
  124623. * @returns the polygon mesh
  124624. */
  124625. static CreatePolygon(name: string, options: {
  124626. shape: Vector3[];
  124627. holes?: Vector3[][];
  124628. depth?: number;
  124629. faceUV?: Vector4[];
  124630. faceColors?: Color4[];
  124631. updatable?: boolean;
  124632. sideOrientation?: number;
  124633. frontUVs?: Vector4;
  124634. backUVs?: Vector4;
  124635. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124636. /**
  124637. * Creates an extruded polygon mesh, with depth in the Y direction.
  124638. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  124639. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124640. * @param name defines the name of the mesh
  124641. * @param options defines the options used to create the mesh
  124642. * @param scene defines the hosting scene
  124643. * @param earcutInjection can be used to inject your own earcut reference
  124644. * @returns the polygon mesh
  124645. */
  124646. static ExtrudePolygon(name: string, options: {
  124647. shape: Vector3[];
  124648. holes?: Vector3[][];
  124649. depth?: number;
  124650. faceUV?: Vector4[];
  124651. faceColors?: Color4[];
  124652. updatable?: boolean;
  124653. sideOrientation?: number;
  124654. frontUVs?: Vector4;
  124655. backUVs?: Vector4;
  124656. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124657. /**
  124658. * Creates a tube mesh.
  124659. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124660. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124661. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124662. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124663. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124664. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  124665. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  124666. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  124667. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  124668. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124669. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124670. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124671. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124672. * @param name defines the name of the mesh
  124673. * @param options defines the options used to create the mesh
  124674. * @param scene defines the hosting scene
  124675. * @returns the tube mesh
  124676. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124677. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  124678. */
  124679. static CreateTube(name: string, options: {
  124680. path: Vector3[];
  124681. radius?: number;
  124682. tessellation?: number;
  124683. radiusFunction?: {
  124684. (i: number, distance: number): number;
  124685. };
  124686. cap?: number;
  124687. arc?: number;
  124688. updatable?: boolean;
  124689. sideOrientation?: number;
  124690. frontUVs?: Vector4;
  124691. backUVs?: Vector4;
  124692. instance?: Mesh;
  124693. invertUV?: boolean;
  124694. }, scene?: Nullable<Scene>): Mesh;
  124695. /**
  124696. * Creates a polyhedron mesh
  124697. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  124698. * * The parameter `size` (positive float, default 1) sets the polygon size
  124699. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  124700. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  124701. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  124702. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  124703. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124704. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  124705. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124706. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  124707. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124708. * @param name defines the name of the mesh
  124709. * @param options defines the options used to create the mesh
  124710. * @param scene defines the hosting scene
  124711. * @returns the polyhedron mesh
  124712. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  124713. */
  124714. static CreatePolyhedron(name: string, options: {
  124715. type?: number;
  124716. size?: number;
  124717. sizeX?: number;
  124718. sizeY?: number;
  124719. sizeZ?: number;
  124720. custom?: any;
  124721. faceUV?: Vector4[];
  124722. faceColors?: Color4[];
  124723. flat?: boolean;
  124724. updatable?: boolean;
  124725. sideOrientation?: number;
  124726. frontUVs?: Vector4;
  124727. backUVs?: Vector4;
  124728. }, scene?: Nullable<Scene>): Mesh;
  124729. /**
  124730. * Creates a decal mesh.
  124731. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  124732. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  124733. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  124734. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  124735. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  124736. * @param name defines the name of the mesh
  124737. * @param sourceMesh defines the mesh where the decal must be applied
  124738. * @param options defines the options used to create the mesh
  124739. * @param scene defines the hosting scene
  124740. * @returns the decal mesh
  124741. * @see https://doc.babylonjs.com/how_to/decals
  124742. */
  124743. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  124744. position?: Vector3;
  124745. normal?: Vector3;
  124746. size?: Vector3;
  124747. angle?: number;
  124748. }): Mesh;
  124749. }
  124750. }
  124751. declare module BABYLON {
  124752. /**
  124753. * A simplifier interface for future simplification implementations
  124754. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124755. */
  124756. export interface ISimplifier {
  124757. /**
  124758. * Simplification of a given mesh according to the given settings.
  124759. * Since this requires computation, it is assumed that the function runs async.
  124760. * @param settings The settings of the simplification, including quality and distance
  124761. * @param successCallback A callback that will be called after the mesh was simplified.
  124762. * @param errorCallback in case of an error, this callback will be called. optional.
  124763. */
  124764. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  124765. }
  124766. /**
  124767. * Expected simplification settings.
  124768. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  124769. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124770. */
  124771. export interface ISimplificationSettings {
  124772. /**
  124773. * Gets or sets the expected quality
  124774. */
  124775. quality: number;
  124776. /**
  124777. * Gets or sets the distance when this optimized version should be used
  124778. */
  124779. distance: number;
  124780. /**
  124781. * Gets an already optimized mesh
  124782. */
  124783. optimizeMesh?: boolean;
  124784. }
  124785. /**
  124786. * Class used to specify simplification options
  124787. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124788. */
  124789. export class SimplificationSettings implements ISimplificationSettings {
  124790. /** expected quality */
  124791. quality: number;
  124792. /** distance when this optimized version should be used */
  124793. distance: number;
  124794. /** already optimized mesh */
  124795. optimizeMesh?: boolean | undefined;
  124796. /**
  124797. * Creates a SimplificationSettings
  124798. * @param quality expected quality
  124799. * @param distance distance when this optimized version should be used
  124800. * @param optimizeMesh already optimized mesh
  124801. */
  124802. constructor(
  124803. /** expected quality */
  124804. quality: number,
  124805. /** distance when this optimized version should be used */
  124806. distance: number,
  124807. /** already optimized mesh */
  124808. optimizeMesh?: boolean | undefined);
  124809. }
  124810. /**
  124811. * Interface used to define a simplification task
  124812. */
  124813. export interface ISimplificationTask {
  124814. /**
  124815. * Array of settings
  124816. */
  124817. settings: Array<ISimplificationSettings>;
  124818. /**
  124819. * Simplification type
  124820. */
  124821. simplificationType: SimplificationType;
  124822. /**
  124823. * Mesh to simplify
  124824. */
  124825. mesh: Mesh;
  124826. /**
  124827. * Callback called on success
  124828. */
  124829. successCallback?: () => void;
  124830. /**
  124831. * Defines if parallel processing can be used
  124832. */
  124833. parallelProcessing: boolean;
  124834. }
  124835. /**
  124836. * Queue used to order the simplification tasks
  124837. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124838. */
  124839. export class SimplificationQueue {
  124840. private _simplificationArray;
  124841. /**
  124842. * Gets a boolean indicating that the process is still running
  124843. */
  124844. running: boolean;
  124845. /**
  124846. * Creates a new queue
  124847. */
  124848. constructor();
  124849. /**
  124850. * Adds a new simplification task
  124851. * @param task defines a task to add
  124852. */
  124853. addTask(task: ISimplificationTask): void;
  124854. /**
  124855. * Execute next task
  124856. */
  124857. executeNext(): void;
  124858. /**
  124859. * Execute a simplification task
  124860. * @param task defines the task to run
  124861. */
  124862. runSimplification(task: ISimplificationTask): void;
  124863. private getSimplifier;
  124864. }
  124865. /**
  124866. * The implemented types of simplification
  124867. * At the moment only Quadratic Error Decimation is implemented
  124868. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124869. */
  124870. export enum SimplificationType {
  124871. /** Quadratic error decimation */
  124872. QUADRATIC = 0
  124873. }
  124874. }
  124875. declare module BABYLON {
  124876. interface Scene {
  124877. /** @hidden (Backing field) */
  124878. _simplificationQueue: SimplificationQueue;
  124879. /**
  124880. * Gets or sets the simplification queue attached to the scene
  124881. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124882. */
  124883. simplificationQueue: SimplificationQueue;
  124884. }
  124885. interface Mesh {
  124886. /**
  124887. * Simplify the mesh according to the given array of settings.
  124888. * Function will return immediately and will simplify async
  124889. * @param settings a collection of simplification settings
  124890. * @param parallelProcessing should all levels calculate parallel or one after the other
  124891. * @param simplificationType the type of simplification to run
  124892. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  124893. * @returns the current mesh
  124894. */
  124895. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  124896. }
  124897. /**
  124898. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  124899. * created in a scene
  124900. */
  124901. export class SimplicationQueueSceneComponent implements ISceneComponent {
  124902. /**
  124903. * The component name helpfull to identify the component in the list of scene components.
  124904. */
  124905. readonly name: string;
  124906. /**
  124907. * The scene the component belongs to.
  124908. */
  124909. scene: Scene;
  124910. /**
  124911. * Creates a new instance of the component for the given scene
  124912. * @param scene Defines the scene to register the component in
  124913. */
  124914. constructor(scene: Scene);
  124915. /**
  124916. * Registers the component in a given scene
  124917. */
  124918. register(): void;
  124919. /**
  124920. * Rebuilds the elements related to this component in case of
  124921. * context lost for instance.
  124922. */
  124923. rebuild(): void;
  124924. /**
  124925. * Disposes the component and the associated ressources
  124926. */
  124927. dispose(): void;
  124928. private _beforeCameraUpdate;
  124929. }
  124930. }
  124931. declare module BABYLON {
  124932. /**
  124933. * Navigation plugin interface to add navigation constrained by a navigation mesh
  124934. */
  124935. export interface INavigationEnginePlugin {
  124936. /**
  124937. * plugin name
  124938. */
  124939. name: string;
  124940. /**
  124941. * Creates a navigation mesh
  124942. * @param meshes array of all the geometry used to compute the navigatio mesh
  124943. * @param parameters bunch of parameters used to filter geometry
  124944. */
  124945. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  124946. /**
  124947. * Create a navigation mesh debug mesh
  124948. * @param scene is where the mesh will be added
  124949. * @returns debug display mesh
  124950. */
  124951. createDebugNavMesh(scene: Scene): Mesh;
  124952. /**
  124953. * Get a navigation mesh constrained position, closest to the parameter position
  124954. * @param position world position
  124955. * @returns the closest point to position constrained by the navigation mesh
  124956. */
  124957. getClosestPoint(position: Vector3): Vector3;
  124958. /**
  124959. * Get a navigation mesh constrained position, within a particular radius
  124960. * @param position world position
  124961. * @param maxRadius the maximum distance to the constrained world position
  124962. * @returns the closest point to position constrained by the navigation mesh
  124963. */
  124964. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  124965. /**
  124966. * Compute the final position from a segment made of destination-position
  124967. * @param position world position
  124968. * @param destination world position
  124969. * @returns the resulting point along the navmesh
  124970. */
  124971. moveAlong(position: Vector3, destination: Vector3): Vector3;
  124972. /**
  124973. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  124974. * @param start world position
  124975. * @param end world position
  124976. * @returns array containing world position composing the path
  124977. */
  124978. computePath(start: Vector3, end: Vector3): Vector3[];
  124979. /**
  124980. * If this plugin is supported
  124981. * @returns true if plugin is supported
  124982. */
  124983. isSupported(): boolean;
  124984. /**
  124985. * Create a new Crowd so you can add agents
  124986. * @param maxAgents the maximum agent count in the crowd
  124987. * @param maxAgentRadius the maximum radius an agent can have
  124988. * @param scene to attach the crowd to
  124989. * @returns the crowd you can add agents to
  124990. */
  124991. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  124992. /**
  124993. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  124994. * The queries will try to find a solution within those bounds
  124995. * default is (1,1,1)
  124996. * @param extent x,y,z value that define the extent around the queries point of reference
  124997. */
  124998. setDefaultQueryExtent(extent: Vector3): void;
  124999. /**
  125000. * Get the Bounding box extent specified by setDefaultQueryExtent
  125001. * @returns the box extent values
  125002. */
  125003. getDefaultQueryExtent(): Vector3;
  125004. /**
  125005. * Release all resources
  125006. */
  125007. dispose(): void;
  125008. }
  125009. /**
  125010. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  125011. */
  125012. export interface ICrowd {
  125013. /**
  125014. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125015. * You can attach anything to that node. The node position is updated in the scene update tick.
  125016. * @param pos world position that will be constrained by the navigation mesh
  125017. * @param parameters agent parameters
  125018. * @param transform hooked to the agent that will be update by the scene
  125019. * @returns agent index
  125020. */
  125021. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125022. /**
  125023. * Returns the agent position in world space
  125024. * @param index agent index returned by addAgent
  125025. * @returns world space position
  125026. */
  125027. getAgentPosition(index: number): Vector3;
  125028. /**
  125029. * Gets the agent velocity in world space
  125030. * @param index agent index returned by addAgent
  125031. * @returns world space velocity
  125032. */
  125033. getAgentVelocity(index: number): Vector3;
  125034. /**
  125035. * remove a particular agent previously created
  125036. * @param index agent index returned by addAgent
  125037. */
  125038. removeAgent(index: number): void;
  125039. /**
  125040. * get the list of all agents attached to this crowd
  125041. * @returns list of agent indices
  125042. */
  125043. getAgents(): number[];
  125044. /**
  125045. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125046. * @param deltaTime in seconds
  125047. */
  125048. update(deltaTime: number): void;
  125049. /**
  125050. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125051. * @param index agent index returned by addAgent
  125052. * @param destination targeted world position
  125053. */
  125054. agentGoto(index: number, destination: Vector3): void;
  125055. /**
  125056. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125057. * The queries will try to find a solution within those bounds
  125058. * default is (1,1,1)
  125059. * @param extent x,y,z value that define the extent around the queries point of reference
  125060. */
  125061. setDefaultQueryExtent(extent: Vector3): void;
  125062. /**
  125063. * Get the Bounding box extent specified by setDefaultQueryExtent
  125064. * @returns the box extent values
  125065. */
  125066. getDefaultQueryExtent(): Vector3;
  125067. /**
  125068. * Release all resources
  125069. */
  125070. dispose(): void;
  125071. }
  125072. /**
  125073. * Configures an agent
  125074. */
  125075. export interface IAgentParameters {
  125076. /**
  125077. * Agent radius. [Limit: >= 0]
  125078. */
  125079. radius: number;
  125080. /**
  125081. * Agent height. [Limit: > 0]
  125082. */
  125083. height: number;
  125084. /**
  125085. * Maximum allowed acceleration. [Limit: >= 0]
  125086. */
  125087. maxAcceleration: number;
  125088. /**
  125089. * Maximum allowed speed. [Limit: >= 0]
  125090. */
  125091. maxSpeed: number;
  125092. /**
  125093. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  125094. */
  125095. collisionQueryRange: number;
  125096. /**
  125097. * The path visibility optimization range. [Limit: > 0]
  125098. */
  125099. pathOptimizationRange: number;
  125100. /**
  125101. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  125102. */
  125103. separationWeight: number;
  125104. }
  125105. /**
  125106. * Configures the navigation mesh creation
  125107. */
  125108. export interface INavMeshParameters {
  125109. /**
  125110. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  125111. */
  125112. cs: number;
  125113. /**
  125114. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  125115. */
  125116. ch: number;
  125117. /**
  125118. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  125119. */
  125120. walkableSlopeAngle: number;
  125121. /**
  125122. * Minimum floor to 'ceiling' height that will still allow the floor area to
  125123. * be considered walkable. [Limit: >= 3] [Units: vx]
  125124. */
  125125. walkableHeight: number;
  125126. /**
  125127. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  125128. */
  125129. walkableClimb: number;
  125130. /**
  125131. * The distance to erode/shrink the walkable area of the heightfield away from
  125132. * obstructions. [Limit: >=0] [Units: vx]
  125133. */
  125134. walkableRadius: number;
  125135. /**
  125136. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  125137. */
  125138. maxEdgeLen: number;
  125139. /**
  125140. * The maximum distance a simplfied contour's border edges should deviate
  125141. * the original raw contour. [Limit: >=0] [Units: vx]
  125142. */
  125143. maxSimplificationError: number;
  125144. /**
  125145. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  125146. */
  125147. minRegionArea: number;
  125148. /**
  125149. * Any regions with a span count smaller than this value will, if possible,
  125150. * be merged with larger regions. [Limit: >=0] [Units: vx]
  125151. */
  125152. mergeRegionArea: number;
  125153. /**
  125154. * The maximum number of vertices allowed for polygons generated during the
  125155. * contour to polygon conversion process. [Limit: >= 3]
  125156. */
  125157. maxVertsPerPoly: number;
  125158. /**
  125159. * Sets the sampling distance to use when generating the detail mesh.
  125160. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  125161. */
  125162. detailSampleDist: number;
  125163. /**
  125164. * The maximum distance the detail mesh surface should deviate from heightfield
  125165. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  125166. */
  125167. detailSampleMaxError: number;
  125168. }
  125169. }
  125170. declare module BABYLON {
  125171. /**
  125172. * RecastJS navigation plugin
  125173. */
  125174. export class RecastJSPlugin implements INavigationEnginePlugin {
  125175. /**
  125176. * Reference to the Recast library
  125177. */
  125178. bjsRECAST: any;
  125179. /**
  125180. * plugin name
  125181. */
  125182. name: string;
  125183. /**
  125184. * the first navmesh created. We might extend this to support multiple navmeshes
  125185. */
  125186. navMesh: any;
  125187. /**
  125188. * Initializes the recastJS plugin
  125189. * @param recastInjection can be used to inject your own recast reference
  125190. */
  125191. constructor(recastInjection?: any);
  125192. /**
  125193. * Creates a navigation mesh
  125194. * @param meshes array of all the geometry used to compute the navigatio mesh
  125195. * @param parameters bunch of parameters used to filter geometry
  125196. */
  125197. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125198. /**
  125199. * Create a navigation mesh debug mesh
  125200. * @param scene is where the mesh will be added
  125201. * @returns debug display mesh
  125202. */
  125203. createDebugNavMesh(scene: Scene): Mesh;
  125204. /**
  125205. * Get a navigation mesh constrained position, closest to the parameter position
  125206. * @param position world position
  125207. * @returns the closest point to position constrained by the navigation mesh
  125208. */
  125209. getClosestPoint(position: Vector3): Vector3;
  125210. /**
  125211. * Get a navigation mesh constrained position, within a particular radius
  125212. * @param position world position
  125213. * @param maxRadius the maximum distance to the constrained world position
  125214. * @returns the closest point to position constrained by the navigation mesh
  125215. */
  125216. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125217. /**
  125218. * Compute the final position from a segment made of destination-position
  125219. * @param position world position
  125220. * @param destination world position
  125221. * @returns the resulting point along the navmesh
  125222. */
  125223. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125224. /**
  125225. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125226. * @param start world position
  125227. * @param end world position
  125228. * @returns array containing world position composing the path
  125229. */
  125230. computePath(start: Vector3, end: Vector3): Vector3[];
  125231. /**
  125232. * Create a new Crowd so you can add agents
  125233. * @param maxAgents the maximum agent count in the crowd
  125234. * @param maxAgentRadius the maximum radius an agent can have
  125235. * @param scene to attach the crowd to
  125236. * @returns the crowd you can add agents to
  125237. */
  125238. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125239. /**
  125240. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125241. * The queries will try to find a solution within those bounds
  125242. * default is (1,1,1)
  125243. * @param extent x,y,z value that define the extent around the queries point of reference
  125244. */
  125245. setDefaultQueryExtent(extent: Vector3): void;
  125246. /**
  125247. * Get the Bounding box extent specified by setDefaultQueryExtent
  125248. * @returns the box extent values
  125249. */
  125250. getDefaultQueryExtent(): Vector3;
  125251. /**
  125252. * Disposes
  125253. */
  125254. dispose(): void;
  125255. /**
  125256. * If this plugin is supported
  125257. * @returns true if plugin is supported
  125258. */
  125259. isSupported(): boolean;
  125260. }
  125261. /**
  125262. * Recast detour crowd implementation
  125263. */
  125264. export class RecastJSCrowd implements ICrowd {
  125265. /**
  125266. * Recast/detour plugin
  125267. */
  125268. bjsRECASTPlugin: RecastJSPlugin;
  125269. /**
  125270. * Link to the detour crowd
  125271. */
  125272. recastCrowd: any;
  125273. /**
  125274. * One transform per agent
  125275. */
  125276. transforms: TransformNode[];
  125277. /**
  125278. * All agents created
  125279. */
  125280. agents: number[];
  125281. /**
  125282. * Link to the scene is kept to unregister the crowd from the scene
  125283. */
  125284. private _scene;
  125285. /**
  125286. * Observer for crowd updates
  125287. */
  125288. private _onBeforeAnimationsObserver;
  125289. /**
  125290. * Constructor
  125291. * @param plugin recastJS plugin
  125292. * @param maxAgents the maximum agent count in the crowd
  125293. * @param maxAgentRadius the maximum radius an agent can have
  125294. * @param scene to attach the crowd to
  125295. * @returns the crowd you can add agents to
  125296. */
  125297. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  125298. /**
  125299. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125300. * You can attach anything to that node. The node position is updated in the scene update tick.
  125301. * @param pos world position that will be constrained by the navigation mesh
  125302. * @param parameters agent parameters
  125303. * @param transform hooked to the agent that will be update by the scene
  125304. * @returns agent index
  125305. */
  125306. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125307. /**
  125308. * Returns the agent position in world space
  125309. * @param index agent index returned by addAgent
  125310. * @returns world space position
  125311. */
  125312. getAgentPosition(index: number): Vector3;
  125313. /**
  125314. * Returns the agent velocity in world space
  125315. * @param index agent index returned by addAgent
  125316. * @returns world space velocity
  125317. */
  125318. getAgentVelocity(index: number): Vector3;
  125319. /**
  125320. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125321. * @param index agent index returned by addAgent
  125322. * @param destination targeted world position
  125323. */
  125324. agentGoto(index: number, destination: Vector3): void;
  125325. /**
  125326. * remove a particular agent previously created
  125327. * @param index agent index returned by addAgent
  125328. */
  125329. removeAgent(index: number): void;
  125330. /**
  125331. * get the list of all agents attached to this crowd
  125332. * @returns list of agent indices
  125333. */
  125334. getAgents(): number[];
  125335. /**
  125336. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125337. * @param deltaTime in seconds
  125338. */
  125339. update(deltaTime: number): void;
  125340. /**
  125341. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125342. * The queries will try to find a solution within those bounds
  125343. * default is (1,1,1)
  125344. * @param extent x,y,z value that define the extent around the queries point of reference
  125345. */
  125346. setDefaultQueryExtent(extent: Vector3): void;
  125347. /**
  125348. * Get the Bounding box extent specified by setDefaultQueryExtent
  125349. * @returns the box extent values
  125350. */
  125351. getDefaultQueryExtent(): Vector3;
  125352. /**
  125353. * Release all resources
  125354. */
  125355. dispose(): void;
  125356. }
  125357. }
  125358. declare module BABYLON {
  125359. /**
  125360. * Class used to enable access to IndexedDB
  125361. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  125362. */
  125363. export class Database implements IOfflineProvider {
  125364. private _callbackManifestChecked;
  125365. private _currentSceneUrl;
  125366. private _db;
  125367. private _enableSceneOffline;
  125368. private _enableTexturesOffline;
  125369. private _manifestVersionFound;
  125370. private _mustUpdateRessources;
  125371. private _hasReachedQuota;
  125372. private _isSupported;
  125373. private _idbFactory;
  125374. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  125375. private static IsUASupportingBlobStorage;
  125376. /**
  125377. * Gets a boolean indicating if Database storate is enabled (off by default)
  125378. */
  125379. static IDBStorageEnabled: boolean;
  125380. /**
  125381. * Gets a boolean indicating if scene must be saved in the database
  125382. */
  125383. readonly enableSceneOffline: boolean;
  125384. /**
  125385. * Gets a boolean indicating if textures must be saved in the database
  125386. */
  125387. readonly enableTexturesOffline: boolean;
  125388. /**
  125389. * Creates a new Database
  125390. * @param urlToScene defines the url to load the scene
  125391. * @param callbackManifestChecked defines the callback to use when manifest is checked
  125392. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  125393. */
  125394. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  125395. private static _ParseURL;
  125396. private static _ReturnFullUrlLocation;
  125397. private _checkManifestFile;
  125398. /**
  125399. * Open the database and make it available
  125400. * @param successCallback defines the callback to call on success
  125401. * @param errorCallback defines the callback to call on error
  125402. */
  125403. open(successCallback: () => void, errorCallback: () => void): void;
  125404. /**
  125405. * Loads an image from the database
  125406. * @param url defines the url to load from
  125407. * @param image defines the target DOM image
  125408. */
  125409. loadImage(url: string, image: HTMLImageElement): void;
  125410. private _loadImageFromDBAsync;
  125411. private _saveImageIntoDBAsync;
  125412. private _checkVersionFromDB;
  125413. private _loadVersionFromDBAsync;
  125414. private _saveVersionIntoDBAsync;
  125415. /**
  125416. * Loads a file from database
  125417. * @param url defines the URL to load from
  125418. * @param sceneLoaded defines a callback to call on success
  125419. * @param progressCallBack defines a callback to call when progress changed
  125420. * @param errorCallback defines a callback to call on error
  125421. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  125422. */
  125423. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  125424. private _loadFileAsync;
  125425. private _saveFileAsync;
  125426. /**
  125427. * Validates if xhr data is correct
  125428. * @param xhr defines the request to validate
  125429. * @param dataType defines the expected data type
  125430. * @returns true if data is correct
  125431. */
  125432. private static _ValidateXHRData;
  125433. }
  125434. }
  125435. declare module BABYLON {
  125436. /** @hidden */
  125437. export var gpuUpdateParticlesPixelShader: {
  125438. name: string;
  125439. shader: string;
  125440. };
  125441. }
  125442. declare module BABYLON {
  125443. /** @hidden */
  125444. export var gpuUpdateParticlesVertexShader: {
  125445. name: string;
  125446. shader: string;
  125447. };
  125448. }
  125449. declare module BABYLON {
  125450. /** @hidden */
  125451. export var clipPlaneFragmentDeclaration2: {
  125452. name: string;
  125453. shader: string;
  125454. };
  125455. }
  125456. declare module BABYLON {
  125457. /** @hidden */
  125458. export var gpuRenderParticlesPixelShader: {
  125459. name: string;
  125460. shader: string;
  125461. };
  125462. }
  125463. declare module BABYLON {
  125464. /** @hidden */
  125465. export var clipPlaneVertexDeclaration2: {
  125466. name: string;
  125467. shader: string;
  125468. };
  125469. }
  125470. declare module BABYLON {
  125471. /** @hidden */
  125472. export var gpuRenderParticlesVertexShader: {
  125473. name: string;
  125474. shader: string;
  125475. };
  125476. }
  125477. declare module BABYLON {
  125478. /**
  125479. * This represents a GPU particle system in Babylon
  125480. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  125481. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  125482. */
  125483. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  125484. /**
  125485. * The layer mask we are rendering the particles through.
  125486. */
  125487. layerMask: number;
  125488. private _capacity;
  125489. private _activeCount;
  125490. private _currentActiveCount;
  125491. private _accumulatedCount;
  125492. private _renderEffect;
  125493. private _updateEffect;
  125494. private _buffer0;
  125495. private _buffer1;
  125496. private _spriteBuffer;
  125497. private _updateVAO;
  125498. private _renderVAO;
  125499. private _targetIndex;
  125500. private _sourceBuffer;
  125501. private _targetBuffer;
  125502. private _engine;
  125503. private _currentRenderId;
  125504. private _started;
  125505. private _stopped;
  125506. private _timeDelta;
  125507. private _randomTexture;
  125508. private _randomTexture2;
  125509. private _attributesStrideSize;
  125510. private _updateEffectOptions;
  125511. private _randomTextureSize;
  125512. private _actualFrame;
  125513. private readonly _rawTextureWidth;
  125514. /**
  125515. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  125516. */
  125517. static readonly IsSupported: boolean;
  125518. /**
  125519. * An event triggered when the system is disposed.
  125520. */
  125521. onDisposeObservable: Observable<GPUParticleSystem>;
  125522. /**
  125523. * Gets the maximum number of particles active at the same time.
  125524. * @returns The max number of active particles.
  125525. */
  125526. getCapacity(): number;
  125527. /**
  125528. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  125529. * to override the particles.
  125530. */
  125531. forceDepthWrite: boolean;
  125532. /**
  125533. * Gets or set the number of active particles
  125534. */
  125535. activeParticleCount: number;
  125536. private _preWarmDone;
  125537. /**
  125538. * Is this system ready to be used/rendered
  125539. * @return true if the system is ready
  125540. */
  125541. isReady(): boolean;
  125542. /**
  125543. * Gets if the system has been started. (Note: this will still be true after stop is called)
  125544. * @returns True if it has been started, otherwise false.
  125545. */
  125546. isStarted(): boolean;
  125547. /**
  125548. * Starts the particle system and begins to emit
  125549. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  125550. */
  125551. start(delay?: number): void;
  125552. /**
  125553. * Stops the particle system.
  125554. */
  125555. stop(): void;
  125556. /**
  125557. * Remove all active particles
  125558. */
  125559. reset(): void;
  125560. /**
  125561. * Returns the string "GPUParticleSystem"
  125562. * @returns a string containing the class name
  125563. */
  125564. getClassName(): string;
  125565. private _colorGradientsTexture;
  125566. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  125567. /**
  125568. * Adds a new color gradient
  125569. * @param gradient defines the gradient to use (between 0 and 1)
  125570. * @param color1 defines the color to affect to the specified gradient
  125571. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  125572. * @returns the current particle system
  125573. */
  125574. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  125575. /**
  125576. * Remove a specific color gradient
  125577. * @param gradient defines the gradient to remove
  125578. * @returns the current particle system
  125579. */
  125580. removeColorGradient(gradient: number): GPUParticleSystem;
  125581. private _angularSpeedGradientsTexture;
  125582. private _sizeGradientsTexture;
  125583. private _velocityGradientsTexture;
  125584. private _limitVelocityGradientsTexture;
  125585. private _dragGradientsTexture;
  125586. private _addFactorGradient;
  125587. /**
  125588. * Adds a new size gradient
  125589. * @param gradient defines the gradient to use (between 0 and 1)
  125590. * @param factor defines the size factor to affect to the specified gradient
  125591. * @returns the current particle system
  125592. */
  125593. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  125594. /**
  125595. * Remove a specific size gradient
  125596. * @param gradient defines the gradient to remove
  125597. * @returns the current particle system
  125598. */
  125599. removeSizeGradient(gradient: number): GPUParticleSystem;
  125600. /**
  125601. * Adds a new angular speed gradient
  125602. * @param gradient defines the gradient to use (between 0 and 1)
  125603. * @param factor defines the angular speed to affect to the specified gradient
  125604. * @returns the current particle system
  125605. */
  125606. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  125607. /**
  125608. * Remove a specific angular speed gradient
  125609. * @param gradient defines the gradient to remove
  125610. * @returns the current particle system
  125611. */
  125612. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  125613. /**
  125614. * Adds a new velocity gradient
  125615. * @param gradient defines the gradient to use (between 0 and 1)
  125616. * @param factor defines the velocity to affect to the specified gradient
  125617. * @returns the current particle system
  125618. */
  125619. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  125620. /**
  125621. * Remove a specific velocity gradient
  125622. * @param gradient defines the gradient to remove
  125623. * @returns the current particle system
  125624. */
  125625. removeVelocityGradient(gradient: number): GPUParticleSystem;
  125626. /**
  125627. * Adds a new limit velocity gradient
  125628. * @param gradient defines the gradient to use (between 0 and 1)
  125629. * @param factor defines the limit velocity value to affect to the specified gradient
  125630. * @returns the current particle system
  125631. */
  125632. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  125633. /**
  125634. * Remove a specific limit velocity gradient
  125635. * @param gradient defines the gradient to remove
  125636. * @returns the current particle system
  125637. */
  125638. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  125639. /**
  125640. * Adds a new drag gradient
  125641. * @param gradient defines the gradient to use (between 0 and 1)
  125642. * @param factor defines the drag value to affect to the specified gradient
  125643. * @returns the current particle system
  125644. */
  125645. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  125646. /**
  125647. * Remove a specific drag gradient
  125648. * @param gradient defines the gradient to remove
  125649. * @returns the current particle system
  125650. */
  125651. removeDragGradient(gradient: number): GPUParticleSystem;
  125652. /**
  125653. * Not supported by GPUParticleSystem
  125654. * @param gradient defines the gradient to use (between 0 and 1)
  125655. * @param factor defines the emit rate value to affect to the specified gradient
  125656. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  125657. * @returns the current particle system
  125658. */
  125659. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  125660. /**
  125661. * Not supported by GPUParticleSystem
  125662. * @param gradient defines the gradient to remove
  125663. * @returns the current particle system
  125664. */
  125665. removeEmitRateGradient(gradient: number): IParticleSystem;
  125666. /**
  125667. * Not supported by GPUParticleSystem
  125668. * @param gradient defines the gradient to use (between 0 and 1)
  125669. * @param factor defines the start size value to affect to the specified gradient
  125670. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  125671. * @returns the current particle system
  125672. */
  125673. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  125674. /**
  125675. * Not supported by GPUParticleSystem
  125676. * @param gradient defines the gradient to remove
  125677. * @returns the current particle system
  125678. */
  125679. removeStartSizeGradient(gradient: number): IParticleSystem;
  125680. /**
  125681. * Not supported by GPUParticleSystem
  125682. * @param gradient defines the gradient to use (between 0 and 1)
  125683. * @param min defines the color remap minimal range
  125684. * @param max defines the color remap maximal range
  125685. * @returns the current particle system
  125686. */
  125687. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  125688. /**
  125689. * Not supported by GPUParticleSystem
  125690. * @param gradient defines the gradient to remove
  125691. * @returns the current particle system
  125692. */
  125693. removeColorRemapGradient(): IParticleSystem;
  125694. /**
  125695. * Not supported by GPUParticleSystem
  125696. * @param gradient defines the gradient to use (between 0 and 1)
  125697. * @param min defines the alpha remap minimal range
  125698. * @param max defines the alpha remap maximal range
  125699. * @returns the current particle system
  125700. */
  125701. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  125702. /**
  125703. * Not supported by GPUParticleSystem
  125704. * @param gradient defines the gradient to remove
  125705. * @returns the current particle system
  125706. */
  125707. removeAlphaRemapGradient(): IParticleSystem;
  125708. /**
  125709. * Not supported by GPUParticleSystem
  125710. * @param gradient defines the gradient to use (between 0 and 1)
  125711. * @param color defines the color to affect to the specified gradient
  125712. * @returns the current particle system
  125713. */
  125714. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  125715. /**
  125716. * Not supported by GPUParticleSystem
  125717. * @param gradient defines the gradient to remove
  125718. * @returns the current particle system
  125719. */
  125720. removeRampGradient(): IParticleSystem;
  125721. /**
  125722. * Not supported by GPUParticleSystem
  125723. * @returns the list of ramp gradients
  125724. */
  125725. getRampGradients(): Nullable<Array<Color3Gradient>>;
  125726. /**
  125727. * Not supported by GPUParticleSystem
  125728. * Gets or sets a boolean indicating that ramp gradients must be used
  125729. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  125730. */
  125731. useRampGradients: boolean;
  125732. /**
  125733. * Not supported by GPUParticleSystem
  125734. * @param gradient defines the gradient to use (between 0 and 1)
  125735. * @param factor defines the life time factor to affect to the specified gradient
  125736. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  125737. * @returns the current particle system
  125738. */
  125739. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  125740. /**
  125741. * Not supported by GPUParticleSystem
  125742. * @param gradient defines the gradient to remove
  125743. * @returns the current particle system
  125744. */
  125745. removeLifeTimeGradient(gradient: number): IParticleSystem;
  125746. /**
  125747. * Instantiates a GPU particle system.
  125748. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  125749. * @param name The name of the particle system
  125750. * @param options The options used to create the system
  125751. * @param scene The scene the particle system belongs to
  125752. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  125753. */
  125754. constructor(name: string, options: Partial<{
  125755. capacity: number;
  125756. randomTextureSize: number;
  125757. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  125758. protected _reset(): void;
  125759. private _createUpdateVAO;
  125760. private _createRenderVAO;
  125761. private _initialize;
  125762. /** @hidden */
  125763. _recreateUpdateEffect(): void;
  125764. /** @hidden */
  125765. _recreateRenderEffect(): void;
  125766. /**
  125767. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  125768. * @param preWarm defines if we are in the pre-warmimg phase
  125769. */
  125770. animate(preWarm?: boolean): void;
  125771. private _createFactorGradientTexture;
  125772. private _createSizeGradientTexture;
  125773. private _createAngularSpeedGradientTexture;
  125774. private _createVelocityGradientTexture;
  125775. private _createLimitVelocityGradientTexture;
  125776. private _createDragGradientTexture;
  125777. private _createColorGradientTexture;
  125778. /**
  125779. * Renders the particle system in its current state
  125780. * @param preWarm defines if the system should only update the particles but not render them
  125781. * @returns the current number of particles
  125782. */
  125783. render(preWarm?: boolean): number;
  125784. /**
  125785. * Rebuilds the particle system
  125786. */
  125787. rebuild(): void;
  125788. private _releaseBuffers;
  125789. private _releaseVAOs;
  125790. /**
  125791. * Disposes the particle system and free the associated resources
  125792. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  125793. */
  125794. dispose(disposeTexture?: boolean): void;
  125795. /**
  125796. * Clones the particle system.
  125797. * @param name The name of the cloned object
  125798. * @param newEmitter The new emitter to use
  125799. * @returns the cloned particle system
  125800. */
  125801. clone(name: string, newEmitter: any): GPUParticleSystem;
  125802. /**
  125803. * Serializes the particle system to a JSON object.
  125804. * @returns the JSON object
  125805. */
  125806. serialize(): any;
  125807. /**
  125808. * Parses a JSON object to create a GPU particle system.
  125809. * @param parsedParticleSystem The JSON object to parse
  125810. * @param scene The scene to create the particle system in
  125811. * @param rootUrl The root url to use to load external dependencies like texture
  125812. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  125813. * @returns the parsed GPU particle system
  125814. */
  125815. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  125816. }
  125817. }
  125818. declare module BABYLON {
  125819. /**
  125820. * Represents a set of particle systems working together to create a specific effect
  125821. */
  125822. export class ParticleSystemSet implements IDisposable {
  125823. /**
  125824. * Gets or sets base Assets URL
  125825. */
  125826. static BaseAssetsUrl: string;
  125827. private _emitterCreationOptions;
  125828. private _emitterNode;
  125829. /**
  125830. * Gets the particle system list
  125831. */
  125832. systems: IParticleSystem[];
  125833. /**
  125834. * Gets the emitter node used with this set
  125835. */
  125836. readonly emitterNode: Nullable<TransformNode>;
  125837. /**
  125838. * Creates a new emitter mesh as a sphere
  125839. * @param options defines the options used to create the sphere
  125840. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  125841. * @param scene defines the hosting scene
  125842. */
  125843. setEmitterAsSphere(options: {
  125844. diameter: number;
  125845. segments: number;
  125846. color: Color3;
  125847. }, renderingGroupId: number, scene: Scene): void;
  125848. /**
  125849. * Starts all particle systems of the set
  125850. * @param emitter defines an optional mesh to use as emitter for the particle systems
  125851. */
  125852. start(emitter?: AbstractMesh): void;
  125853. /**
  125854. * Release all associated resources
  125855. */
  125856. dispose(): void;
  125857. /**
  125858. * Serialize the set into a JSON compatible object
  125859. * @returns a JSON compatible representation of the set
  125860. */
  125861. serialize(): any;
  125862. /**
  125863. * Parse a new ParticleSystemSet from a serialized source
  125864. * @param data defines a JSON compatible representation of the set
  125865. * @param scene defines the hosting scene
  125866. * @param gpu defines if we want GPU particles or CPU particles
  125867. * @returns a new ParticleSystemSet
  125868. */
  125869. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  125870. }
  125871. }
  125872. declare module BABYLON {
  125873. /**
  125874. * This class is made for on one-liner static method to help creating particle system set.
  125875. */
  125876. export class ParticleHelper {
  125877. /**
  125878. * Gets or sets base Assets URL
  125879. */
  125880. static BaseAssetsUrl: string;
  125881. /**
  125882. * Create a default particle system that you can tweak
  125883. * @param emitter defines the emitter to use
  125884. * @param capacity defines the system capacity (default is 500 particles)
  125885. * @param scene defines the hosting scene
  125886. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  125887. * @returns the new Particle system
  125888. */
  125889. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  125890. /**
  125891. * This is the main static method (one-liner) of this helper to create different particle systems
  125892. * @param type This string represents the type to the particle system to create
  125893. * @param scene The scene where the particle system should live
  125894. * @param gpu If the system will use gpu
  125895. * @returns the ParticleSystemSet created
  125896. */
  125897. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  125898. /**
  125899. * Static function used to export a particle system to a ParticleSystemSet variable.
  125900. * Please note that the emitter shape is not exported
  125901. * @param systems defines the particle systems to export
  125902. * @returns the created particle system set
  125903. */
  125904. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  125905. }
  125906. }
  125907. declare module BABYLON {
  125908. interface Engine {
  125909. /**
  125910. * Create an effect to use with particle systems.
  125911. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  125912. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  125913. * @param uniformsNames defines a list of attribute names
  125914. * @param samplers defines an array of string used to represent textures
  125915. * @param defines defines the string containing the defines to use to compile the shaders
  125916. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  125917. * @param onCompiled defines a function to call when the effect creation is successful
  125918. * @param onError defines a function to call when the effect creation has failed
  125919. * @returns the new Effect
  125920. */
  125921. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  125922. }
  125923. interface Mesh {
  125924. /**
  125925. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  125926. * @returns an array of IParticleSystem
  125927. */
  125928. getEmittedParticleSystems(): IParticleSystem[];
  125929. /**
  125930. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  125931. * @returns an array of IParticleSystem
  125932. */
  125933. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  125934. }
  125935. /**
  125936. * @hidden
  125937. */
  125938. export var _IDoNeedToBeInTheBuild: number;
  125939. }
  125940. declare module BABYLON {
  125941. /** Defines the 4 color options */
  125942. export enum PointColor {
  125943. /** color value */
  125944. Color = 2,
  125945. /** uv value */
  125946. UV = 1,
  125947. /** random value */
  125948. Random = 0,
  125949. /** stated value */
  125950. Stated = 3
  125951. }
  125952. /**
  125953. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  125954. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  125955. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  125956. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  125957. *
  125958. * Full documentation here : TO BE ENTERED
  125959. */
  125960. export class PointsCloudSystem implements IDisposable {
  125961. /**
  125962. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  125963. * Example : var p = SPS.particles[i];
  125964. */
  125965. particles: CloudPoint[];
  125966. /**
  125967. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  125968. */
  125969. nbParticles: number;
  125970. /**
  125971. * This a counter for your own usage. It's not set by any SPS functions.
  125972. */
  125973. counter: number;
  125974. /**
  125975. * The PCS name. This name is also given to the underlying mesh.
  125976. */
  125977. name: string;
  125978. /**
  125979. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  125980. */
  125981. mesh: Mesh;
  125982. /**
  125983. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  125984. * Please read :
  125985. */
  125986. vars: any;
  125987. /**
  125988. * @hidden
  125989. */
  125990. _size: number;
  125991. private _scene;
  125992. private _promises;
  125993. private _positions;
  125994. private _indices;
  125995. private _normals;
  125996. private _colors;
  125997. private _uvs;
  125998. private _indices32;
  125999. private _positions32;
  126000. private _colors32;
  126001. private _uvs32;
  126002. private _updatable;
  126003. private _isVisibilityBoxLocked;
  126004. private _alwaysVisible;
  126005. private _groups;
  126006. private _groupCounter;
  126007. private _computeParticleColor;
  126008. private _computeParticleTexture;
  126009. private _computeParticleRotation;
  126010. private _computeBoundingBox;
  126011. private _isReady;
  126012. /**
  126013. * Creates a PCS (Points Cloud System) object
  126014. * @param name (String) is the PCS name, this will be the underlying mesh name
  126015. * @param pointSize (number) is the size for each point
  126016. * @param scene (Scene) is the scene in which the PCS is added
  126017. * @param options defines the options of the PCS e.g.
  126018. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  126019. */
  126020. constructor(name: string, pointSize: number, scene: Scene, options?: {
  126021. updatable?: boolean;
  126022. });
  126023. /**
  126024. * Builds the PCS underlying mesh. Returns a standard Mesh.
  126025. * If no points were added to the PCS, the returned mesh is just a single point.
  126026. * @returns a promise for the created mesh
  126027. */
  126028. buildMeshAsync(): Promise<Mesh>;
  126029. /**
  126030. * @hidden
  126031. */
  126032. private _buildMesh;
  126033. private _addParticle;
  126034. private _randomUnitVector;
  126035. private _getColorIndicesForCoord;
  126036. private _setPointsColorOrUV;
  126037. private _colorFromTexture;
  126038. private _calculateDensity;
  126039. /**
  126040. * Adds points to the PCS in random positions within a unit sphere
  126041. * @param nb (positive integer) the number of particles to be created from this model
  126042. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  126043. * @returns the number of groups in the system
  126044. */
  126045. addPoints(nb: number, pointFunction?: any): number;
  126046. /**
  126047. * Adds points to the PCS from the surface of the model shape
  126048. * @param mesh is any Mesh object that will be used as a surface model for the points
  126049. * @param nb (positive integer) the number of particles to be created from this model
  126050. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  126051. * @param color (color3) to be used when colorWith is stated
  126052. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126053. * @returns the number of groups in the system
  126054. */
  126055. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126056. /**
  126057. * Adds points to the PCS inside the model shape
  126058. * @param mesh is any Mesh object that will be used as a surface model for the points
  126059. * @param nb (positive integer) the number of particles to be created from this model
  126060. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  126061. * @param color (color4) to be used when colorWith is stated
  126062. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126063. * @returns the number of groups in the system
  126064. */
  126065. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126066. /**
  126067. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  126068. * This method calls `updateParticle()` for each particle of the SPS.
  126069. * For an animated SPS, it is usually called within the render loop.
  126070. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  126071. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  126072. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  126073. * @returns the PCS.
  126074. */
  126075. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  126076. /**
  126077. * Disposes the PCS.
  126078. */
  126079. dispose(): void;
  126080. /**
  126081. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  126082. * doc :
  126083. * @returns the PCS.
  126084. */
  126085. refreshVisibleSize(): PointsCloudSystem;
  126086. /**
  126087. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  126088. * @param size the size (float) of the visibility box
  126089. * note : this doesn't lock the PCS mesh bounding box.
  126090. * doc :
  126091. */
  126092. setVisibilityBox(size: number): void;
  126093. /**
  126094. * Gets whether the PCS is always visible or not
  126095. * doc :
  126096. */
  126097. /**
  126098. * Sets the PCS as always visible or not
  126099. * doc :
  126100. */
  126101. isAlwaysVisible: boolean;
  126102. /**
  126103. * Tells to `setParticles()` to compute the particle rotations or not
  126104. * Default value : false. The PCS is faster when it's set to false
  126105. * Note : particle rotations are only applied to parent particles
  126106. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  126107. */
  126108. computeParticleRotation: boolean;
  126109. /**
  126110. * Tells to `setParticles()` to compute the particle colors or not.
  126111. * Default value : true. The PCS is faster when it's set to false.
  126112. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126113. */
  126114. /**
  126115. * Gets if `setParticles()` computes the particle colors or not.
  126116. * Default value : false. The PCS is faster when it's set to false.
  126117. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126118. */
  126119. computeParticleColor: boolean;
  126120. /**
  126121. * Gets if `setParticles()` computes the particle textures or not.
  126122. * Default value : false. The PCS is faster when it's set to false.
  126123. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  126124. */
  126125. computeParticleTexture: boolean;
  126126. /**
  126127. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  126128. */
  126129. /**
  126130. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  126131. */
  126132. computeBoundingBox: boolean;
  126133. /**
  126134. * This function does nothing. It may be overwritten to set all the particle first values.
  126135. * The PCS doesn't call this function, you may have to call it by your own.
  126136. * doc :
  126137. */
  126138. initParticles(): void;
  126139. /**
  126140. * This function does nothing. It may be overwritten to recycle a particle
  126141. * The PCS doesn't call this function, you can to call it
  126142. * doc :
  126143. * @param particle The particle to recycle
  126144. * @returns the recycled particle
  126145. */
  126146. recycleParticle(particle: CloudPoint): CloudPoint;
  126147. /**
  126148. * Updates a particle : this function should be overwritten by the user.
  126149. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  126150. * doc :
  126151. * @example : just set a particle position or velocity and recycle conditions
  126152. * @param particle The particle to update
  126153. * @returns the updated particle
  126154. */
  126155. updateParticle(particle: CloudPoint): CloudPoint;
  126156. /**
  126157. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  126158. * This does nothing and may be overwritten by the user.
  126159. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126160. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126161. * @param update the boolean update value actually passed to setParticles()
  126162. */
  126163. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126164. /**
  126165. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  126166. * This will be passed three parameters.
  126167. * This does nothing and may be overwritten by the user.
  126168. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126169. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126170. * @param update the boolean update value actually passed to setParticles()
  126171. */
  126172. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126173. }
  126174. }
  126175. declare module BABYLON {
  126176. /**
  126177. * Represents one particle of a points cloud system.
  126178. */
  126179. export class CloudPoint {
  126180. /**
  126181. * particle global index
  126182. */
  126183. idx: number;
  126184. /**
  126185. * The color of the particle
  126186. */
  126187. color: Nullable<Color4>;
  126188. /**
  126189. * The world space position of the particle.
  126190. */
  126191. position: Vector3;
  126192. /**
  126193. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  126194. */
  126195. rotation: Vector3;
  126196. /**
  126197. * The world space rotation quaternion of the particle.
  126198. */
  126199. rotationQuaternion: Nullable<Quaternion>;
  126200. /**
  126201. * The uv of the particle.
  126202. */
  126203. uv: Nullable<Vector2>;
  126204. /**
  126205. * The current speed of the particle.
  126206. */
  126207. velocity: Vector3;
  126208. /**
  126209. * The pivot point in the particle local space.
  126210. */
  126211. pivot: Vector3;
  126212. /**
  126213. * Must the particle be translated from its pivot point in its local space ?
  126214. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  126215. * Default : false
  126216. */
  126217. translateFromPivot: boolean;
  126218. /**
  126219. * Index of this particle in the global "positions" array (Internal use)
  126220. * @hidden
  126221. */
  126222. _pos: number;
  126223. /**
  126224. * @hidden Index of this particle in the global "indices" array (Internal use)
  126225. */
  126226. _ind: number;
  126227. /**
  126228. * Group this particle belongs to
  126229. */
  126230. _group: PointsGroup;
  126231. /**
  126232. * Group id of this particle
  126233. */
  126234. groupId: number;
  126235. /**
  126236. * Index of the particle in its group id (Internal use)
  126237. */
  126238. idxInGroup: number;
  126239. /**
  126240. * @hidden Particle BoundingInfo object (Internal use)
  126241. */
  126242. _boundingInfo: BoundingInfo;
  126243. /**
  126244. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  126245. */
  126246. _pcs: PointsCloudSystem;
  126247. /**
  126248. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  126249. */
  126250. _stillInvisible: boolean;
  126251. /**
  126252. * @hidden Last computed particle rotation matrix
  126253. */
  126254. _rotationMatrix: number[];
  126255. /**
  126256. * Parent particle Id, if any.
  126257. * Default null.
  126258. */
  126259. parentId: Nullable<number>;
  126260. /**
  126261. * @hidden Internal global position in the PCS.
  126262. */
  126263. _globalPosition: Vector3;
  126264. /**
  126265. * Creates a Point Cloud object.
  126266. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  126267. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  126268. * @param group (PointsGroup) is the group the particle belongs to
  126269. * @param groupId (integer) is the group identifier in the PCS.
  126270. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  126271. * @param pcs defines the PCS it is associated to
  126272. */
  126273. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  126274. /**
  126275. * get point size
  126276. */
  126277. /**
  126278. * Set point size
  126279. */
  126280. size: Vector3;
  126281. /**
  126282. * Legacy support, changed quaternion to rotationQuaternion
  126283. */
  126284. /**
  126285. * Legacy support, changed quaternion to rotationQuaternion
  126286. */
  126287. quaternion: Nullable<Quaternion>;
  126288. /**
  126289. * Returns a boolean. True if the particle intersects a mesh, else false
  126290. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  126291. * @param target is the object (point or mesh) what the intersection is computed against
  126292. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  126293. * @returns true if it intersects
  126294. */
  126295. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  126296. /**
  126297. * get the rotation matrix of the particle
  126298. * @hidden
  126299. */
  126300. getRotationMatrix(m: Matrix): void;
  126301. }
  126302. /**
  126303. * Represents a group of points in a points cloud system
  126304. * * PCS internal tool, don't use it manually.
  126305. */
  126306. export class PointsGroup {
  126307. /**
  126308. * The group id
  126309. * @hidden
  126310. */
  126311. groupID: number;
  126312. /**
  126313. * image data for group (internal use)
  126314. * @hidden
  126315. */
  126316. _groupImageData: Nullable<ArrayBufferView>;
  126317. /**
  126318. * Image Width (internal use)
  126319. * @hidden
  126320. */
  126321. _groupImgWidth: number;
  126322. /**
  126323. * Image Height (internal use)
  126324. * @hidden
  126325. */
  126326. _groupImgHeight: number;
  126327. /**
  126328. * Custom position function (internal use)
  126329. * @hidden
  126330. */
  126331. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  126332. /**
  126333. * density per facet for surface points
  126334. * @hidden
  126335. */
  126336. _groupDensity: number[];
  126337. /**
  126338. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  126339. * PCS internal tool, don't use it manually.
  126340. * @hidden
  126341. */
  126342. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  126343. }
  126344. }
  126345. declare module BABYLON {
  126346. interface Scene {
  126347. /** @hidden (Backing field) */
  126348. _physicsEngine: Nullable<IPhysicsEngine>;
  126349. /**
  126350. * Gets the current physics engine
  126351. * @returns a IPhysicsEngine or null if none attached
  126352. */
  126353. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  126354. /**
  126355. * Enables physics to the current scene
  126356. * @param gravity defines the scene's gravity for the physics engine
  126357. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  126358. * @return a boolean indicating if the physics engine was initialized
  126359. */
  126360. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  126361. /**
  126362. * Disables and disposes the physics engine associated with the scene
  126363. */
  126364. disablePhysicsEngine(): void;
  126365. /**
  126366. * Gets a boolean indicating if there is an active physics engine
  126367. * @returns a boolean indicating if there is an active physics engine
  126368. */
  126369. isPhysicsEnabled(): boolean;
  126370. /**
  126371. * Deletes a physics compound impostor
  126372. * @param compound defines the compound to delete
  126373. */
  126374. deleteCompoundImpostor(compound: any): void;
  126375. /**
  126376. * An event triggered when physic simulation is about to be run
  126377. */
  126378. onBeforePhysicsObservable: Observable<Scene>;
  126379. /**
  126380. * An event triggered when physic simulation has been done
  126381. */
  126382. onAfterPhysicsObservable: Observable<Scene>;
  126383. }
  126384. interface AbstractMesh {
  126385. /** @hidden */
  126386. _physicsImpostor: Nullable<PhysicsImpostor>;
  126387. /**
  126388. * Gets or sets impostor used for physic simulation
  126389. * @see http://doc.babylonjs.com/features/physics_engine
  126390. */
  126391. physicsImpostor: Nullable<PhysicsImpostor>;
  126392. /**
  126393. * Gets the current physics impostor
  126394. * @see http://doc.babylonjs.com/features/physics_engine
  126395. * @returns a physics impostor or null
  126396. */
  126397. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  126398. /** Apply a physic impulse to the mesh
  126399. * @param force defines the force to apply
  126400. * @param contactPoint defines where to apply the force
  126401. * @returns the current mesh
  126402. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  126403. */
  126404. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  126405. /**
  126406. * Creates a physic joint between two meshes
  126407. * @param otherMesh defines the other mesh to use
  126408. * @param pivot1 defines the pivot to use on this mesh
  126409. * @param pivot2 defines the pivot to use on the other mesh
  126410. * @param options defines additional options (can be plugin dependent)
  126411. * @returns the current mesh
  126412. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  126413. */
  126414. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  126415. /** @hidden */
  126416. _disposePhysicsObserver: Nullable<Observer<Node>>;
  126417. }
  126418. /**
  126419. * Defines the physics engine scene component responsible to manage a physics engine
  126420. */
  126421. export class PhysicsEngineSceneComponent implements ISceneComponent {
  126422. /**
  126423. * The component name helpful to identify the component in the list of scene components.
  126424. */
  126425. readonly name: string;
  126426. /**
  126427. * The scene the component belongs to.
  126428. */
  126429. scene: Scene;
  126430. /**
  126431. * Creates a new instance of the component for the given scene
  126432. * @param scene Defines the scene to register the component in
  126433. */
  126434. constructor(scene: Scene);
  126435. /**
  126436. * Registers the component in a given scene
  126437. */
  126438. register(): void;
  126439. /**
  126440. * Rebuilds the elements related to this component in case of
  126441. * context lost for instance.
  126442. */
  126443. rebuild(): void;
  126444. /**
  126445. * Disposes the component and the associated ressources
  126446. */
  126447. dispose(): void;
  126448. }
  126449. }
  126450. declare module BABYLON {
  126451. /**
  126452. * A helper for physics simulations
  126453. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126454. */
  126455. export class PhysicsHelper {
  126456. private _scene;
  126457. private _physicsEngine;
  126458. /**
  126459. * Initializes the Physics helper
  126460. * @param scene Babylon.js scene
  126461. */
  126462. constructor(scene: Scene);
  126463. /**
  126464. * Applies a radial explosion impulse
  126465. * @param origin the origin of the explosion
  126466. * @param radiusOrEventOptions the radius or the options of radial explosion
  126467. * @param strength the explosion strength
  126468. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126469. * @returns A physics radial explosion event, or null
  126470. */
  126471. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126472. /**
  126473. * Applies a radial explosion force
  126474. * @param origin the origin of the explosion
  126475. * @param radiusOrEventOptions the radius or the options of radial explosion
  126476. * @param strength the explosion strength
  126477. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126478. * @returns A physics radial explosion event, or null
  126479. */
  126480. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126481. /**
  126482. * Creates a gravitational field
  126483. * @param origin the origin of the explosion
  126484. * @param radiusOrEventOptions the radius or the options of radial explosion
  126485. * @param strength the explosion strength
  126486. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126487. * @returns A physics gravitational field event, or null
  126488. */
  126489. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  126490. /**
  126491. * Creates a physics updraft event
  126492. * @param origin the origin of the updraft
  126493. * @param radiusOrEventOptions the radius or the options of the updraft
  126494. * @param strength the strength of the updraft
  126495. * @param height the height of the updraft
  126496. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  126497. * @returns A physics updraft event, or null
  126498. */
  126499. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  126500. /**
  126501. * Creates a physics vortex event
  126502. * @param origin the of the vortex
  126503. * @param radiusOrEventOptions the radius or the options of the vortex
  126504. * @param strength the strength of the vortex
  126505. * @param height the height of the vortex
  126506. * @returns a Physics vortex event, or null
  126507. * A physics vortex event or null
  126508. */
  126509. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  126510. }
  126511. /**
  126512. * Represents a physics radial explosion event
  126513. */
  126514. class PhysicsRadialExplosionEvent {
  126515. private _scene;
  126516. private _options;
  126517. private _sphere;
  126518. private _dataFetched;
  126519. /**
  126520. * Initializes a radial explosioin event
  126521. * @param _scene BabylonJS scene
  126522. * @param _options The options for the vortex event
  126523. */
  126524. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  126525. /**
  126526. * Returns the data related to the radial explosion event (sphere).
  126527. * @returns The radial explosion event data
  126528. */
  126529. getData(): PhysicsRadialExplosionEventData;
  126530. /**
  126531. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  126532. * @param impostor A physics imposter
  126533. * @param origin the origin of the explosion
  126534. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  126535. */
  126536. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  126537. /**
  126538. * Triggers affecterd impostors callbacks
  126539. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  126540. */
  126541. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  126542. /**
  126543. * Disposes the sphere.
  126544. * @param force Specifies if the sphere should be disposed by force
  126545. */
  126546. dispose(force?: boolean): void;
  126547. /*** Helpers ***/
  126548. private _prepareSphere;
  126549. private _intersectsWithSphere;
  126550. }
  126551. /**
  126552. * Represents a gravitational field event
  126553. */
  126554. class PhysicsGravitationalFieldEvent {
  126555. private _physicsHelper;
  126556. private _scene;
  126557. private _origin;
  126558. private _options;
  126559. private _tickCallback;
  126560. private _sphere;
  126561. private _dataFetched;
  126562. /**
  126563. * Initializes the physics gravitational field event
  126564. * @param _physicsHelper A physics helper
  126565. * @param _scene BabylonJS scene
  126566. * @param _origin The origin position of the gravitational field event
  126567. * @param _options The options for the vortex event
  126568. */
  126569. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  126570. /**
  126571. * Returns the data related to the gravitational field event (sphere).
  126572. * @returns A gravitational field event
  126573. */
  126574. getData(): PhysicsGravitationalFieldEventData;
  126575. /**
  126576. * Enables the gravitational field.
  126577. */
  126578. enable(): void;
  126579. /**
  126580. * Disables the gravitational field.
  126581. */
  126582. disable(): void;
  126583. /**
  126584. * Disposes the sphere.
  126585. * @param force The force to dispose from the gravitational field event
  126586. */
  126587. dispose(force?: boolean): void;
  126588. private _tick;
  126589. }
  126590. /**
  126591. * Represents a physics updraft event
  126592. */
  126593. class PhysicsUpdraftEvent {
  126594. private _scene;
  126595. private _origin;
  126596. private _options;
  126597. private _physicsEngine;
  126598. private _originTop;
  126599. private _originDirection;
  126600. private _tickCallback;
  126601. private _cylinder;
  126602. private _cylinderPosition;
  126603. private _dataFetched;
  126604. /**
  126605. * Initializes the physics updraft event
  126606. * @param _scene BabylonJS scene
  126607. * @param _origin The origin position of the updraft
  126608. * @param _options The options for the updraft event
  126609. */
  126610. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  126611. /**
  126612. * Returns the data related to the updraft event (cylinder).
  126613. * @returns A physics updraft event
  126614. */
  126615. getData(): PhysicsUpdraftEventData;
  126616. /**
  126617. * Enables the updraft.
  126618. */
  126619. enable(): void;
  126620. /**
  126621. * Disables the updraft.
  126622. */
  126623. disable(): void;
  126624. /**
  126625. * Disposes the cylinder.
  126626. * @param force Specifies if the updraft should be disposed by force
  126627. */
  126628. dispose(force?: boolean): void;
  126629. private getImpostorHitData;
  126630. private _tick;
  126631. /*** Helpers ***/
  126632. private _prepareCylinder;
  126633. private _intersectsWithCylinder;
  126634. }
  126635. /**
  126636. * Represents a physics vortex event
  126637. */
  126638. class PhysicsVortexEvent {
  126639. private _scene;
  126640. private _origin;
  126641. private _options;
  126642. private _physicsEngine;
  126643. private _originTop;
  126644. private _tickCallback;
  126645. private _cylinder;
  126646. private _cylinderPosition;
  126647. private _dataFetched;
  126648. /**
  126649. * Initializes the physics vortex event
  126650. * @param _scene The BabylonJS scene
  126651. * @param _origin The origin position of the vortex
  126652. * @param _options The options for the vortex event
  126653. */
  126654. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  126655. /**
  126656. * Returns the data related to the vortex event (cylinder).
  126657. * @returns The physics vortex event data
  126658. */
  126659. getData(): PhysicsVortexEventData;
  126660. /**
  126661. * Enables the vortex.
  126662. */
  126663. enable(): void;
  126664. /**
  126665. * Disables the cortex.
  126666. */
  126667. disable(): void;
  126668. /**
  126669. * Disposes the sphere.
  126670. * @param force
  126671. */
  126672. dispose(force?: boolean): void;
  126673. private getImpostorHitData;
  126674. private _tick;
  126675. /*** Helpers ***/
  126676. private _prepareCylinder;
  126677. private _intersectsWithCylinder;
  126678. }
  126679. /**
  126680. * Options fot the radial explosion event
  126681. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126682. */
  126683. export class PhysicsRadialExplosionEventOptions {
  126684. /**
  126685. * The radius of the sphere for the radial explosion.
  126686. */
  126687. radius: number;
  126688. /**
  126689. * The strenth of the explosion.
  126690. */
  126691. strength: number;
  126692. /**
  126693. * The strenght of the force in correspondence to the distance of the affected object
  126694. */
  126695. falloff: PhysicsRadialImpulseFalloff;
  126696. /**
  126697. * Sphere options for the radial explosion.
  126698. */
  126699. sphere: {
  126700. segments: number;
  126701. diameter: number;
  126702. };
  126703. /**
  126704. * Sphere options for the radial explosion.
  126705. */
  126706. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  126707. }
  126708. /**
  126709. * Options fot the updraft event
  126710. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126711. */
  126712. export class PhysicsUpdraftEventOptions {
  126713. /**
  126714. * The radius of the cylinder for the vortex
  126715. */
  126716. radius: number;
  126717. /**
  126718. * The strenth of the updraft.
  126719. */
  126720. strength: number;
  126721. /**
  126722. * The height of the cylinder for the updraft.
  126723. */
  126724. height: number;
  126725. /**
  126726. * The mode for the the updraft.
  126727. */
  126728. updraftMode: PhysicsUpdraftMode;
  126729. }
  126730. /**
  126731. * Options fot the vortex event
  126732. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126733. */
  126734. export class PhysicsVortexEventOptions {
  126735. /**
  126736. * The radius of the cylinder for the vortex
  126737. */
  126738. radius: number;
  126739. /**
  126740. * The strenth of the vortex.
  126741. */
  126742. strength: number;
  126743. /**
  126744. * The height of the cylinder for the vortex.
  126745. */
  126746. height: number;
  126747. /**
  126748. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  126749. */
  126750. centripetalForceThreshold: number;
  126751. /**
  126752. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  126753. */
  126754. centripetalForceMultiplier: number;
  126755. /**
  126756. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  126757. */
  126758. centrifugalForceMultiplier: number;
  126759. /**
  126760. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  126761. */
  126762. updraftForceMultiplier: number;
  126763. }
  126764. /**
  126765. * The strenght of the force in correspondence to the distance of the affected object
  126766. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126767. */
  126768. export enum PhysicsRadialImpulseFalloff {
  126769. /** Defines that impulse is constant in strength across it's whole radius */
  126770. Constant = 0,
  126771. /** Defines that impulse gets weaker if it's further from the origin */
  126772. Linear = 1
  126773. }
  126774. /**
  126775. * The strength of the force in correspondence to the distance of the affected object
  126776. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126777. */
  126778. export enum PhysicsUpdraftMode {
  126779. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  126780. Center = 0,
  126781. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  126782. Perpendicular = 1
  126783. }
  126784. /**
  126785. * Interface for a physics hit data
  126786. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126787. */
  126788. export interface PhysicsHitData {
  126789. /**
  126790. * The force applied at the contact point
  126791. */
  126792. force: Vector3;
  126793. /**
  126794. * The contact point
  126795. */
  126796. contactPoint: Vector3;
  126797. /**
  126798. * The distance from the origin to the contact point
  126799. */
  126800. distanceFromOrigin: number;
  126801. }
  126802. /**
  126803. * Interface for radial explosion event data
  126804. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126805. */
  126806. export interface PhysicsRadialExplosionEventData {
  126807. /**
  126808. * A sphere used for the radial explosion event
  126809. */
  126810. sphere: Mesh;
  126811. }
  126812. /**
  126813. * Interface for gravitational field event data
  126814. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126815. */
  126816. export interface PhysicsGravitationalFieldEventData {
  126817. /**
  126818. * A sphere mesh used for the gravitational field event
  126819. */
  126820. sphere: Mesh;
  126821. }
  126822. /**
  126823. * Interface for updraft event data
  126824. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126825. */
  126826. export interface PhysicsUpdraftEventData {
  126827. /**
  126828. * A cylinder used for the updraft event
  126829. */
  126830. cylinder: Mesh;
  126831. }
  126832. /**
  126833. * Interface for vortex event data
  126834. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126835. */
  126836. export interface PhysicsVortexEventData {
  126837. /**
  126838. * A cylinder used for the vortex event
  126839. */
  126840. cylinder: Mesh;
  126841. }
  126842. /**
  126843. * Interface for an affected physics impostor
  126844. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126845. */
  126846. export interface PhysicsAffectedImpostorWithData {
  126847. /**
  126848. * The impostor affected by the effect
  126849. */
  126850. impostor: PhysicsImpostor;
  126851. /**
  126852. * The data about the hit/horce from the explosion
  126853. */
  126854. hitData: PhysicsHitData;
  126855. }
  126856. }
  126857. declare module BABYLON {
  126858. /** @hidden */
  126859. export var blackAndWhitePixelShader: {
  126860. name: string;
  126861. shader: string;
  126862. };
  126863. }
  126864. declare module BABYLON {
  126865. /**
  126866. * Post process used to render in black and white
  126867. */
  126868. export class BlackAndWhitePostProcess extends PostProcess {
  126869. /**
  126870. * Linear about to convert he result to black and white (default: 1)
  126871. */
  126872. degree: number;
  126873. /**
  126874. * Creates a black and white post process
  126875. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  126876. * @param name The name of the effect.
  126877. * @param options The required width/height ratio to downsize to before computing the render pass.
  126878. * @param camera The camera to apply the render pass to.
  126879. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  126880. * @param engine The engine which the post process will be applied. (default: current engine)
  126881. * @param reusable If the post process can be reused on the same frame. (default: false)
  126882. */
  126883. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  126884. }
  126885. }
  126886. declare module BABYLON {
  126887. /**
  126888. * This represents a set of one or more post processes in Babylon.
  126889. * A post process can be used to apply a shader to a texture after it is rendered.
  126890. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  126891. */
  126892. export class PostProcessRenderEffect {
  126893. private _postProcesses;
  126894. private _getPostProcesses;
  126895. private _singleInstance;
  126896. private _cameras;
  126897. private _indicesForCamera;
  126898. /**
  126899. * Name of the effect
  126900. * @hidden
  126901. */
  126902. _name: string;
  126903. /**
  126904. * Instantiates a post process render effect.
  126905. * A post process can be used to apply a shader to a texture after it is rendered.
  126906. * @param engine The engine the effect is tied to
  126907. * @param name The name of the effect
  126908. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  126909. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  126910. */
  126911. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  126912. /**
  126913. * Checks if all the post processes in the effect are supported.
  126914. */
  126915. readonly isSupported: boolean;
  126916. /**
  126917. * Updates the current state of the effect
  126918. * @hidden
  126919. */
  126920. _update(): void;
  126921. /**
  126922. * Attaches the effect on cameras
  126923. * @param cameras The camera to attach to.
  126924. * @hidden
  126925. */
  126926. _attachCameras(cameras: Camera): void;
  126927. /**
  126928. * Attaches the effect on cameras
  126929. * @param cameras The camera to attach to.
  126930. * @hidden
  126931. */
  126932. _attachCameras(cameras: Camera[]): void;
  126933. /**
  126934. * Detaches the effect on cameras
  126935. * @param cameras The camera to detatch from.
  126936. * @hidden
  126937. */
  126938. _detachCameras(cameras: Camera): void;
  126939. /**
  126940. * Detatches the effect on cameras
  126941. * @param cameras The camera to detatch from.
  126942. * @hidden
  126943. */
  126944. _detachCameras(cameras: Camera[]): void;
  126945. /**
  126946. * Enables the effect on given cameras
  126947. * @param cameras The camera to enable.
  126948. * @hidden
  126949. */
  126950. _enable(cameras: Camera): void;
  126951. /**
  126952. * Enables the effect on given cameras
  126953. * @param cameras The camera to enable.
  126954. * @hidden
  126955. */
  126956. _enable(cameras: Nullable<Camera[]>): void;
  126957. /**
  126958. * Disables the effect on the given cameras
  126959. * @param cameras The camera to disable.
  126960. * @hidden
  126961. */
  126962. _disable(cameras: Camera): void;
  126963. /**
  126964. * Disables the effect on the given cameras
  126965. * @param cameras The camera to disable.
  126966. * @hidden
  126967. */
  126968. _disable(cameras: Nullable<Camera[]>): void;
  126969. /**
  126970. * Gets a list of the post processes contained in the effect.
  126971. * @param camera The camera to get the post processes on.
  126972. * @returns The list of the post processes in the effect.
  126973. */
  126974. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  126975. }
  126976. }
  126977. declare module BABYLON {
  126978. /** @hidden */
  126979. export var extractHighlightsPixelShader: {
  126980. name: string;
  126981. shader: string;
  126982. };
  126983. }
  126984. declare module BABYLON {
  126985. /**
  126986. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  126987. */
  126988. export class ExtractHighlightsPostProcess extends PostProcess {
  126989. /**
  126990. * The luminance threshold, pixels below this value will be set to black.
  126991. */
  126992. threshold: number;
  126993. /** @hidden */
  126994. _exposure: number;
  126995. /**
  126996. * Post process which has the input texture to be used when performing highlight extraction
  126997. * @hidden
  126998. */
  126999. _inputPostProcess: Nullable<PostProcess>;
  127000. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127001. }
  127002. }
  127003. declare module BABYLON {
  127004. /** @hidden */
  127005. export var bloomMergePixelShader: {
  127006. name: string;
  127007. shader: string;
  127008. };
  127009. }
  127010. declare module BABYLON {
  127011. /**
  127012. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127013. */
  127014. export class BloomMergePostProcess extends PostProcess {
  127015. /** Weight of the bloom to be added to the original input. */
  127016. weight: number;
  127017. /**
  127018. * Creates a new instance of @see BloomMergePostProcess
  127019. * @param name The name of the effect.
  127020. * @param originalFromInput Post process which's input will be used for the merge.
  127021. * @param blurred Blurred highlights post process which's output will be used.
  127022. * @param weight Weight of the bloom to be added to the original input.
  127023. * @param options The required width/height ratio to downsize to before computing the render pass.
  127024. * @param camera The camera to apply the render pass to.
  127025. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127026. * @param engine The engine which the post process will be applied. (default: current engine)
  127027. * @param reusable If the post process can be reused on the same frame. (default: false)
  127028. * @param textureType Type of textures used when performing the post process. (default: 0)
  127029. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127030. */
  127031. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  127032. /** Weight of the bloom to be added to the original input. */
  127033. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127034. }
  127035. }
  127036. declare module BABYLON {
  127037. /**
  127038. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  127039. */
  127040. export class BloomEffect extends PostProcessRenderEffect {
  127041. private bloomScale;
  127042. /**
  127043. * @hidden Internal
  127044. */
  127045. _effects: Array<PostProcess>;
  127046. /**
  127047. * @hidden Internal
  127048. */
  127049. _downscale: ExtractHighlightsPostProcess;
  127050. private _blurX;
  127051. private _blurY;
  127052. private _merge;
  127053. /**
  127054. * The luminance threshold to find bright areas of the image to bloom.
  127055. */
  127056. threshold: number;
  127057. /**
  127058. * The strength of the bloom.
  127059. */
  127060. weight: number;
  127061. /**
  127062. * Specifies the size of the bloom blur kernel, relative to the final output size
  127063. */
  127064. kernel: number;
  127065. /**
  127066. * Creates a new instance of @see BloomEffect
  127067. * @param scene The scene the effect belongs to.
  127068. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  127069. * @param bloomKernel The size of the kernel to be used when applying the blur.
  127070. * @param bloomWeight The the strength of bloom.
  127071. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127072. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127073. */
  127074. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  127075. /**
  127076. * Disposes each of the internal effects for a given camera.
  127077. * @param camera The camera to dispose the effect on.
  127078. */
  127079. disposeEffects(camera: Camera): void;
  127080. /**
  127081. * @hidden Internal
  127082. */
  127083. _updateEffects(): void;
  127084. /**
  127085. * Internal
  127086. * @returns if all the contained post processes are ready.
  127087. * @hidden
  127088. */
  127089. _isReady(): boolean;
  127090. }
  127091. }
  127092. declare module BABYLON {
  127093. /** @hidden */
  127094. export var chromaticAberrationPixelShader: {
  127095. name: string;
  127096. shader: string;
  127097. };
  127098. }
  127099. declare module BABYLON {
  127100. /**
  127101. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  127102. */
  127103. export class ChromaticAberrationPostProcess extends PostProcess {
  127104. /**
  127105. * The amount of seperation of rgb channels (default: 30)
  127106. */
  127107. aberrationAmount: number;
  127108. /**
  127109. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  127110. */
  127111. radialIntensity: number;
  127112. /**
  127113. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  127114. */
  127115. direction: Vector2;
  127116. /**
  127117. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  127118. */
  127119. centerPosition: Vector2;
  127120. /**
  127121. * Creates a new instance ChromaticAberrationPostProcess
  127122. * @param name The name of the effect.
  127123. * @param screenWidth The width of the screen to apply the effect on.
  127124. * @param screenHeight The height of the screen to apply the effect on.
  127125. * @param options The required width/height ratio to downsize to before computing the render pass.
  127126. * @param camera The camera to apply the render pass to.
  127127. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127128. * @param engine The engine which the post process will be applied. (default: current engine)
  127129. * @param reusable If the post process can be reused on the same frame. (default: false)
  127130. * @param textureType Type of textures used when performing the post process. (default: 0)
  127131. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127132. */
  127133. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127134. }
  127135. }
  127136. declare module BABYLON {
  127137. /** @hidden */
  127138. export var circleOfConfusionPixelShader: {
  127139. name: string;
  127140. shader: string;
  127141. };
  127142. }
  127143. declare module BABYLON {
  127144. /**
  127145. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  127146. */
  127147. export class CircleOfConfusionPostProcess extends PostProcess {
  127148. /**
  127149. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  127150. */
  127151. lensSize: number;
  127152. /**
  127153. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127154. */
  127155. fStop: number;
  127156. /**
  127157. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127158. */
  127159. focusDistance: number;
  127160. /**
  127161. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  127162. */
  127163. focalLength: number;
  127164. private _depthTexture;
  127165. /**
  127166. * Creates a new instance CircleOfConfusionPostProcess
  127167. * @param name The name of the effect.
  127168. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  127169. * @param options The required width/height ratio to downsize to before computing the render pass.
  127170. * @param camera The camera to apply the render pass to.
  127171. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127172. * @param engine The engine which the post process will be applied. (default: current engine)
  127173. * @param reusable If the post process can be reused on the same frame. (default: false)
  127174. * @param textureType Type of textures used when performing the post process. (default: 0)
  127175. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127176. */
  127177. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127178. /**
  127179. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  127180. */
  127181. depthTexture: RenderTargetTexture;
  127182. }
  127183. }
  127184. declare module BABYLON {
  127185. /** @hidden */
  127186. export var colorCorrectionPixelShader: {
  127187. name: string;
  127188. shader: string;
  127189. };
  127190. }
  127191. declare module BABYLON {
  127192. /**
  127193. *
  127194. * This post-process allows the modification of rendered colors by using
  127195. * a 'look-up table' (LUT). This effect is also called Color Grading.
  127196. *
  127197. * The object needs to be provided an url to a texture containing the color
  127198. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  127199. * Use an image editing software to tweak the LUT to match your needs.
  127200. *
  127201. * For an example of a color LUT, see here:
  127202. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  127203. * For explanations on color grading, see here:
  127204. * @see http://udn.epicgames.com/Three/ColorGrading.html
  127205. *
  127206. */
  127207. export class ColorCorrectionPostProcess extends PostProcess {
  127208. private _colorTableTexture;
  127209. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127210. }
  127211. }
  127212. declare module BABYLON {
  127213. /** @hidden */
  127214. export var convolutionPixelShader: {
  127215. name: string;
  127216. shader: string;
  127217. };
  127218. }
  127219. declare module BABYLON {
  127220. /**
  127221. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  127222. * input texture to perform effects such as edge detection or sharpening
  127223. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127224. */
  127225. export class ConvolutionPostProcess extends PostProcess {
  127226. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127227. kernel: number[];
  127228. /**
  127229. * Creates a new instance ConvolutionPostProcess
  127230. * @param name The name of the effect.
  127231. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  127232. * @param options The required width/height ratio to downsize to before computing the render pass.
  127233. * @param camera The camera to apply the render pass to.
  127234. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127235. * @param engine The engine which the post process will be applied. (default: current engine)
  127236. * @param reusable If the post process can be reused on the same frame. (default: false)
  127237. * @param textureType Type of textures used when performing the post process. (default: 0)
  127238. */
  127239. constructor(name: string,
  127240. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127241. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127242. /**
  127243. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127244. */
  127245. static EdgeDetect0Kernel: number[];
  127246. /**
  127247. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127248. */
  127249. static EdgeDetect1Kernel: number[];
  127250. /**
  127251. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127252. */
  127253. static EdgeDetect2Kernel: number[];
  127254. /**
  127255. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127256. */
  127257. static SharpenKernel: number[];
  127258. /**
  127259. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127260. */
  127261. static EmbossKernel: number[];
  127262. /**
  127263. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127264. */
  127265. static GaussianKernel: number[];
  127266. }
  127267. }
  127268. declare module BABYLON {
  127269. /**
  127270. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  127271. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  127272. * based on samples that have a large difference in distance than the center pixel.
  127273. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  127274. */
  127275. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  127276. direction: Vector2;
  127277. /**
  127278. * Creates a new instance CircleOfConfusionPostProcess
  127279. * @param name The name of the effect.
  127280. * @param scene The scene the effect belongs to.
  127281. * @param direction The direction the blur should be applied.
  127282. * @param kernel The size of the kernel used to blur.
  127283. * @param options The required width/height ratio to downsize to before computing the render pass.
  127284. * @param camera The camera to apply the render pass to.
  127285. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  127286. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  127287. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127288. * @param engine The engine which the post process will be applied. (default: current engine)
  127289. * @param reusable If the post process can be reused on the same frame. (default: false)
  127290. * @param textureType Type of textures used when performing the post process. (default: 0)
  127291. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127292. */
  127293. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127294. }
  127295. }
  127296. declare module BABYLON {
  127297. /** @hidden */
  127298. export var depthOfFieldMergePixelShader: {
  127299. name: string;
  127300. shader: string;
  127301. };
  127302. }
  127303. declare module BABYLON {
  127304. /**
  127305. * Options to be set when merging outputs from the default pipeline.
  127306. */
  127307. export class DepthOfFieldMergePostProcessOptions {
  127308. /**
  127309. * The original image to merge on top of
  127310. */
  127311. originalFromInput: PostProcess;
  127312. /**
  127313. * Parameters to perform the merge of the depth of field effect
  127314. */
  127315. depthOfField?: {
  127316. circleOfConfusion: PostProcess;
  127317. blurSteps: Array<PostProcess>;
  127318. };
  127319. /**
  127320. * Parameters to perform the merge of bloom effect
  127321. */
  127322. bloom?: {
  127323. blurred: PostProcess;
  127324. weight: number;
  127325. };
  127326. }
  127327. /**
  127328. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127329. */
  127330. export class DepthOfFieldMergePostProcess extends PostProcess {
  127331. private blurSteps;
  127332. /**
  127333. * Creates a new instance of DepthOfFieldMergePostProcess
  127334. * @param name The name of the effect.
  127335. * @param originalFromInput Post process which's input will be used for the merge.
  127336. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  127337. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  127338. * @param options The required width/height ratio to downsize to before computing the render pass.
  127339. * @param camera The camera to apply the render pass to.
  127340. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127341. * @param engine The engine which the post process will be applied. (default: current engine)
  127342. * @param reusable If the post process can be reused on the same frame. (default: false)
  127343. * @param textureType Type of textures used when performing the post process. (default: 0)
  127344. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127345. */
  127346. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127347. /**
  127348. * Updates the effect with the current post process compile time values and recompiles the shader.
  127349. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  127350. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  127351. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  127352. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  127353. * @param onCompiled Called when the shader has been compiled.
  127354. * @param onError Called if there is an error when compiling a shader.
  127355. */
  127356. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  127357. }
  127358. }
  127359. declare module BABYLON {
  127360. /**
  127361. * Specifies the level of max blur that should be applied when using the depth of field effect
  127362. */
  127363. export enum DepthOfFieldEffectBlurLevel {
  127364. /**
  127365. * Subtle blur
  127366. */
  127367. Low = 0,
  127368. /**
  127369. * Medium blur
  127370. */
  127371. Medium = 1,
  127372. /**
  127373. * Large blur
  127374. */
  127375. High = 2
  127376. }
  127377. /**
  127378. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  127379. */
  127380. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  127381. private _circleOfConfusion;
  127382. /**
  127383. * @hidden Internal, blurs from high to low
  127384. */
  127385. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  127386. private _depthOfFieldBlurY;
  127387. private _dofMerge;
  127388. /**
  127389. * @hidden Internal post processes in depth of field effect
  127390. */
  127391. _effects: Array<PostProcess>;
  127392. /**
  127393. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  127394. */
  127395. focalLength: number;
  127396. /**
  127397. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127398. */
  127399. fStop: number;
  127400. /**
  127401. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127402. */
  127403. focusDistance: number;
  127404. /**
  127405. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  127406. */
  127407. lensSize: number;
  127408. /**
  127409. * Creates a new instance DepthOfFieldEffect
  127410. * @param scene The scene the effect belongs to.
  127411. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  127412. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127413. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127414. */
  127415. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  127416. /**
  127417. * Get the current class name of the current effet
  127418. * @returns "DepthOfFieldEffect"
  127419. */
  127420. getClassName(): string;
  127421. /**
  127422. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  127423. */
  127424. depthTexture: RenderTargetTexture;
  127425. /**
  127426. * Disposes each of the internal effects for a given camera.
  127427. * @param camera The camera to dispose the effect on.
  127428. */
  127429. disposeEffects(camera: Camera): void;
  127430. /**
  127431. * @hidden Internal
  127432. */
  127433. _updateEffects(): void;
  127434. /**
  127435. * Internal
  127436. * @returns if all the contained post processes are ready.
  127437. * @hidden
  127438. */
  127439. _isReady(): boolean;
  127440. }
  127441. }
  127442. declare module BABYLON {
  127443. /** @hidden */
  127444. export var displayPassPixelShader: {
  127445. name: string;
  127446. shader: string;
  127447. };
  127448. }
  127449. declare module BABYLON {
  127450. /**
  127451. * DisplayPassPostProcess which produces an output the same as it's input
  127452. */
  127453. export class DisplayPassPostProcess extends PostProcess {
  127454. /**
  127455. * Creates the DisplayPassPostProcess
  127456. * @param name The name of the effect.
  127457. * @param options The required width/height ratio to downsize to before computing the render pass.
  127458. * @param camera The camera to apply the render pass to.
  127459. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127460. * @param engine The engine which the post process will be applied. (default: current engine)
  127461. * @param reusable If the post process can be reused on the same frame. (default: false)
  127462. */
  127463. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127464. }
  127465. }
  127466. declare module BABYLON {
  127467. /** @hidden */
  127468. export var filterPixelShader: {
  127469. name: string;
  127470. shader: string;
  127471. };
  127472. }
  127473. declare module BABYLON {
  127474. /**
  127475. * Applies a kernel filter to the image
  127476. */
  127477. export class FilterPostProcess extends PostProcess {
  127478. /** The matrix to be applied to the image */
  127479. kernelMatrix: Matrix;
  127480. /**
  127481. *
  127482. * @param name The name of the effect.
  127483. * @param kernelMatrix The matrix to be applied to the image
  127484. * @param options The required width/height ratio to downsize to before computing the render pass.
  127485. * @param camera The camera to apply the render pass to.
  127486. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127487. * @param engine The engine which the post process will be applied. (default: current engine)
  127488. * @param reusable If the post process can be reused on the same frame. (default: false)
  127489. */
  127490. constructor(name: string,
  127491. /** The matrix to be applied to the image */
  127492. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127493. }
  127494. }
  127495. declare module BABYLON {
  127496. /** @hidden */
  127497. export var fxaaPixelShader: {
  127498. name: string;
  127499. shader: string;
  127500. };
  127501. }
  127502. declare module BABYLON {
  127503. /** @hidden */
  127504. export var fxaaVertexShader: {
  127505. name: string;
  127506. shader: string;
  127507. };
  127508. }
  127509. declare module BABYLON {
  127510. /**
  127511. * Fxaa post process
  127512. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  127513. */
  127514. export class FxaaPostProcess extends PostProcess {
  127515. /** @hidden */
  127516. texelWidth: number;
  127517. /** @hidden */
  127518. texelHeight: number;
  127519. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127520. private _getDefines;
  127521. }
  127522. }
  127523. declare module BABYLON {
  127524. /** @hidden */
  127525. export var grainPixelShader: {
  127526. name: string;
  127527. shader: string;
  127528. };
  127529. }
  127530. declare module BABYLON {
  127531. /**
  127532. * The GrainPostProcess adds noise to the image at mid luminance levels
  127533. */
  127534. export class GrainPostProcess extends PostProcess {
  127535. /**
  127536. * The intensity of the grain added (default: 30)
  127537. */
  127538. intensity: number;
  127539. /**
  127540. * If the grain should be randomized on every frame
  127541. */
  127542. animated: boolean;
  127543. /**
  127544. * Creates a new instance of @see GrainPostProcess
  127545. * @param name The name of the effect.
  127546. * @param options The required width/height ratio to downsize to before computing the render pass.
  127547. * @param camera The camera to apply the render pass to.
  127548. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127549. * @param engine The engine which the post process will be applied. (default: current engine)
  127550. * @param reusable If the post process can be reused on the same frame. (default: false)
  127551. * @param textureType Type of textures used when performing the post process. (default: 0)
  127552. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127553. */
  127554. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127555. }
  127556. }
  127557. declare module BABYLON {
  127558. /** @hidden */
  127559. export var highlightsPixelShader: {
  127560. name: string;
  127561. shader: string;
  127562. };
  127563. }
  127564. declare module BABYLON {
  127565. /**
  127566. * Extracts highlights from the image
  127567. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127568. */
  127569. export class HighlightsPostProcess extends PostProcess {
  127570. /**
  127571. * Extracts highlights from the image
  127572. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127573. * @param name The name of the effect.
  127574. * @param options The required width/height ratio to downsize to before computing the render pass.
  127575. * @param camera The camera to apply the render pass to.
  127576. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127577. * @param engine The engine which the post process will be applied. (default: current engine)
  127578. * @param reusable If the post process can be reused on the same frame. (default: false)
  127579. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  127580. */
  127581. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127582. }
  127583. }
  127584. declare module BABYLON {
  127585. /** @hidden */
  127586. export var mrtFragmentDeclaration: {
  127587. name: string;
  127588. shader: string;
  127589. };
  127590. }
  127591. declare module BABYLON {
  127592. /** @hidden */
  127593. export var geometryPixelShader: {
  127594. name: string;
  127595. shader: string;
  127596. };
  127597. }
  127598. declare module BABYLON {
  127599. /** @hidden */
  127600. export var geometryVertexShader: {
  127601. name: string;
  127602. shader: string;
  127603. };
  127604. }
  127605. declare module BABYLON {
  127606. /** @hidden */
  127607. interface ISavedTransformationMatrix {
  127608. world: Matrix;
  127609. viewProjection: Matrix;
  127610. }
  127611. /**
  127612. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  127613. */
  127614. export class GeometryBufferRenderer {
  127615. /**
  127616. * Constant used to retrieve the position texture index in the G-Buffer textures array
  127617. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  127618. */
  127619. static readonly POSITION_TEXTURE_TYPE: number;
  127620. /**
  127621. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  127622. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  127623. */
  127624. static readonly VELOCITY_TEXTURE_TYPE: number;
  127625. /**
  127626. * Dictionary used to store the previous transformation matrices of each rendered mesh
  127627. * in order to compute objects velocities when enableVelocity is set to "true"
  127628. * @hidden
  127629. */
  127630. _previousTransformationMatrices: {
  127631. [index: number]: ISavedTransformationMatrix;
  127632. };
  127633. /**
  127634. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  127635. * in order to compute objects velocities when enableVelocity is set to "true"
  127636. * @hidden
  127637. */
  127638. _previousBonesTransformationMatrices: {
  127639. [index: number]: Float32Array;
  127640. };
  127641. /**
  127642. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  127643. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  127644. */
  127645. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  127646. private _scene;
  127647. private _multiRenderTarget;
  127648. private _ratio;
  127649. private _enablePosition;
  127650. private _enableVelocity;
  127651. private _positionIndex;
  127652. private _velocityIndex;
  127653. protected _effect: Effect;
  127654. protected _cachedDefines: string;
  127655. /**
  127656. * Set the render list (meshes to be rendered) used in the G buffer.
  127657. */
  127658. renderList: Mesh[];
  127659. /**
  127660. * Gets wether or not G buffer are supported by the running hardware.
  127661. * This requires draw buffer supports
  127662. */
  127663. readonly isSupported: boolean;
  127664. /**
  127665. * Returns the index of the given texture type in the G-Buffer textures array
  127666. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  127667. * @returns the index of the given texture type in the G-Buffer textures array
  127668. */
  127669. getTextureIndex(textureType: number): number;
  127670. /**
  127671. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  127672. */
  127673. /**
  127674. * Sets whether or not objects positions are enabled for the G buffer.
  127675. */
  127676. enablePosition: boolean;
  127677. /**
  127678. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  127679. */
  127680. /**
  127681. * Sets wether or not objects velocities are enabled for the G buffer.
  127682. */
  127683. enableVelocity: boolean;
  127684. /**
  127685. * Gets the scene associated with the buffer.
  127686. */
  127687. readonly scene: Scene;
  127688. /**
  127689. * Gets the ratio used by the buffer during its creation.
  127690. * How big is the buffer related to the main canvas.
  127691. */
  127692. readonly ratio: number;
  127693. /** @hidden */
  127694. static _SceneComponentInitialization: (scene: Scene) => void;
  127695. /**
  127696. * Creates a new G Buffer for the scene
  127697. * @param scene The scene the buffer belongs to
  127698. * @param ratio How big is the buffer related to the main canvas.
  127699. */
  127700. constructor(scene: Scene, ratio?: number);
  127701. /**
  127702. * Checks wether everything is ready to render a submesh to the G buffer.
  127703. * @param subMesh the submesh to check readiness for
  127704. * @param useInstances is the mesh drawn using instance or not
  127705. * @returns true if ready otherwise false
  127706. */
  127707. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  127708. /**
  127709. * Gets the current underlying G Buffer.
  127710. * @returns the buffer
  127711. */
  127712. getGBuffer(): MultiRenderTarget;
  127713. /**
  127714. * Gets the number of samples used to render the buffer (anti aliasing).
  127715. */
  127716. /**
  127717. * Sets the number of samples used to render the buffer (anti aliasing).
  127718. */
  127719. samples: number;
  127720. /**
  127721. * Disposes the renderer and frees up associated resources.
  127722. */
  127723. dispose(): void;
  127724. protected _createRenderTargets(): void;
  127725. private _copyBonesTransformationMatrices;
  127726. }
  127727. }
  127728. declare module BABYLON {
  127729. interface Scene {
  127730. /** @hidden (Backing field) */
  127731. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  127732. /**
  127733. * Gets or Sets the current geometry buffer associated to the scene.
  127734. */
  127735. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  127736. /**
  127737. * Enables a GeometryBufferRender and associates it with the scene
  127738. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  127739. * @returns the GeometryBufferRenderer
  127740. */
  127741. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  127742. /**
  127743. * Disables the GeometryBufferRender associated with the scene
  127744. */
  127745. disableGeometryBufferRenderer(): void;
  127746. }
  127747. /**
  127748. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  127749. * in several rendering techniques.
  127750. */
  127751. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  127752. /**
  127753. * The component name helpful to identify the component in the list of scene components.
  127754. */
  127755. readonly name: string;
  127756. /**
  127757. * The scene the component belongs to.
  127758. */
  127759. scene: Scene;
  127760. /**
  127761. * Creates a new instance of the component for the given scene
  127762. * @param scene Defines the scene to register the component in
  127763. */
  127764. constructor(scene: Scene);
  127765. /**
  127766. * Registers the component in a given scene
  127767. */
  127768. register(): void;
  127769. /**
  127770. * Rebuilds the elements related to this component in case of
  127771. * context lost for instance.
  127772. */
  127773. rebuild(): void;
  127774. /**
  127775. * Disposes the component and the associated ressources
  127776. */
  127777. dispose(): void;
  127778. private _gatherRenderTargets;
  127779. }
  127780. }
  127781. declare module BABYLON {
  127782. /** @hidden */
  127783. export var motionBlurPixelShader: {
  127784. name: string;
  127785. shader: string;
  127786. };
  127787. }
  127788. declare module BABYLON {
  127789. /**
  127790. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  127791. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  127792. * As an example, all you have to do is to create the post-process:
  127793. * var mb = new BABYLON.MotionBlurPostProcess(
  127794. * 'mb', // The name of the effect.
  127795. * scene, // The scene containing the objects to blur according to their velocity.
  127796. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  127797. * camera // The camera to apply the render pass to.
  127798. * );
  127799. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  127800. */
  127801. export class MotionBlurPostProcess extends PostProcess {
  127802. /**
  127803. * Defines how much the image is blurred by the movement. Default value is equal to 1
  127804. */
  127805. motionStrength: number;
  127806. /**
  127807. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  127808. */
  127809. /**
  127810. * Sets the number of iterations to be used for motion blur quality
  127811. */
  127812. motionBlurSamples: number;
  127813. private _motionBlurSamples;
  127814. private _geometryBufferRenderer;
  127815. /**
  127816. * Creates a new instance MotionBlurPostProcess
  127817. * @param name The name of the effect.
  127818. * @param scene The scene containing the objects to blur according to their velocity.
  127819. * @param options The required width/height ratio to downsize to before computing the render pass.
  127820. * @param camera The camera to apply the render pass to.
  127821. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127822. * @param engine The engine which the post process will be applied. (default: current engine)
  127823. * @param reusable If the post process can be reused on the same frame. (default: false)
  127824. * @param textureType Type of textures used when performing the post process. (default: 0)
  127825. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127826. */
  127827. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127828. /**
  127829. * Excludes the given skinned mesh from computing bones velocities.
  127830. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  127831. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  127832. */
  127833. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  127834. /**
  127835. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  127836. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  127837. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  127838. */
  127839. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  127840. /**
  127841. * Disposes the post process.
  127842. * @param camera The camera to dispose the post process on.
  127843. */
  127844. dispose(camera?: Camera): void;
  127845. }
  127846. }
  127847. declare module BABYLON {
  127848. /** @hidden */
  127849. export var refractionPixelShader: {
  127850. name: string;
  127851. shader: string;
  127852. };
  127853. }
  127854. declare module BABYLON {
  127855. /**
  127856. * Post process which applies a refractin texture
  127857. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  127858. */
  127859. export class RefractionPostProcess extends PostProcess {
  127860. /** the base color of the refraction (used to taint the rendering) */
  127861. color: Color3;
  127862. /** simulated refraction depth */
  127863. depth: number;
  127864. /** the coefficient of the base color (0 to remove base color tainting) */
  127865. colorLevel: number;
  127866. private _refTexture;
  127867. private _ownRefractionTexture;
  127868. /**
  127869. * Gets or sets the refraction texture
  127870. * Please note that you are responsible for disposing the texture if you set it manually
  127871. */
  127872. refractionTexture: Texture;
  127873. /**
  127874. * Initializes the RefractionPostProcess
  127875. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  127876. * @param name The name of the effect.
  127877. * @param refractionTextureUrl Url of the refraction texture to use
  127878. * @param color the base color of the refraction (used to taint the rendering)
  127879. * @param depth simulated refraction depth
  127880. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  127881. * @param camera The camera to apply the render pass to.
  127882. * @param options The required width/height ratio to downsize to before computing the render pass.
  127883. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127884. * @param engine The engine which the post process will be applied. (default: current engine)
  127885. * @param reusable If the post process can be reused on the same frame. (default: false)
  127886. */
  127887. constructor(name: string, refractionTextureUrl: string,
  127888. /** the base color of the refraction (used to taint the rendering) */
  127889. color: Color3,
  127890. /** simulated refraction depth */
  127891. depth: number,
  127892. /** the coefficient of the base color (0 to remove base color tainting) */
  127893. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127894. /**
  127895. * Disposes of the post process
  127896. * @param camera Camera to dispose post process on
  127897. */
  127898. dispose(camera: Camera): void;
  127899. }
  127900. }
  127901. declare module BABYLON {
  127902. /** @hidden */
  127903. export var sharpenPixelShader: {
  127904. name: string;
  127905. shader: string;
  127906. };
  127907. }
  127908. declare module BABYLON {
  127909. /**
  127910. * The SharpenPostProcess applies a sharpen kernel to every pixel
  127911. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127912. */
  127913. export class SharpenPostProcess extends PostProcess {
  127914. /**
  127915. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  127916. */
  127917. colorAmount: number;
  127918. /**
  127919. * How much sharpness should be applied (default: 0.3)
  127920. */
  127921. edgeAmount: number;
  127922. /**
  127923. * Creates a new instance ConvolutionPostProcess
  127924. * @param name The name of the effect.
  127925. * @param options The required width/height ratio to downsize to before computing the render pass.
  127926. * @param camera The camera to apply the render pass to.
  127927. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127928. * @param engine The engine which the post process will be applied. (default: current engine)
  127929. * @param reusable If the post process can be reused on the same frame. (default: false)
  127930. * @param textureType Type of textures used when performing the post process. (default: 0)
  127931. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  127932. */
  127933. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127934. }
  127935. }
  127936. declare module BABYLON {
  127937. /**
  127938. * PostProcessRenderPipeline
  127939. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127940. */
  127941. export class PostProcessRenderPipeline {
  127942. private engine;
  127943. private _renderEffects;
  127944. private _renderEffectsForIsolatedPass;
  127945. /**
  127946. * List of inspectable custom properties (used by the Inspector)
  127947. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  127948. */
  127949. inspectableCustomProperties: IInspectable[];
  127950. /**
  127951. * @hidden
  127952. */
  127953. protected _cameras: Camera[];
  127954. /** @hidden */
  127955. _name: string;
  127956. /**
  127957. * Gets pipeline name
  127958. */
  127959. readonly name: string;
  127960. /**
  127961. * Initializes a PostProcessRenderPipeline
  127962. * @param engine engine to add the pipeline to
  127963. * @param name name of the pipeline
  127964. */
  127965. constructor(engine: Engine, name: string);
  127966. /**
  127967. * Gets the class name
  127968. * @returns "PostProcessRenderPipeline"
  127969. */
  127970. getClassName(): string;
  127971. /**
  127972. * If all the render effects in the pipeline are supported
  127973. */
  127974. readonly isSupported: boolean;
  127975. /**
  127976. * Adds an effect to the pipeline
  127977. * @param renderEffect the effect to add
  127978. */
  127979. addEffect(renderEffect: PostProcessRenderEffect): void;
  127980. /** @hidden */
  127981. _rebuild(): void;
  127982. /** @hidden */
  127983. _enableEffect(renderEffectName: string, cameras: Camera): void;
  127984. /** @hidden */
  127985. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  127986. /** @hidden */
  127987. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  127988. /** @hidden */
  127989. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  127990. /** @hidden */
  127991. _attachCameras(cameras: Camera, unique: boolean): void;
  127992. /** @hidden */
  127993. _attachCameras(cameras: Camera[], unique: boolean): void;
  127994. /** @hidden */
  127995. _detachCameras(cameras: Camera): void;
  127996. /** @hidden */
  127997. _detachCameras(cameras: Nullable<Camera[]>): void;
  127998. /** @hidden */
  127999. _update(): void;
  128000. /** @hidden */
  128001. _reset(): void;
  128002. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  128003. /**
  128004. * Disposes of the pipeline
  128005. */
  128006. dispose(): void;
  128007. }
  128008. }
  128009. declare module BABYLON {
  128010. /**
  128011. * PostProcessRenderPipelineManager class
  128012. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128013. */
  128014. export class PostProcessRenderPipelineManager {
  128015. private _renderPipelines;
  128016. /**
  128017. * Initializes a PostProcessRenderPipelineManager
  128018. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128019. */
  128020. constructor();
  128021. /**
  128022. * Gets the list of supported render pipelines
  128023. */
  128024. readonly supportedPipelines: PostProcessRenderPipeline[];
  128025. /**
  128026. * Adds a pipeline to the manager
  128027. * @param renderPipeline The pipeline to add
  128028. */
  128029. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  128030. /**
  128031. * Attaches a camera to the pipeline
  128032. * @param renderPipelineName The name of the pipeline to attach to
  128033. * @param cameras the camera to attach
  128034. * @param unique if the camera can be attached multiple times to the pipeline
  128035. */
  128036. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  128037. /**
  128038. * Detaches a camera from the pipeline
  128039. * @param renderPipelineName The name of the pipeline to detach from
  128040. * @param cameras the camera to detach
  128041. */
  128042. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  128043. /**
  128044. * Enables an effect by name on a pipeline
  128045. * @param renderPipelineName the name of the pipeline to enable the effect in
  128046. * @param renderEffectName the name of the effect to enable
  128047. * @param cameras the cameras that the effect should be enabled on
  128048. */
  128049. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128050. /**
  128051. * Disables an effect by name on a pipeline
  128052. * @param renderPipelineName the name of the pipeline to disable the effect in
  128053. * @param renderEffectName the name of the effect to disable
  128054. * @param cameras the cameras that the effect should be disabled on
  128055. */
  128056. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128057. /**
  128058. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  128059. */
  128060. update(): void;
  128061. /** @hidden */
  128062. _rebuild(): void;
  128063. /**
  128064. * Disposes of the manager and pipelines
  128065. */
  128066. dispose(): void;
  128067. }
  128068. }
  128069. declare module BABYLON {
  128070. interface Scene {
  128071. /** @hidden (Backing field) */
  128072. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128073. /**
  128074. * Gets the postprocess render pipeline manager
  128075. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128076. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128077. */
  128078. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128079. }
  128080. /**
  128081. * Defines the Render Pipeline scene component responsible to rendering pipelines
  128082. */
  128083. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  128084. /**
  128085. * The component name helpfull to identify the component in the list of scene components.
  128086. */
  128087. readonly name: string;
  128088. /**
  128089. * The scene the component belongs to.
  128090. */
  128091. scene: Scene;
  128092. /**
  128093. * Creates a new instance of the component for the given scene
  128094. * @param scene Defines the scene to register the component in
  128095. */
  128096. constructor(scene: Scene);
  128097. /**
  128098. * Registers the component in a given scene
  128099. */
  128100. register(): void;
  128101. /**
  128102. * Rebuilds the elements related to this component in case of
  128103. * context lost for instance.
  128104. */
  128105. rebuild(): void;
  128106. /**
  128107. * Disposes the component and the associated ressources
  128108. */
  128109. dispose(): void;
  128110. private _gatherRenderTargets;
  128111. }
  128112. }
  128113. declare module BABYLON {
  128114. /**
  128115. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  128116. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128117. */
  128118. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128119. private _scene;
  128120. private _camerasToBeAttached;
  128121. /**
  128122. * ID of the sharpen post process,
  128123. */
  128124. private readonly SharpenPostProcessId;
  128125. /**
  128126. * @ignore
  128127. * ID of the image processing post process;
  128128. */
  128129. readonly ImageProcessingPostProcessId: string;
  128130. /**
  128131. * @ignore
  128132. * ID of the Fast Approximate Anti-Aliasing post process;
  128133. */
  128134. readonly FxaaPostProcessId: string;
  128135. /**
  128136. * ID of the chromatic aberration post process,
  128137. */
  128138. private readonly ChromaticAberrationPostProcessId;
  128139. /**
  128140. * ID of the grain post process
  128141. */
  128142. private readonly GrainPostProcessId;
  128143. /**
  128144. * Sharpen post process which will apply a sharpen convolution to enhance edges
  128145. */
  128146. sharpen: SharpenPostProcess;
  128147. private _sharpenEffect;
  128148. private bloom;
  128149. /**
  128150. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  128151. */
  128152. depthOfField: DepthOfFieldEffect;
  128153. /**
  128154. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128155. */
  128156. fxaa: FxaaPostProcess;
  128157. /**
  128158. * Image post processing pass used to perform operations such as tone mapping or color grading.
  128159. */
  128160. imageProcessing: ImageProcessingPostProcess;
  128161. /**
  128162. * Chromatic aberration post process which will shift rgb colors in the image
  128163. */
  128164. chromaticAberration: ChromaticAberrationPostProcess;
  128165. private _chromaticAberrationEffect;
  128166. /**
  128167. * Grain post process which add noise to the image
  128168. */
  128169. grain: GrainPostProcess;
  128170. private _grainEffect;
  128171. /**
  128172. * Glow post process which adds a glow to emissive areas of the image
  128173. */
  128174. private _glowLayer;
  128175. /**
  128176. * Animations which can be used to tweak settings over a period of time
  128177. */
  128178. animations: Animation[];
  128179. private _imageProcessingConfigurationObserver;
  128180. private _sharpenEnabled;
  128181. private _bloomEnabled;
  128182. private _depthOfFieldEnabled;
  128183. private _depthOfFieldBlurLevel;
  128184. private _fxaaEnabled;
  128185. private _imageProcessingEnabled;
  128186. private _defaultPipelineTextureType;
  128187. private _bloomScale;
  128188. private _chromaticAberrationEnabled;
  128189. private _grainEnabled;
  128190. private _buildAllowed;
  128191. /**
  128192. * Gets active scene
  128193. */
  128194. readonly scene: Scene;
  128195. /**
  128196. * Enable or disable the sharpen process from the pipeline
  128197. */
  128198. sharpenEnabled: boolean;
  128199. private _resizeObserver;
  128200. private _hardwareScaleLevel;
  128201. private _bloomKernel;
  128202. /**
  128203. * Specifies the size of the bloom blur kernel, relative to the final output size
  128204. */
  128205. bloomKernel: number;
  128206. /**
  128207. * Specifies the weight of the bloom in the final rendering
  128208. */
  128209. private _bloomWeight;
  128210. /**
  128211. * Specifies the luma threshold for the area that will be blurred by the bloom
  128212. */
  128213. private _bloomThreshold;
  128214. private _hdr;
  128215. /**
  128216. * The strength of the bloom.
  128217. */
  128218. bloomWeight: number;
  128219. /**
  128220. * The strength of the bloom.
  128221. */
  128222. bloomThreshold: number;
  128223. /**
  128224. * The scale of the bloom, lower value will provide better performance.
  128225. */
  128226. bloomScale: number;
  128227. /**
  128228. * Enable or disable the bloom from the pipeline
  128229. */
  128230. bloomEnabled: boolean;
  128231. private _rebuildBloom;
  128232. /**
  128233. * If the depth of field is enabled.
  128234. */
  128235. depthOfFieldEnabled: boolean;
  128236. /**
  128237. * Blur level of the depth of field effect. (Higher blur will effect performance)
  128238. */
  128239. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  128240. /**
  128241. * If the anti aliasing is enabled.
  128242. */
  128243. fxaaEnabled: boolean;
  128244. private _samples;
  128245. /**
  128246. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  128247. */
  128248. samples: number;
  128249. /**
  128250. * If image processing is enabled.
  128251. */
  128252. imageProcessingEnabled: boolean;
  128253. /**
  128254. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  128255. */
  128256. glowLayerEnabled: boolean;
  128257. /**
  128258. * Gets the glow layer (or null if not defined)
  128259. */
  128260. readonly glowLayer: Nullable<GlowLayer>;
  128261. /**
  128262. * Enable or disable the chromaticAberration process from the pipeline
  128263. */
  128264. chromaticAberrationEnabled: boolean;
  128265. /**
  128266. * Enable or disable the grain process from the pipeline
  128267. */
  128268. grainEnabled: boolean;
  128269. /**
  128270. * @constructor
  128271. * @param name - The rendering pipeline name (default: "")
  128272. * @param hdr - If high dynamic range textures should be used (default: true)
  128273. * @param scene - The scene linked to this pipeline (default: the last created scene)
  128274. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  128275. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  128276. */
  128277. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  128278. /**
  128279. * Get the class name
  128280. * @returns "DefaultRenderingPipeline"
  128281. */
  128282. getClassName(): string;
  128283. /**
  128284. * Force the compilation of the entire pipeline.
  128285. */
  128286. prepare(): void;
  128287. private _hasCleared;
  128288. private _prevPostProcess;
  128289. private _prevPrevPostProcess;
  128290. private _setAutoClearAndTextureSharing;
  128291. private _depthOfFieldSceneObserver;
  128292. private _buildPipeline;
  128293. private _disposePostProcesses;
  128294. /**
  128295. * Adds a camera to the pipeline
  128296. * @param camera the camera to be added
  128297. */
  128298. addCamera(camera: Camera): void;
  128299. /**
  128300. * Removes a camera from the pipeline
  128301. * @param camera the camera to remove
  128302. */
  128303. removeCamera(camera: Camera): void;
  128304. /**
  128305. * Dispose of the pipeline and stop all post processes
  128306. */
  128307. dispose(): void;
  128308. /**
  128309. * Serialize the rendering pipeline (Used when exporting)
  128310. * @returns the serialized object
  128311. */
  128312. serialize(): any;
  128313. /**
  128314. * Parse the serialized pipeline
  128315. * @param source Source pipeline.
  128316. * @param scene The scene to load the pipeline to.
  128317. * @param rootUrl The URL of the serialized pipeline.
  128318. * @returns An instantiated pipeline from the serialized object.
  128319. */
  128320. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  128321. }
  128322. }
  128323. declare module BABYLON {
  128324. /** @hidden */
  128325. export var lensHighlightsPixelShader: {
  128326. name: string;
  128327. shader: string;
  128328. };
  128329. }
  128330. declare module BABYLON {
  128331. /** @hidden */
  128332. export var depthOfFieldPixelShader: {
  128333. name: string;
  128334. shader: string;
  128335. };
  128336. }
  128337. declare module BABYLON {
  128338. /**
  128339. * BABYLON.JS Chromatic Aberration GLSL Shader
  128340. * Author: Olivier Guyot
  128341. * Separates very slightly R, G and B colors on the edges of the screen
  128342. * Inspired by Francois Tarlier & Martins Upitis
  128343. */
  128344. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  128345. /**
  128346. * @ignore
  128347. * The chromatic aberration PostProcess id in the pipeline
  128348. */
  128349. LensChromaticAberrationEffect: string;
  128350. /**
  128351. * @ignore
  128352. * The highlights enhancing PostProcess id in the pipeline
  128353. */
  128354. HighlightsEnhancingEffect: string;
  128355. /**
  128356. * @ignore
  128357. * The depth-of-field PostProcess id in the pipeline
  128358. */
  128359. LensDepthOfFieldEffect: string;
  128360. private _scene;
  128361. private _depthTexture;
  128362. private _grainTexture;
  128363. private _chromaticAberrationPostProcess;
  128364. private _highlightsPostProcess;
  128365. private _depthOfFieldPostProcess;
  128366. private _edgeBlur;
  128367. private _grainAmount;
  128368. private _chromaticAberration;
  128369. private _distortion;
  128370. private _highlightsGain;
  128371. private _highlightsThreshold;
  128372. private _dofDistance;
  128373. private _dofAperture;
  128374. private _dofDarken;
  128375. private _dofPentagon;
  128376. private _blurNoise;
  128377. /**
  128378. * @constructor
  128379. *
  128380. * Effect parameters are as follow:
  128381. * {
  128382. * chromatic_aberration: number; // from 0 to x (1 for realism)
  128383. * edge_blur: number; // from 0 to x (1 for realism)
  128384. * distortion: number; // from 0 to x (1 for realism)
  128385. * grain_amount: number; // from 0 to 1
  128386. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  128387. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  128388. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  128389. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  128390. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  128391. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  128392. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  128393. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  128394. * }
  128395. * Note: if an effect parameter is unset, effect is disabled
  128396. *
  128397. * @param name The rendering pipeline name
  128398. * @param parameters - An object containing all parameters (see above)
  128399. * @param scene The scene linked to this pipeline
  128400. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  128401. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128402. */
  128403. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  128404. /**
  128405. * Get the class name
  128406. * @returns "LensRenderingPipeline"
  128407. */
  128408. getClassName(): string;
  128409. /**
  128410. * Gets associated scene
  128411. */
  128412. readonly scene: Scene;
  128413. /**
  128414. * Gets or sets the edge blur
  128415. */
  128416. edgeBlur: number;
  128417. /**
  128418. * Gets or sets the grain amount
  128419. */
  128420. grainAmount: number;
  128421. /**
  128422. * Gets or sets the chromatic aberration amount
  128423. */
  128424. chromaticAberration: number;
  128425. /**
  128426. * Gets or sets the depth of field aperture
  128427. */
  128428. dofAperture: number;
  128429. /**
  128430. * Gets or sets the edge distortion
  128431. */
  128432. edgeDistortion: number;
  128433. /**
  128434. * Gets or sets the depth of field distortion
  128435. */
  128436. dofDistortion: number;
  128437. /**
  128438. * Gets or sets the darken out of focus amount
  128439. */
  128440. darkenOutOfFocus: number;
  128441. /**
  128442. * Gets or sets a boolean indicating if blur noise is enabled
  128443. */
  128444. blurNoise: boolean;
  128445. /**
  128446. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  128447. */
  128448. pentagonBokeh: boolean;
  128449. /**
  128450. * Gets or sets the highlight grain amount
  128451. */
  128452. highlightsGain: number;
  128453. /**
  128454. * Gets or sets the highlight threshold
  128455. */
  128456. highlightsThreshold: number;
  128457. /**
  128458. * Sets the amount of blur at the edges
  128459. * @param amount blur amount
  128460. */
  128461. setEdgeBlur(amount: number): void;
  128462. /**
  128463. * Sets edge blur to 0
  128464. */
  128465. disableEdgeBlur(): void;
  128466. /**
  128467. * Sets the amout of grain
  128468. * @param amount Amount of grain
  128469. */
  128470. setGrainAmount(amount: number): void;
  128471. /**
  128472. * Set grain amount to 0
  128473. */
  128474. disableGrain(): void;
  128475. /**
  128476. * Sets the chromatic aberration amount
  128477. * @param amount amount of chromatic aberration
  128478. */
  128479. setChromaticAberration(amount: number): void;
  128480. /**
  128481. * Sets chromatic aberration amount to 0
  128482. */
  128483. disableChromaticAberration(): void;
  128484. /**
  128485. * Sets the EdgeDistortion amount
  128486. * @param amount amount of EdgeDistortion
  128487. */
  128488. setEdgeDistortion(amount: number): void;
  128489. /**
  128490. * Sets edge distortion to 0
  128491. */
  128492. disableEdgeDistortion(): void;
  128493. /**
  128494. * Sets the FocusDistance amount
  128495. * @param amount amount of FocusDistance
  128496. */
  128497. setFocusDistance(amount: number): void;
  128498. /**
  128499. * Disables depth of field
  128500. */
  128501. disableDepthOfField(): void;
  128502. /**
  128503. * Sets the Aperture amount
  128504. * @param amount amount of Aperture
  128505. */
  128506. setAperture(amount: number): void;
  128507. /**
  128508. * Sets the DarkenOutOfFocus amount
  128509. * @param amount amount of DarkenOutOfFocus
  128510. */
  128511. setDarkenOutOfFocus(amount: number): void;
  128512. private _pentagonBokehIsEnabled;
  128513. /**
  128514. * Creates a pentagon bokeh effect
  128515. */
  128516. enablePentagonBokeh(): void;
  128517. /**
  128518. * Disables the pentagon bokeh effect
  128519. */
  128520. disablePentagonBokeh(): void;
  128521. /**
  128522. * Enables noise blur
  128523. */
  128524. enableNoiseBlur(): void;
  128525. /**
  128526. * Disables noise blur
  128527. */
  128528. disableNoiseBlur(): void;
  128529. /**
  128530. * Sets the HighlightsGain amount
  128531. * @param amount amount of HighlightsGain
  128532. */
  128533. setHighlightsGain(amount: number): void;
  128534. /**
  128535. * Sets the HighlightsThreshold amount
  128536. * @param amount amount of HighlightsThreshold
  128537. */
  128538. setHighlightsThreshold(amount: number): void;
  128539. /**
  128540. * Disables highlights
  128541. */
  128542. disableHighlights(): void;
  128543. /**
  128544. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  128545. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  128546. */
  128547. dispose(disableDepthRender?: boolean): void;
  128548. private _createChromaticAberrationPostProcess;
  128549. private _createHighlightsPostProcess;
  128550. private _createDepthOfFieldPostProcess;
  128551. private _createGrainTexture;
  128552. }
  128553. }
  128554. declare module BABYLON {
  128555. /** @hidden */
  128556. export var ssao2PixelShader: {
  128557. name: string;
  128558. shader: string;
  128559. };
  128560. }
  128561. declare module BABYLON {
  128562. /** @hidden */
  128563. export var ssaoCombinePixelShader: {
  128564. name: string;
  128565. shader: string;
  128566. };
  128567. }
  128568. declare module BABYLON {
  128569. /**
  128570. * Render pipeline to produce ssao effect
  128571. */
  128572. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  128573. /**
  128574. * @ignore
  128575. * The PassPostProcess id in the pipeline that contains the original scene color
  128576. */
  128577. SSAOOriginalSceneColorEffect: string;
  128578. /**
  128579. * @ignore
  128580. * The SSAO PostProcess id in the pipeline
  128581. */
  128582. SSAORenderEffect: string;
  128583. /**
  128584. * @ignore
  128585. * The horizontal blur PostProcess id in the pipeline
  128586. */
  128587. SSAOBlurHRenderEffect: string;
  128588. /**
  128589. * @ignore
  128590. * The vertical blur PostProcess id in the pipeline
  128591. */
  128592. SSAOBlurVRenderEffect: string;
  128593. /**
  128594. * @ignore
  128595. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  128596. */
  128597. SSAOCombineRenderEffect: string;
  128598. /**
  128599. * The output strength of the SSAO post-process. Default value is 1.0.
  128600. */
  128601. totalStrength: number;
  128602. /**
  128603. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  128604. */
  128605. maxZ: number;
  128606. /**
  128607. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  128608. */
  128609. minZAspect: number;
  128610. private _samples;
  128611. /**
  128612. * Number of samples used for the SSAO calculations. Default value is 8
  128613. */
  128614. samples: number;
  128615. private _textureSamples;
  128616. /**
  128617. * Number of samples to use for antialiasing
  128618. */
  128619. textureSamples: number;
  128620. /**
  128621. * Ratio object used for SSAO ratio and blur ratio
  128622. */
  128623. private _ratio;
  128624. /**
  128625. * Dynamically generated sphere sampler.
  128626. */
  128627. private _sampleSphere;
  128628. /**
  128629. * Blur filter offsets
  128630. */
  128631. private _samplerOffsets;
  128632. private _expensiveBlur;
  128633. /**
  128634. * If bilateral blur should be used
  128635. */
  128636. expensiveBlur: boolean;
  128637. /**
  128638. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  128639. */
  128640. radius: number;
  128641. /**
  128642. * The base color of the SSAO post-process
  128643. * The final result is "base + ssao" between [0, 1]
  128644. */
  128645. base: number;
  128646. /**
  128647. * Support test.
  128648. */
  128649. static readonly IsSupported: boolean;
  128650. private _scene;
  128651. private _depthTexture;
  128652. private _normalTexture;
  128653. private _randomTexture;
  128654. private _originalColorPostProcess;
  128655. private _ssaoPostProcess;
  128656. private _blurHPostProcess;
  128657. private _blurVPostProcess;
  128658. private _ssaoCombinePostProcess;
  128659. private _firstUpdate;
  128660. /**
  128661. * Gets active scene
  128662. */
  128663. readonly scene: Scene;
  128664. /**
  128665. * @constructor
  128666. * @param name The rendering pipeline name
  128667. * @param scene The scene linked to this pipeline
  128668. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  128669. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128670. */
  128671. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  128672. /**
  128673. * Get the class name
  128674. * @returns "SSAO2RenderingPipeline"
  128675. */
  128676. getClassName(): string;
  128677. /**
  128678. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  128679. */
  128680. dispose(disableGeometryBufferRenderer?: boolean): void;
  128681. private _createBlurPostProcess;
  128682. /** @hidden */
  128683. _rebuild(): void;
  128684. private _bits;
  128685. private _radicalInverse_VdC;
  128686. private _hammersley;
  128687. private _hemisphereSample_uniform;
  128688. private _generateHemisphere;
  128689. private _createSSAOPostProcess;
  128690. private _createSSAOCombinePostProcess;
  128691. private _createRandomTexture;
  128692. /**
  128693. * Serialize the rendering pipeline (Used when exporting)
  128694. * @returns the serialized object
  128695. */
  128696. serialize(): any;
  128697. /**
  128698. * Parse the serialized pipeline
  128699. * @param source Source pipeline.
  128700. * @param scene The scene to load the pipeline to.
  128701. * @param rootUrl The URL of the serialized pipeline.
  128702. * @returns An instantiated pipeline from the serialized object.
  128703. */
  128704. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  128705. }
  128706. }
  128707. declare module BABYLON {
  128708. /** @hidden */
  128709. export var ssaoPixelShader: {
  128710. name: string;
  128711. shader: string;
  128712. };
  128713. }
  128714. declare module BABYLON {
  128715. /**
  128716. * Render pipeline to produce ssao effect
  128717. */
  128718. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  128719. /**
  128720. * @ignore
  128721. * The PassPostProcess id in the pipeline that contains the original scene color
  128722. */
  128723. SSAOOriginalSceneColorEffect: string;
  128724. /**
  128725. * @ignore
  128726. * The SSAO PostProcess id in the pipeline
  128727. */
  128728. SSAORenderEffect: string;
  128729. /**
  128730. * @ignore
  128731. * The horizontal blur PostProcess id in the pipeline
  128732. */
  128733. SSAOBlurHRenderEffect: string;
  128734. /**
  128735. * @ignore
  128736. * The vertical blur PostProcess id in the pipeline
  128737. */
  128738. SSAOBlurVRenderEffect: string;
  128739. /**
  128740. * @ignore
  128741. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  128742. */
  128743. SSAOCombineRenderEffect: string;
  128744. /**
  128745. * The output strength of the SSAO post-process. Default value is 1.0.
  128746. */
  128747. totalStrength: number;
  128748. /**
  128749. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  128750. */
  128751. radius: number;
  128752. /**
  128753. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  128754. * Must not be equal to fallOff and superior to fallOff.
  128755. * Default value is 0.0075
  128756. */
  128757. area: number;
  128758. /**
  128759. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  128760. * Must not be equal to area and inferior to area.
  128761. * Default value is 0.000001
  128762. */
  128763. fallOff: number;
  128764. /**
  128765. * The base color of the SSAO post-process
  128766. * The final result is "base + ssao" between [0, 1]
  128767. */
  128768. base: number;
  128769. private _scene;
  128770. private _depthTexture;
  128771. private _randomTexture;
  128772. private _originalColorPostProcess;
  128773. private _ssaoPostProcess;
  128774. private _blurHPostProcess;
  128775. private _blurVPostProcess;
  128776. private _ssaoCombinePostProcess;
  128777. private _firstUpdate;
  128778. /**
  128779. * Gets active scene
  128780. */
  128781. readonly scene: Scene;
  128782. /**
  128783. * @constructor
  128784. * @param name - The rendering pipeline name
  128785. * @param scene - The scene linked to this pipeline
  128786. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  128787. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  128788. */
  128789. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  128790. /**
  128791. * Get the class name
  128792. * @returns "SSAORenderingPipeline"
  128793. */
  128794. getClassName(): string;
  128795. /**
  128796. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  128797. */
  128798. dispose(disableDepthRender?: boolean): void;
  128799. private _createBlurPostProcess;
  128800. /** @hidden */
  128801. _rebuild(): void;
  128802. private _createSSAOPostProcess;
  128803. private _createSSAOCombinePostProcess;
  128804. private _createRandomTexture;
  128805. }
  128806. }
  128807. declare module BABYLON {
  128808. /** @hidden */
  128809. export var standardPixelShader: {
  128810. name: string;
  128811. shader: string;
  128812. };
  128813. }
  128814. declare module BABYLON {
  128815. /**
  128816. * Standard rendering pipeline
  128817. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  128818. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  128819. */
  128820. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128821. /**
  128822. * Public members
  128823. */
  128824. /**
  128825. * Post-process which contains the original scene color before the pipeline applies all the effects
  128826. */
  128827. originalPostProcess: Nullable<PostProcess>;
  128828. /**
  128829. * Post-process used to down scale an image x4
  128830. */
  128831. downSampleX4PostProcess: Nullable<PostProcess>;
  128832. /**
  128833. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  128834. */
  128835. brightPassPostProcess: Nullable<PostProcess>;
  128836. /**
  128837. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  128838. */
  128839. blurHPostProcesses: PostProcess[];
  128840. /**
  128841. * Post-process array storing all the vertical blur post-processes used by the pipeline
  128842. */
  128843. blurVPostProcesses: PostProcess[];
  128844. /**
  128845. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  128846. */
  128847. textureAdderPostProcess: Nullable<PostProcess>;
  128848. /**
  128849. * Post-process used to create volumetric lighting effect
  128850. */
  128851. volumetricLightPostProcess: Nullable<PostProcess>;
  128852. /**
  128853. * Post-process used to smooth the previous volumetric light post-process on the X axis
  128854. */
  128855. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  128856. /**
  128857. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  128858. */
  128859. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  128860. /**
  128861. * Post-process used to merge the volumetric light effect and the real scene color
  128862. */
  128863. volumetricLightMergePostProces: Nullable<PostProcess>;
  128864. /**
  128865. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  128866. */
  128867. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  128868. /**
  128869. * Base post-process used to calculate the average luminance of the final image for HDR
  128870. */
  128871. luminancePostProcess: Nullable<PostProcess>;
  128872. /**
  128873. * Post-processes used to create down sample post-processes in order to get
  128874. * the average luminance of the final image for HDR
  128875. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  128876. */
  128877. luminanceDownSamplePostProcesses: PostProcess[];
  128878. /**
  128879. * Post-process used to create a HDR effect (light adaptation)
  128880. */
  128881. hdrPostProcess: Nullable<PostProcess>;
  128882. /**
  128883. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  128884. */
  128885. textureAdderFinalPostProcess: Nullable<PostProcess>;
  128886. /**
  128887. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  128888. */
  128889. lensFlareFinalPostProcess: Nullable<PostProcess>;
  128890. /**
  128891. * Post-process used to merge the final HDR post-process and the real scene color
  128892. */
  128893. hdrFinalPostProcess: Nullable<PostProcess>;
  128894. /**
  128895. * Post-process used to create a lens flare effect
  128896. */
  128897. lensFlarePostProcess: Nullable<PostProcess>;
  128898. /**
  128899. * Post-process that merges the result of the lens flare post-process and the real scene color
  128900. */
  128901. lensFlareComposePostProcess: Nullable<PostProcess>;
  128902. /**
  128903. * Post-process used to create a motion blur effect
  128904. */
  128905. motionBlurPostProcess: Nullable<PostProcess>;
  128906. /**
  128907. * Post-process used to create a depth of field effect
  128908. */
  128909. depthOfFieldPostProcess: Nullable<PostProcess>;
  128910. /**
  128911. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128912. */
  128913. fxaaPostProcess: Nullable<FxaaPostProcess>;
  128914. /**
  128915. * Represents the brightness threshold in order to configure the illuminated surfaces
  128916. */
  128917. brightThreshold: number;
  128918. /**
  128919. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  128920. */
  128921. blurWidth: number;
  128922. /**
  128923. * Sets if the blur for highlighted surfaces must be only horizontal
  128924. */
  128925. horizontalBlur: boolean;
  128926. /**
  128927. * Gets the overall exposure used by the pipeline
  128928. */
  128929. /**
  128930. * Sets the overall exposure used by the pipeline
  128931. */
  128932. exposure: number;
  128933. /**
  128934. * Texture used typically to simulate "dirty" on camera lens
  128935. */
  128936. lensTexture: Nullable<Texture>;
  128937. /**
  128938. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  128939. */
  128940. volumetricLightCoefficient: number;
  128941. /**
  128942. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  128943. */
  128944. volumetricLightPower: number;
  128945. /**
  128946. * Used the set the blur intensity to smooth the volumetric lights
  128947. */
  128948. volumetricLightBlurScale: number;
  128949. /**
  128950. * Light (spot or directional) used to generate the volumetric lights rays
  128951. * The source light must have a shadow generate so the pipeline can get its
  128952. * depth map
  128953. */
  128954. sourceLight: Nullable<SpotLight | DirectionalLight>;
  128955. /**
  128956. * For eye adaptation, represents the minimum luminance the eye can see
  128957. */
  128958. hdrMinimumLuminance: number;
  128959. /**
  128960. * For eye adaptation, represents the decrease luminance speed
  128961. */
  128962. hdrDecreaseRate: number;
  128963. /**
  128964. * For eye adaptation, represents the increase luminance speed
  128965. */
  128966. hdrIncreaseRate: number;
  128967. /**
  128968. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  128969. */
  128970. /**
  128971. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  128972. */
  128973. hdrAutoExposure: boolean;
  128974. /**
  128975. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  128976. */
  128977. lensColorTexture: Nullable<Texture>;
  128978. /**
  128979. * The overall strengh for the lens flare effect
  128980. */
  128981. lensFlareStrength: number;
  128982. /**
  128983. * Dispersion coefficient for lens flare ghosts
  128984. */
  128985. lensFlareGhostDispersal: number;
  128986. /**
  128987. * Main lens flare halo width
  128988. */
  128989. lensFlareHaloWidth: number;
  128990. /**
  128991. * Based on the lens distortion effect, defines how much the lens flare result
  128992. * is distorted
  128993. */
  128994. lensFlareDistortionStrength: number;
  128995. /**
  128996. * Configures the blur intensity used for for lens flare (halo)
  128997. */
  128998. lensFlareBlurWidth: number;
  128999. /**
  129000. * Lens star texture must be used to simulate rays on the flares and is available
  129001. * in the documentation
  129002. */
  129003. lensStarTexture: Nullable<Texture>;
  129004. /**
  129005. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  129006. * flare effect by taking account of the dirt texture
  129007. */
  129008. lensFlareDirtTexture: Nullable<Texture>;
  129009. /**
  129010. * Represents the focal length for the depth of field effect
  129011. */
  129012. depthOfFieldDistance: number;
  129013. /**
  129014. * Represents the blur intensity for the blurred part of the depth of field effect
  129015. */
  129016. depthOfFieldBlurWidth: number;
  129017. /**
  129018. * Gets how much the image is blurred by the movement while using the motion blur post-process
  129019. */
  129020. /**
  129021. * Sets how much the image is blurred by the movement while using the motion blur post-process
  129022. */
  129023. motionStrength: number;
  129024. /**
  129025. * Gets wether or not the motion blur post-process is object based or screen based.
  129026. */
  129027. /**
  129028. * Sets wether or not the motion blur post-process should be object based or screen based
  129029. */
  129030. objectBasedMotionBlur: boolean;
  129031. /**
  129032. * List of animations for the pipeline (IAnimatable implementation)
  129033. */
  129034. animations: Animation[];
  129035. /**
  129036. * Private members
  129037. */
  129038. private _scene;
  129039. private _currentDepthOfFieldSource;
  129040. private _basePostProcess;
  129041. private _fixedExposure;
  129042. private _currentExposure;
  129043. private _hdrAutoExposure;
  129044. private _hdrCurrentLuminance;
  129045. private _motionStrength;
  129046. private _isObjectBasedMotionBlur;
  129047. private _floatTextureType;
  129048. private _camerasToBeAttached;
  129049. private _ratio;
  129050. private _bloomEnabled;
  129051. private _depthOfFieldEnabled;
  129052. private _vlsEnabled;
  129053. private _lensFlareEnabled;
  129054. private _hdrEnabled;
  129055. private _motionBlurEnabled;
  129056. private _fxaaEnabled;
  129057. private _motionBlurSamples;
  129058. private _volumetricLightStepsCount;
  129059. private _samples;
  129060. /**
  129061. * @ignore
  129062. * Specifies if the bloom pipeline is enabled
  129063. */
  129064. BloomEnabled: boolean;
  129065. /**
  129066. * @ignore
  129067. * Specifies if the depth of field pipeline is enabed
  129068. */
  129069. DepthOfFieldEnabled: boolean;
  129070. /**
  129071. * @ignore
  129072. * Specifies if the lens flare pipeline is enabed
  129073. */
  129074. LensFlareEnabled: boolean;
  129075. /**
  129076. * @ignore
  129077. * Specifies if the HDR pipeline is enabled
  129078. */
  129079. HDREnabled: boolean;
  129080. /**
  129081. * @ignore
  129082. * Specifies if the volumetric lights scattering effect is enabled
  129083. */
  129084. VLSEnabled: boolean;
  129085. /**
  129086. * @ignore
  129087. * Specifies if the motion blur effect is enabled
  129088. */
  129089. MotionBlurEnabled: boolean;
  129090. /**
  129091. * Specifies if anti-aliasing is enabled
  129092. */
  129093. fxaaEnabled: boolean;
  129094. /**
  129095. * Specifies the number of steps used to calculate the volumetric lights
  129096. * Typically in interval [50, 200]
  129097. */
  129098. volumetricLightStepsCount: number;
  129099. /**
  129100. * Specifies the number of samples used for the motion blur effect
  129101. * Typically in interval [16, 64]
  129102. */
  129103. motionBlurSamples: number;
  129104. /**
  129105. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129106. */
  129107. samples: number;
  129108. /**
  129109. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129110. * @constructor
  129111. * @param name The rendering pipeline name
  129112. * @param scene The scene linked to this pipeline
  129113. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  129114. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  129115. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129116. */
  129117. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  129118. private _buildPipeline;
  129119. private _createDownSampleX4PostProcess;
  129120. private _createBrightPassPostProcess;
  129121. private _createBlurPostProcesses;
  129122. private _createTextureAdderPostProcess;
  129123. private _createVolumetricLightPostProcess;
  129124. private _createLuminancePostProcesses;
  129125. private _createHdrPostProcess;
  129126. private _createLensFlarePostProcess;
  129127. private _createDepthOfFieldPostProcess;
  129128. private _createMotionBlurPostProcess;
  129129. private _getDepthTexture;
  129130. private _disposePostProcesses;
  129131. /**
  129132. * Dispose of the pipeline and stop all post processes
  129133. */
  129134. dispose(): void;
  129135. /**
  129136. * Serialize the rendering pipeline (Used when exporting)
  129137. * @returns the serialized object
  129138. */
  129139. serialize(): any;
  129140. /**
  129141. * Parse the serialized pipeline
  129142. * @param source Source pipeline.
  129143. * @param scene The scene to load the pipeline to.
  129144. * @param rootUrl The URL of the serialized pipeline.
  129145. * @returns An instantiated pipeline from the serialized object.
  129146. */
  129147. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  129148. /**
  129149. * Luminance steps
  129150. */
  129151. static LuminanceSteps: number;
  129152. }
  129153. }
  129154. declare module BABYLON {
  129155. /** @hidden */
  129156. export var tonemapPixelShader: {
  129157. name: string;
  129158. shader: string;
  129159. };
  129160. }
  129161. declare module BABYLON {
  129162. /** Defines operator used for tonemapping */
  129163. export enum TonemappingOperator {
  129164. /** Hable */
  129165. Hable = 0,
  129166. /** Reinhard */
  129167. Reinhard = 1,
  129168. /** HejiDawson */
  129169. HejiDawson = 2,
  129170. /** Photographic */
  129171. Photographic = 3
  129172. }
  129173. /**
  129174. * Defines a post process to apply tone mapping
  129175. */
  129176. export class TonemapPostProcess extends PostProcess {
  129177. private _operator;
  129178. /** Defines the required exposure adjustement */
  129179. exposureAdjustment: number;
  129180. /**
  129181. * Creates a new TonemapPostProcess
  129182. * @param name defines the name of the postprocess
  129183. * @param _operator defines the operator to use
  129184. * @param exposureAdjustment defines the required exposure adjustement
  129185. * @param camera defines the camera to use (can be null)
  129186. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  129187. * @param engine defines the hosting engine (can be ignore if camera is set)
  129188. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129189. */
  129190. constructor(name: string, _operator: TonemappingOperator,
  129191. /** Defines the required exposure adjustement */
  129192. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  129193. }
  129194. }
  129195. declare module BABYLON {
  129196. /** @hidden */
  129197. export var depthVertexShader: {
  129198. name: string;
  129199. shader: string;
  129200. };
  129201. }
  129202. declare module BABYLON {
  129203. /** @hidden */
  129204. export var volumetricLightScatteringPixelShader: {
  129205. name: string;
  129206. shader: string;
  129207. };
  129208. }
  129209. declare module BABYLON {
  129210. /** @hidden */
  129211. export var volumetricLightScatteringPassVertexShader: {
  129212. name: string;
  129213. shader: string;
  129214. };
  129215. }
  129216. declare module BABYLON {
  129217. /** @hidden */
  129218. export var volumetricLightScatteringPassPixelShader: {
  129219. name: string;
  129220. shader: string;
  129221. };
  129222. }
  129223. declare module BABYLON {
  129224. /**
  129225. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  129226. */
  129227. export class VolumetricLightScatteringPostProcess extends PostProcess {
  129228. private _volumetricLightScatteringPass;
  129229. private _volumetricLightScatteringRTT;
  129230. private _viewPort;
  129231. private _screenCoordinates;
  129232. private _cachedDefines;
  129233. /**
  129234. * If not undefined, the mesh position is computed from the attached node position
  129235. */
  129236. attachedNode: {
  129237. position: Vector3;
  129238. };
  129239. /**
  129240. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  129241. */
  129242. customMeshPosition: Vector3;
  129243. /**
  129244. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  129245. */
  129246. useCustomMeshPosition: boolean;
  129247. /**
  129248. * If the post-process should inverse the light scattering direction
  129249. */
  129250. invert: boolean;
  129251. /**
  129252. * The internal mesh used by the post-process
  129253. */
  129254. mesh: Mesh;
  129255. /**
  129256. * @hidden
  129257. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  129258. */
  129259. useDiffuseColor: boolean;
  129260. /**
  129261. * Array containing the excluded meshes not rendered in the internal pass
  129262. */
  129263. excludedMeshes: AbstractMesh[];
  129264. /**
  129265. * Controls the overall intensity of the post-process
  129266. */
  129267. exposure: number;
  129268. /**
  129269. * Dissipates each sample's contribution in range [0, 1]
  129270. */
  129271. decay: number;
  129272. /**
  129273. * Controls the overall intensity of each sample
  129274. */
  129275. weight: number;
  129276. /**
  129277. * Controls the density of each sample
  129278. */
  129279. density: number;
  129280. /**
  129281. * @constructor
  129282. * @param name The post-process name
  129283. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  129284. * @param camera The camera that the post-process will be attached to
  129285. * @param mesh The mesh used to create the light scattering
  129286. * @param samples The post-process quality, default 100
  129287. * @param samplingModeThe post-process filtering mode
  129288. * @param engine The babylon engine
  129289. * @param reusable If the post-process is reusable
  129290. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  129291. */
  129292. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  129293. /**
  129294. * Returns the string "VolumetricLightScatteringPostProcess"
  129295. * @returns "VolumetricLightScatteringPostProcess"
  129296. */
  129297. getClassName(): string;
  129298. private _isReady;
  129299. /**
  129300. * Sets the new light position for light scattering effect
  129301. * @param position The new custom light position
  129302. */
  129303. setCustomMeshPosition(position: Vector3): void;
  129304. /**
  129305. * Returns the light position for light scattering effect
  129306. * @return Vector3 The custom light position
  129307. */
  129308. getCustomMeshPosition(): Vector3;
  129309. /**
  129310. * Disposes the internal assets and detaches the post-process from the camera
  129311. */
  129312. dispose(camera: Camera): void;
  129313. /**
  129314. * Returns the render target texture used by the post-process
  129315. * @return the render target texture used by the post-process
  129316. */
  129317. getPass(): RenderTargetTexture;
  129318. private _meshExcluded;
  129319. private _createPass;
  129320. private _updateMeshScreenCoordinates;
  129321. /**
  129322. * Creates a default mesh for the Volumeric Light Scattering post-process
  129323. * @param name The mesh name
  129324. * @param scene The scene where to create the mesh
  129325. * @return the default mesh
  129326. */
  129327. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  129328. }
  129329. }
  129330. declare module BABYLON {
  129331. interface Scene {
  129332. /** @hidden (Backing field) */
  129333. _boundingBoxRenderer: BoundingBoxRenderer;
  129334. /** @hidden (Backing field) */
  129335. _forceShowBoundingBoxes: boolean;
  129336. /**
  129337. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  129338. */
  129339. forceShowBoundingBoxes: boolean;
  129340. /**
  129341. * Gets the bounding box renderer associated with the scene
  129342. * @returns a BoundingBoxRenderer
  129343. */
  129344. getBoundingBoxRenderer(): BoundingBoxRenderer;
  129345. }
  129346. interface AbstractMesh {
  129347. /** @hidden (Backing field) */
  129348. _showBoundingBox: boolean;
  129349. /**
  129350. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  129351. */
  129352. showBoundingBox: boolean;
  129353. }
  129354. /**
  129355. * Component responsible of rendering the bounding box of the meshes in a scene.
  129356. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  129357. */
  129358. export class BoundingBoxRenderer implements ISceneComponent {
  129359. /**
  129360. * The component name helpfull to identify the component in the list of scene components.
  129361. */
  129362. readonly name: string;
  129363. /**
  129364. * The scene the component belongs to.
  129365. */
  129366. scene: Scene;
  129367. /**
  129368. * Color of the bounding box lines placed in front of an object
  129369. */
  129370. frontColor: Color3;
  129371. /**
  129372. * Color of the bounding box lines placed behind an object
  129373. */
  129374. backColor: Color3;
  129375. /**
  129376. * Defines if the renderer should show the back lines or not
  129377. */
  129378. showBackLines: boolean;
  129379. /**
  129380. * @hidden
  129381. */
  129382. renderList: SmartArray<BoundingBox>;
  129383. private _colorShader;
  129384. private _vertexBuffers;
  129385. private _indexBuffer;
  129386. private _fillIndexBuffer;
  129387. private _fillIndexData;
  129388. /**
  129389. * Instantiates a new bounding box renderer in a scene.
  129390. * @param scene the scene the renderer renders in
  129391. */
  129392. constructor(scene: Scene);
  129393. /**
  129394. * Registers the component in a given scene
  129395. */
  129396. register(): void;
  129397. private _evaluateSubMesh;
  129398. private _activeMesh;
  129399. private _prepareRessources;
  129400. private _createIndexBuffer;
  129401. /**
  129402. * Rebuilds the elements related to this component in case of
  129403. * context lost for instance.
  129404. */
  129405. rebuild(): void;
  129406. /**
  129407. * @hidden
  129408. */
  129409. reset(): void;
  129410. /**
  129411. * Render the bounding boxes of a specific rendering group
  129412. * @param renderingGroupId defines the rendering group to render
  129413. */
  129414. render(renderingGroupId: number): void;
  129415. /**
  129416. * In case of occlusion queries, we can render the occlusion bounding box through this method
  129417. * @param mesh Define the mesh to render the occlusion bounding box for
  129418. */
  129419. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  129420. /**
  129421. * Dispose and release the resources attached to this renderer.
  129422. */
  129423. dispose(): void;
  129424. }
  129425. }
  129426. declare module BABYLON {
  129427. /** @hidden */
  129428. export var depthPixelShader: {
  129429. name: string;
  129430. shader: string;
  129431. };
  129432. }
  129433. declare module BABYLON {
  129434. /**
  129435. * This represents a depth renderer in Babylon.
  129436. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  129437. */
  129438. export class DepthRenderer {
  129439. private _scene;
  129440. private _depthMap;
  129441. private _effect;
  129442. private readonly _storeNonLinearDepth;
  129443. private readonly _clearColor;
  129444. /** Get if the depth renderer is using packed depth or not */
  129445. readonly isPacked: boolean;
  129446. private _cachedDefines;
  129447. private _camera;
  129448. /**
  129449. * Specifiess that the depth renderer will only be used within
  129450. * the camera it is created for.
  129451. * This can help forcing its rendering during the camera processing.
  129452. */
  129453. useOnlyInActiveCamera: boolean;
  129454. /** @hidden */
  129455. static _SceneComponentInitialization: (scene: Scene) => void;
  129456. /**
  129457. * Instantiates a depth renderer
  129458. * @param scene The scene the renderer belongs to
  129459. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  129460. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  129461. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129462. */
  129463. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  129464. /**
  129465. * Creates the depth rendering effect and checks if the effect is ready.
  129466. * @param subMesh The submesh to be used to render the depth map of
  129467. * @param useInstances If multiple world instances should be used
  129468. * @returns if the depth renderer is ready to render the depth map
  129469. */
  129470. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129471. /**
  129472. * Gets the texture which the depth map will be written to.
  129473. * @returns The depth map texture
  129474. */
  129475. getDepthMap(): RenderTargetTexture;
  129476. /**
  129477. * Disposes of the depth renderer.
  129478. */
  129479. dispose(): void;
  129480. }
  129481. }
  129482. declare module BABYLON {
  129483. interface Scene {
  129484. /** @hidden (Backing field) */
  129485. _depthRenderer: {
  129486. [id: string]: DepthRenderer;
  129487. };
  129488. /**
  129489. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  129490. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  129491. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129492. * @returns the created depth renderer
  129493. */
  129494. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  129495. /**
  129496. * Disables a depth renderer for a given camera
  129497. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  129498. */
  129499. disableDepthRenderer(camera?: Nullable<Camera>): void;
  129500. }
  129501. /**
  129502. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  129503. * in several rendering techniques.
  129504. */
  129505. export class DepthRendererSceneComponent implements ISceneComponent {
  129506. /**
  129507. * The component name helpfull to identify the component in the list of scene components.
  129508. */
  129509. readonly name: string;
  129510. /**
  129511. * The scene the component belongs to.
  129512. */
  129513. scene: Scene;
  129514. /**
  129515. * Creates a new instance of the component for the given scene
  129516. * @param scene Defines the scene to register the component in
  129517. */
  129518. constructor(scene: Scene);
  129519. /**
  129520. * Registers the component in a given scene
  129521. */
  129522. register(): void;
  129523. /**
  129524. * Rebuilds the elements related to this component in case of
  129525. * context lost for instance.
  129526. */
  129527. rebuild(): void;
  129528. /**
  129529. * Disposes the component and the associated ressources
  129530. */
  129531. dispose(): void;
  129532. private _gatherRenderTargets;
  129533. private _gatherActiveCameraRenderTargets;
  129534. }
  129535. }
  129536. declare module BABYLON {
  129537. /** @hidden */
  129538. export var outlinePixelShader: {
  129539. name: string;
  129540. shader: string;
  129541. };
  129542. }
  129543. declare module BABYLON {
  129544. /** @hidden */
  129545. export var outlineVertexShader: {
  129546. name: string;
  129547. shader: string;
  129548. };
  129549. }
  129550. declare module BABYLON {
  129551. interface Scene {
  129552. /** @hidden */
  129553. _outlineRenderer: OutlineRenderer;
  129554. /**
  129555. * Gets the outline renderer associated with the scene
  129556. * @returns a OutlineRenderer
  129557. */
  129558. getOutlineRenderer(): OutlineRenderer;
  129559. }
  129560. interface AbstractMesh {
  129561. /** @hidden (Backing field) */
  129562. _renderOutline: boolean;
  129563. /**
  129564. * Gets or sets a boolean indicating if the outline must be rendered as well
  129565. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  129566. */
  129567. renderOutline: boolean;
  129568. /** @hidden (Backing field) */
  129569. _renderOverlay: boolean;
  129570. /**
  129571. * Gets or sets a boolean indicating if the overlay must be rendered as well
  129572. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  129573. */
  129574. renderOverlay: boolean;
  129575. }
  129576. /**
  129577. * This class is responsible to draw bothe outline/overlay of meshes.
  129578. * It should not be used directly but through the available method on mesh.
  129579. */
  129580. export class OutlineRenderer implements ISceneComponent {
  129581. /**
  129582. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  129583. */
  129584. private static _StencilReference;
  129585. /**
  129586. * The name of the component. Each component must have a unique name.
  129587. */
  129588. name: string;
  129589. /**
  129590. * The scene the component belongs to.
  129591. */
  129592. scene: Scene;
  129593. /**
  129594. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  129595. */
  129596. zOffset: number;
  129597. private _engine;
  129598. private _effect;
  129599. private _cachedDefines;
  129600. private _savedDepthWrite;
  129601. /**
  129602. * Instantiates a new outline renderer. (There could be only one per scene).
  129603. * @param scene Defines the scene it belongs to
  129604. */
  129605. constructor(scene: Scene);
  129606. /**
  129607. * Register the component to one instance of a scene.
  129608. */
  129609. register(): void;
  129610. /**
  129611. * Rebuilds the elements related to this component in case of
  129612. * context lost for instance.
  129613. */
  129614. rebuild(): void;
  129615. /**
  129616. * Disposes the component and the associated ressources.
  129617. */
  129618. dispose(): void;
  129619. /**
  129620. * Renders the outline in the canvas.
  129621. * @param subMesh Defines the sumesh to render
  129622. * @param batch Defines the batch of meshes in case of instances
  129623. * @param useOverlay Defines if the rendering is for the overlay or the outline
  129624. */
  129625. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  129626. /**
  129627. * Returns whether or not the outline renderer is ready for a given submesh.
  129628. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  129629. * @param subMesh Defines the submesh to check readyness for
  129630. * @param useInstances Defines wheter wee are trying to render instances or not
  129631. * @returns true if ready otherwise false
  129632. */
  129633. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129634. private _beforeRenderingMesh;
  129635. private _afterRenderingMesh;
  129636. }
  129637. }
  129638. declare module BABYLON {
  129639. /**
  129640. * Class used to manage multiple sprites of different sizes on the same spritesheet
  129641. * @see http://doc.babylonjs.com/babylon101/sprites
  129642. */
  129643. export class SpritePackedManager extends SpriteManager {
  129644. /** defines the packed manager's name */
  129645. name: string;
  129646. /**
  129647. * Creates a new sprite manager from a packed sprite sheet
  129648. * @param name defines the manager's name
  129649. * @param imgUrl defines the sprite sheet url
  129650. * @param capacity defines the maximum allowed number of sprites
  129651. * @param scene defines the hosting scene
  129652. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  129653. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  129654. * @param samplingMode defines the smapling mode to use with spritesheet
  129655. * @param fromPacked set to true; do not alter
  129656. */
  129657. constructor(
  129658. /** defines the packed manager's name */
  129659. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  129660. }
  129661. }
  129662. declare module BABYLON {
  129663. /**
  129664. * Defines the list of states available for a task inside a AssetsManager
  129665. */
  129666. export enum AssetTaskState {
  129667. /**
  129668. * Initialization
  129669. */
  129670. INIT = 0,
  129671. /**
  129672. * Running
  129673. */
  129674. RUNNING = 1,
  129675. /**
  129676. * Done
  129677. */
  129678. DONE = 2,
  129679. /**
  129680. * Error
  129681. */
  129682. ERROR = 3
  129683. }
  129684. /**
  129685. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  129686. */
  129687. export abstract class AbstractAssetTask {
  129688. /**
  129689. * Task name
  129690. */ name: string;
  129691. /**
  129692. * Callback called when the task is successful
  129693. */
  129694. onSuccess: (task: any) => void;
  129695. /**
  129696. * Callback called when the task is not successful
  129697. */
  129698. onError: (task: any, message?: string, exception?: any) => void;
  129699. /**
  129700. * Creates a new AssetsManager
  129701. * @param name defines the name of the task
  129702. */
  129703. constructor(
  129704. /**
  129705. * Task name
  129706. */ name: string);
  129707. private _isCompleted;
  129708. private _taskState;
  129709. private _errorObject;
  129710. /**
  129711. * Get if the task is completed
  129712. */
  129713. readonly isCompleted: boolean;
  129714. /**
  129715. * Gets the current state of the task
  129716. */
  129717. readonly taskState: AssetTaskState;
  129718. /**
  129719. * Gets the current error object (if task is in error)
  129720. */
  129721. readonly errorObject: {
  129722. message?: string;
  129723. exception?: any;
  129724. };
  129725. /**
  129726. * Internal only
  129727. * @hidden
  129728. */
  129729. _setErrorObject(message?: string, exception?: any): void;
  129730. /**
  129731. * Execute the current task
  129732. * @param scene defines the scene where you want your assets to be loaded
  129733. * @param onSuccess is a callback called when the task is successfully executed
  129734. * @param onError is a callback called if an error occurs
  129735. */
  129736. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129737. /**
  129738. * Execute the current task
  129739. * @param scene defines the scene where you want your assets to be loaded
  129740. * @param onSuccess is a callback called when the task is successfully executed
  129741. * @param onError is a callback called if an error occurs
  129742. */
  129743. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129744. /**
  129745. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  129746. * This can be used with failed tasks that have the reason for failure fixed.
  129747. */
  129748. reset(): void;
  129749. private onErrorCallback;
  129750. private onDoneCallback;
  129751. }
  129752. /**
  129753. * Define the interface used by progress events raised during assets loading
  129754. */
  129755. export interface IAssetsProgressEvent {
  129756. /**
  129757. * Defines the number of remaining tasks to process
  129758. */
  129759. remainingCount: number;
  129760. /**
  129761. * Defines the total number of tasks
  129762. */
  129763. totalCount: number;
  129764. /**
  129765. * Defines the task that was just processed
  129766. */
  129767. task: AbstractAssetTask;
  129768. }
  129769. /**
  129770. * Class used to share progress information about assets loading
  129771. */
  129772. export class AssetsProgressEvent implements IAssetsProgressEvent {
  129773. /**
  129774. * Defines the number of remaining tasks to process
  129775. */
  129776. remainingCount: number;
  129777. /**
  129778. * Defines the total number of tasks
  129779. */
  129780. totalCount: number;
  129781. /**
  129782. * Defines the task that was just processed
  129783. */
  129784. task: AbstractAssetTask;
  129785. /**
  129786. * Creates a AssetsProgressEvent
  129787. * @param remainingCount defines the number of remaining tasks to process
  129788. * @param totalCount defines the total number of tasks
  129789. * @param task defines the task that was just processed
  129790. */
  129791. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  129792. }
  129793. /**
  129794. * Define a task used by AssetsManager to load meshes
  129795. */
  129796. export class MeshAssetTask extends AbstractAssetTask {
  129797. /**
  129798. * Defines the name of the task
  129799. */
  129800. name: string;
  129801. /**
  129802. * Defines the list of mesh's names you want to load
  129803. */
  129804. meshesNames: any;
  129805. /**
  129806. * Defines the root url to use as a base to load your meshes and associated resources
  129807. */
  129808. rootUrl: string;
  129809. /**
  129810. * Defines the filename of the scene to load from
  129811. */
  129812. sceneFilename: string;
  129813. /**
  129814. * Gets the list of loaded meshes
  129815. */
  129816. loadedMeshes: Array<AbstractMesh>;
  129817. /**
  129818. * Gets the list of loaded particle systems
  129819. */
  129820. loadedParticleSystems: Array<IParticleSystem>;
  129821. /**
  129822. * Gets the list of loaded skeletons
  129823. */
  129824. loadedSkeletons: Array<Skeleton>;
  129825. /**
  129826. * Gets the list of loaded animation groups
  129827. */
  129828. loadedAnimationGroups: Array<AnimationGroup>;
  129829. /**
  129830. * Callback called when the task is successful
  129831. */
  129832. onSuccess: (task: MeshAssetTask) => void;
  129833. /**
  129834. * Callback called when the task is successful
  129835. */
  129836. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  129837. /**
  129838. * Creates a new MeshAssetTask
  129839. * @param name defines the name of the task
  129840. * @param meshesNames defines the list of mesh's names you want to load
  129841. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  129842. * @param sceneFilename defines the filename of the scene to load from
  129843. */
  129844. constructor(
  129845. /**
  129846. * Defines the name of the task
  129847. */
  129848. name: string,
  129849. /**
  129850. * Defines the list of mesh's names you want to load
  129851. */
  129852. meshesNames: any,
  129853. /**
  129854. * Defines the root url to use as a base to load your meshes and associated resources
  129855. */
  129856. rootUrl: string,
  129857. /**
  129858. * Defines the filename of the scene to load from
  129859. */
  129860. sceneFilename: string);
  129861. /**
  129862. * Execute the current task
  129863. * @param scene defines the scene where you want your assets to be loaded
  129864. * @param onSuccess is a callback called when the task is successfully executed
  129865. * @param onError is a callback called if an error occurs
  129866. */
  129867. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129868. }
  129869. /**
  129870. * Define a task used by AssetsManager to load text content
  129871. */
  129872. export class TextFileAssetTask extends AbstractAssetTask {
  129873. /**
  129874. * Defines the name of the task
  129875. */
  129876. name: string;
  129877. /**
  129878. * Defines the location of the file to load
  129879. */
  129880. url: string;
  129881. /**
  129882. * Gets the loaded text string
  129883. */
  129884. text: string;
  129885. /**
  129886. * Callback called when the task is successful
  129887. */
  129888. onSuccess: (task: TextFileAssetTask) => void;
  129889. /**
  129890. * Callback called when the task is successful
  129891. */
  129892. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  129893. /**
  129894. * Creates a new TextFileAssetTask object
  129895. * @param name defines the name of the task
  129896. * @param url defines the location of the file to load
  129897. */
  129898. constructor(
  129899. /**
  129900. * Defines the name of the task
  129901. */
  129902. name: string,
  129903. /**
  129904. * Defines the location of the file to load
  129905. */
  129906. url: string);
  129907. /**
  129908. * Execute the current task
  129909. * @param scene defines the scene where you want your assets to be loaded
  129910. * @param onSuccess is a callback called when the task is successfully executed
  129911. * @param onError is a callback called if an error occurs
  129912. */
  129913. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129914. }
  129915. /**
  129916. * Define a task used by AssetsManager to load binary data
  129917. */
  129918. export class BinaryFileAssetTask extends AbstractAssetTask {
  129919. /**
  129920. * Defines the name of the task
  129921. */
  129922. name: string;
  129923. /**
  129924. * Defines the location of the file to load
  129925. */
  129926. url: string;
  129927. /**
  129928. * Gets the lodaded data (as an array buffer)
  129929. */
  129930. data: ArrayBuffer;
  129931. /**
  129932. * Callback called when the task is successful
  129933. */
  129934. onSuccess: (task: BinaryFileAssetTask) => void;
  129935. /**
  129936. * Callback called when the task is successful
  129937. */
  129938. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  129939. /**
  129940. * Creates a new BinaryFileAssetTask object
  129941. * @param name defines the name of the new task
  129942. * @param url defines the location of the file to load
  129943. */
  129944. constructor(
  129945. /**
  129946. * Defines the name of the task
  129947. */
  129948. name: string,
  129949. /**
  129950. * Defines the location of the file to load
  129951. */
  129952. url: string);
  129953. /**
  129954. * Execute the current task
  129955. * @param scene defines the scene where you want your assets to be loaded
  129956. * @param onSuccess is a callback called when the task is successfully executed
  129957. * @param onError is a callback called if an error occurs
  129958. */
  129959. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129960. }
  129961. /**
  129962. * Define a task used by AssetsManager to load images
  129963. */
  129964. export class ImageAssetTask extends AbstractAssetTask {
  129965. /**
  129966. * Defines the name of the task
  129967. */
  129968. name: string;
  129969. /**
  129970. * Defines the location of the image to load
  129971. */
  129972. url: string;
  129973. /**
  129974. * Gets the loaded images
  129975. */
  129976. image: HTMLImageElement;
  129977. /**
  129978. * Callback called when the task is successful
  129979. */
  129980. onSuccess: (task: ImageAssetTask) => void;
  129981. /**
  129982. * Callback called when the task is successful
  129983. */
  129984. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  129985. /**
  129986. * Creates a new ImageAssetTask
  129987. * @param name defines the name of the task
  129988. * @param url defines the location of the image to load
  129989. */
  129990. constructor(
  129991. /**
  129992. * Defines the name of the task
  129993. */
  129994. name: string,
  129995. /**
  129996. * Defines the location of the image to load
  129997. */
  129998. url: string);
  129999. /**
  130000. * Execute the current task
  130001. * @param scene defines the scene where you want your assets to be loaded
  130002. * @param onSuccess is a callback called when the task is successfully executed
  130003. * @param onError is a callback called if an error occurs
  130004. */
  130005. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130006. }
  130007. /**
  130008. * Defines the interface used by texture loading tasks
  130009. */
  130010. export interface ITextureAssetTask<TEX extends BaseTexture> {
  130011. /**
  130012. * Gets the loaded texture
  130013. */
  130014. texture: TEX;
  130015. }
  130016. /**
  130017. * Define a task used by AssetsManager to load 2D textures
  130018. */
  130019. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  130020. /**
  130021. * Defines the name of the task
  130022. */
  130023. name: string;
  130024. /**
  130025. * Defines the location of the file to load
  130026. */
  130027. url: string;
  130028. /**
  130029. * Defines if mipmap should not be generated (default is false)
  130030. */
  130031. noMipmap?: boolean | undefined;
  130032. /**
  130033. * Defines if texture must be inverted on Y axis (default is false)
  130034. */
  130035. invertY?: boolean | undefined;
  130036. /**
  130037. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130038. */
  130039. samplingMode: number;
  130040. /**
  130041. * Gets the loaded texture
  130042. */
  130043. texture: Texture;
  130044. /**
  130045. * Callback called when the task is successful
  130046. */
  130047. onSuccess: (task: TextureAssetTask) => void;
  130048. /**
  130049. * Callback called when the task is successful
  130050. */
  130051. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  130052. /**
  130053. * Creates a new TextureAssetTask object
  130054. * @param name defines the name of the task
  130055. * @param url defines the location of the file to load
  130056. * @param noMipmap defines if mipmap should not be generated (default is false)
  130057. * @param invertY defines if texture must be inverted on Y axis (default is false)
  130058. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130059. */
  130060. constructor(
  130061. /**
  130062. * Defines the name of the task
  130063. */
  130064. name: string,
  130065. /**
  130066. * Defines the location of the file to load
  130067. */
  130068. url: string,
  130069. /**
  130070. * Defines if mipmap should not be generated (default is false)
  130071. */
  130072. noMipmap?: boolean | undefined,
  130073. /**
  130074. * Defines if texture must be inverted on Y axis (default is false)
  130075. */
  130076. invertY?: boolean | undefined,
  130077. /**
  130078. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130079. */
  130080. samplingMode?: number);
  130081. /**
  130082. * Execute the current task
  130083. * @param scene defines the scene where you want your assets to be loaded
  130084. * @param onSuccess is a callback called when the task is successfully executed
  130085. * @param onError is a callback called if an error occurs
  130086. */
  130087. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130088. }
  130089. /**
  130090. * Define a task used by AssetsManager to load cube textures
  130091. */
  130092. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  130093. /**
  130094. * Defines the name of the task
  130095. */
  130096. name: string;
  130097. /**
  130098. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130099. */
  130100. url: string;
  130101. /**
  130102. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130103. */
  130104. extensions?: string[] | undefined;
  130105. /**
  130106. * Defines if mipmaps should not be generated (default is false)
  130107. */
  130108. noMipmap?: boolean | undefined;
  130109. /**
  130110. * Defines the explicit list of files (undefined by default)
  130111. */
  130112. files?: string[] | undefined;
  130113. /**
  130114. * Gets the loaded texture
  130115. */
  130116. texture: CubeTexture;
  130117. /**
  130118. * Callback called when the task is successful
  130119. */
  130120. onSuccess: (task: CubeTextureAssetTask) => void;
  130121. /**
  130122. * Callback called when the task is successful
  130123. */
  130124. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  130125. /**
  130126. * Creates a new CubeTextureAssetTask
  130127. * @param name defines the name of the task
  130128. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130129. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130130. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130131. * @param files defines the explicit list of files (undefined by default)
  130132. */
  130133. constructor(
  130134. /**
  130135. * Defines the name of the task
  130136. */
  130137. name: string,
  130138. /**
  130139. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130140. */
  130141. url: string,
  130142. /**
  130143. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130144. */
  130145. extensions?: string[] | undefined,
  130146. /**
  130147. * Defines if mipmaps should not be generated (default is false)
  130148. */
  130149. noMipmap?: boolean | undefined,
  130150. /**
  130151. * Defines the explicit list of files (undefined by default)
  130152. */
  130153. files?: string[] | undefined);
  130154. /**
  130155. * Execute the current task
  130156. * @param scene defines the scene where you want your assets to be loaded
  130157. * @param onSuccess is a callback called when the task is successfully executed
  130158. * @param onError is a callback called if an error occurs
  130159. */
  130160. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130161. }
  130162. /**
  130163. * Define a task used by AssetsManager to load HDR cube textures
  130164. */
  130165. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  130166. /**
  130167. * Defines the name of the task
  130168. */
  130169. name: string;
  130170. /**
  130171. * Defines the location of the file to load
  130172. */
  130173. url: string;
  130174. /**
  130175. * Defines the desired size (the more it increases the longer the generation will be)
  130176. */
  130177. size: number;
  130178. /**
  130179. * Defines if mipmaps should not be generated (default is false)
  130180. */
  130181. noMipmap: boolean;
  130182. /**
  130183. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130184. */
  130185. generateHarmonics: boolean;
  130186. /**
  130187. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  130188. */
  130189. gammaSpace: boolean;
  130190. /**
  130191. * Internal Use Only
  130192. */
  130193. reserved: boolean;
  130194. /**
  130195. * Gets the loaded texture
  130196. */
  130197. texture: HDRCubeTexture;
  130198. /**
  130199. * Callback called when the task is successful
  130200. */
  130201. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  130202. /**
  130203. * Callback called when the task is successful
  130204. */
  130205. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  130206. /**
  130207. * Creates a new HDRCubeTextureAssetTask object
  130208. * @param name defines the name of the task
  130209. * @param url defines the location of the file to load
  130210. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  130211. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130212. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130213. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  130214. * @param reserved Internal use only
  130215. */
  130216. constructor(
  130217. /**
  130218. * Defines the name of the task
  130219. */
  130220. name: string,
  130221. /**
  130222. * Defines the location of the file to load
  130223. */
  130224. url: string,
  130225. /**
  130226. * Defines the desired size (the more it increases the longer the generation will be)
  130227. */
  130228. size: number,
  130229. /**
  130230. * Defines if mipmaps should not be generated (default is false)
  130231. */
  130232. noMipmap?: boolean,
  130233. /**
  130234. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130235. */
  130236. generateHarmonics?: boolean,
  130237. /**
  130238. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  130239. */
  130240. gammaSpace?: boolean,
  130241. /**
  130242. * Internal Use Only
  130243. */
  130244. reserved?: boolean);
  130245. /**
  130246. * Execute the current task
  130247. * @param scene defines the scene where you want your assets to be loaded
  130248. * @param onSuccess is a callback called when the task is successfully executed
  130249. * @param onError is a callback called if an error occurs
  130250. */
  130251. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130252. }
  130253. /**
  130254. * Define a task used by AssetsManager to load Equirectangular cube textures
  130255. */
  130256. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  130257. /**
  130258. * Defines the name of the task
  130259. */
  130260. name: string;
  130261. /**
  130262. * Defines the location of the file to load
  130263. */
  130264. url: string;
  130265. /**
  130266. * Defines the desired size (the more it increases the longer the generation will be)
  130267. */
  130268. size: number;
  130269. /**
  130270. * Defines if mipmaps should not be generated (default is false)
  130271. */
  130272. noMipmap: boolean;
  130273. /**
  130274. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130275. * but the standard material would require them in Gamma space) (default is true)
  130276. */
  130277. gammaSpace: boolean;
  130278. /**
  130279. * Gets the loaded texture
  130280. */
  130281. texture: EquiRectangularCubeTexture;
  130282. /**
  130283. * Callback called when the task is successful
  130284. */
  130285. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  130286. /**
  130287. * Callback called when the task is successful
  130288. */
  130289. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  130290. /**
  130291. * Creates a new EquiRectangularCubeTextureAssetTask object
  130292. * @param name defines the name of the task
  130293. * @param url defines the location of the file to load
  130294. * @param size defines the desired size (the more it increases the longer the generation will be)
  130295. * If the size is omitted this implies you are using a preprocessed cubemap.
  130296. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130297. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  130298. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  130299. * (default is true)
  130300. */
  130301. constructor(
  130302. /**
  130303. * Defines the name of the task
  130304. */
  130305. name: string,
  130306. /**
  130307. * Defines the location of the file to load
  130308. */
  130309. url: string,
  130310. /**
  130311. * Defines the desired size (the more it increases the longer the generation will be)
  130312. */
  130313. size: number,
  130314. /**
  130315. * Defines if mipmaps should not be generated (default is false)
  130316. */
  130317. noMipmap?: boolean,
  130318. /**
  130319. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130320. * but the standard material would require them in Gamma space) (default is true)
  130321. */
  130322. gammaSpace?: boolean);
  130323. /**
  130324. * Execute the current task
  130325. * @param scene defines the scene where you want your assets to be loaded
  130326. * @param onSuccess is a callback called when the task is successfully executed
  130327. * @param onError is a callback called if an error occurs
  130328. */
  130329. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130330. }
  130331. /**
  130332. * This class can be used to easily import assets into a scene
  130333. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  130334. */
  130335. export class AssetsManager {
  130336. private _scene;
  130337. private _isLoading;
  130338. protected _tasks: AbstractAssetTask[];
  130339. protected _waitingTasksCount: number;
  130340. protected _totalTasksCount: number;
  130341. /**
  130342. * Callback called when all tasks are processed
  130343. */
  130344. onFinish: (tasks: AbstractAssetTask[]) => void;
  130345. /**
  130346. * Callback called when a task is successful
  130347. */
  130348. onTaskSuccess: (task: AbstractAssetTask) => void;
  130349. /**
  130350. * Callback called when a task had an error
  130351. */
  130352. onTaskError: (task: AbstractAssetTask) => void;
  130353. /**
  130354. * Callback called when a task is done (whatever the result is)
  130355. */
  130356. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  130357. /**
  130358. * Observable called when all tasks are processed
  130359. */
  130360. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  130361. /**
  130362. * Observable called when a task had an error
  130363. */
  130364. onTaskErrorObservable: Observable<AbstractAssetTask>;
  130365. /**
  130366. * Observable called when all tasks were executed
  130367. */
  130368. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  130369. /**
  130370. * Observable called when a task is done (whatever the result is)
  130371. */
  130372. onProgressObservable: Observable<IAssetsProgressEvent>;
  130373. /**
  130374. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  130375. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  130376. */
  130377. useDefaultLoadingScreen: boolean;
  130378. /**
  130379. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  130380. * when all assets have been downloaded.
  130381. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  130382. */
  130383. autoHideLoadingUI: boolean;
  130384. /**
  130385. * Creates a new AssetsManager
  130386. * @param scene defines the scene to work on
  130387. */
  130388. constructor(scene: Scene);
  130389. /**
  130390. * Add a MeshAssetTask to the list of active tasks
  130391. * @param taskName defines the name of the new task
  130392. * @param meshesNames defines the name of meshes to load
  130393. * @param rootUrl defines the root url to use to locate files
  130394. * @param sceneFilename defines the filename of the scene file
  130395. * @returns a new MeshAssetTask object
  130396. */
  130397. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  130398. /**
  130399. * Add a TextFileAssetTask to the list of active tasks
  130400. * @param taskName defines the name of the new task
  130401. * @param url defines the url of the file to load
  130402. * @returns a new TextFileAssetTask object
  130403. */
  130404. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  130405. /**
  130406. * Add a BinaryFileAssetTask to the list of active tasks
  130407. * @param taskName defines the name of the new task
  130408. * @param url defines the url of the file to load
  130409. * @returns a new BinaryFileAssetTask object
  130410. */
  130411. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  130412. /**
  130413. * Add a ImageAssetTask to the list of active tasks
  130414. * @param taskName defines the name of the new task
  130415. * @param url defines the url of the file to load
  130416. * @returns a new ImageAssetTask object
  130417. */
  130418. addImageTask(taskName: string, url: string): ImageAssetTask;
  130419. /**
  130420. * Add a TextureAssetTask to the list of active tasks
  130421. * @param taskName defines the name of the new task
  130422. * @param url defines the url of the file to load
  130423. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130424. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  130425. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  130426. * @returns a new TextureAssetTask object
  130427. */
  130428. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  130429. /**
  130430. * Add a CubeTextureAssetTask to the list of active tasks
  130431. * @param taskName defines the name of the new task
  130432. * @param url defines the url of the file to load
  130433. * @param extensions defines the extension to use to load the cube map (can be null)
  130434. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130435. * @param files defines the list of files to load (can be null)
  130436. * @returns a new CubeTextureAssetTask object
  130437. */
  130438. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  130439. /**
  130440. *
  130441. * Add a HDRCubeTextureAssetTask to the list of active tasks
  130442. * @param taskName defines the name of the new task
  130443. * @param url defines the url of the file to load
  130444. * @param size defines the size you want for the cubemap (can be null)
  130445. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130446. * @param generateHarmonics defines if you want to automatically generate (true by default)
  130447. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  130448. * @param reserved Internal use only
  130449. * @returns a new HDRCubeTextureAssetTask object
  130450. */
  130451. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  130452. /**
  130453. *
  130454. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  130455. * @param taskName defines the name of the new task
  130456. * @param url defines the url of the file to load
  130457. * @param size defines the size you want for the cubemap (can be null)
  130458. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130459. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  130460. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  130461. * @returns a new EquiRectangularCubeTextureAssetTask object
  130462. */
  130463. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  130464. /**
  130465. * Remove a task from the assets manager.
  130466. * @param task the task to remove
  130467. */
  130468. removeTask(task: AbstractAssetTask): void;
  130469. private _decreaseWaitingTasksCount;
  130470. private _runTask;
  130471. /**
  130472. * Reset the AssetsManager and remove all tasks
  130473. * @return the current instance of the AssetsManager
  130474. */
  130475. reset(): AssetsManager;
  130476. /**
  130477. * Start the loading process
  130478. * @return the current instance of the AssetsManager
  130479. */
  130480. load(): AssetsManager;
  130481. /**
  130482. * Start the loading process as an async operation
  130483. * @return a promise returning the list of failed tasks
  130484. */
  130485. loadAsync(): Promise<void>;
  130486. }
  130487. }
  130488. declare module BABYLON {
  130489. /**
  130490. * Wrapper class for promise with external resolve and reject.
  130491. */
  130492. export class Deferred<T> {
  130493. /**
  130494. * The promise associated with this deferred object.
  130495. */
  130496. readonly promise: Promise<T>;
  130497. private _resolve;
  130498. private _reject;
  130499. /**
  130500. * The resolve method of the promise associated with this deferred object.
  130501. */
  130502. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  130503. /**
  130504. * The reject method of the promise associated with this deferred object.
  130505. */
  130506. readonly reject: (reason?: any) => void;
  130507. /**
  130508. * Constructor for this deferred object.
  130509. */
  130510. constructor();
  130511. }
  130512. }
  130513. declare module BABYLON {
  130514. /**
  130515. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  130516. */
  130517. export class MeshExploder {
  130518. private _centerMesh;
  130519. private _meshes;
  130520. private _meshesOrigins;
  130521. private _toCenterVectors;
  130522. private _scaledDirection;
  130523. private _newPosition;
  130524. private _centerPosition;
  130525. /**
  130526. * Explodes meshes from a center mesh.
  130527. * @param meshes The meshes to explode.
  130528. * @param centerMesh The mesh to be center of explosion.
  130529. */
  130530. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  130531. private _setCenterMesh;
  130532. /**
  130533. * Get class name
  130534. * @returns "MeshExploder"
  130535. */
  130536. getClassName(): string;
  130537. /**
  130538. * "Exploded meshes"
  130539. * @returns Array of meshes with the centerMesh at index 0.
  130540. */
  130541. getMeshes(): Array<Mesh>;
  130542. /**
  130543. * Explodes meshes giving a specific direction
  130544. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  130545. */
  130546. explode(direction?: number): void;
  130547. }
  130548. }
  130549. declare module BABYLON {
  130550. /**
  130551. * Class used to help managing file picking and drag'n'drop
  130552. */
  130553. export class FilesInput {
  130554. /**
  130555. * List of files ready to be loaded
  130556. */
  130557. static readonly FilesToLoad: {
  130558. [key: string]: File;
  130559. };
  130560. /**
  130561. * Callback called when a file is processed
  130562. */
  130563. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  130564. private _engine;
  130565. private _currentScene;
  130566. private _sceneLoadedCallback;
  130567. private _progressCallback;
  130568. private _additionalRenderLoopLogicCallback;
  130569. private _textureLoadingCallback;
  130570. private _startingProcessingFilesCallback;
  130571. private _onReloadCallback;
  130572. private _errorCallback;
  130573. private _elementToMonitor;
  130574. private _sceneFileToLoad;
  130575. private _filesToLoad;
  130576. /**
  130577. * Creates a new FilesInput
  130578. * @param engine defines the rendering engine
  130579. * @param scene defines the hosting scene
  130580. * @param sceneLoadedCallback callback called when scene is loaded
  130581. * @param progressCallback callback called to track progress
  130582. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  130583. * @param textureLoadingCallback callback called when a texture is loading
  130584. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  130585. * @param onReloadCallback callback called when a reload is requested
  130586. * @param errorCallback callback call if an error occurs
  130587. */
  130588. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  130589. private _dragEnterHandler;
  130590. private _dragOverHandler;
  130591. private _dropHandler;
  130592. /**
  130593. * Calls this function to listen to drag'n'drop events on a specific DOM element
  130594. * @param elementToMonitor defines the DOM element to track
  130595. */
  130596. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  130597. /**
  130598. * Release all associated resources
  130599. */
  130600. dispose(): void;
  130601. private renderFunction;
  130602. private drag;
  130603. private drop;
  130604. private _traverseFolder;
  130605. private _processFiles;
  130606. /**
  130607. * Load files from a drop event
  130608. * @param event defines the drop event to use as source
  130609. */
  130610. loadFiles(event: any): void;
  130611. private _processReload;
  130612. /**
  130613. * Reload the current scene from the loaded files
  130614. */
  130615. reload(): void;
  130616. }
  130617. }
  130618. declare module BABYLON {
  130619. /**
  130620. * Defines the root class used to create scene optimization to use with SceneOptimizer
  130621. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130622. */
  130623. export class SceneOptimization {
  130624. /**
  130625. * Defines the priority of this optimization (0 by default which means first in the list)
  130626. */
  130627. priority: number;
  130628. /**
  130629. * Gets a string describing the action executed by the current optimization
  130630. * @returns description string
  130631. */
  130632. getDescription(): string;
  130633. /**
  130634. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130635. * @param scene defines the current scene where to apply this optimization
  130636. * @param optimizer defines the current optimizer
  130637. * @returns true if everything that can be done was applied
  130638. */
  130639. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130640. /**
  130641. * Creates the SceneOptimization object
  130642. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130643. * @param desc defines the description associated with the optimization
  130644. */
  130645. constructor(
  130646. /**
  130647. * Defines the priority of this optimization (0 by default which means first in the list)
  130648. */
  130649. priority?: number);
  130650. }
  130651. /**
  130652. * Defines an optimization used to reduce the size of render target textures
  130653. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130654. */
  130655. export class TextureOptimization extends SceneOptimization {
  130656. /**
  130657. * Defines the priority of this optimization (0 by default which means first in the list)
  130658. */
  130659. priority: number;
  130660. /**
  130661. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  130662. */
  130663. maximumSize: number;
  130664. /**
  130665. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  130666. */
  130667. step: number;
  130668. /**
  130669. * Gets a string describing the action executed by the current optimization
  130670. * @returns description string
  130671. */
  130672. getDescription(): string;
  130673. /**
  130674. * Creates the TextureOptimization object
  130675. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130676. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  130677. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  130678. */
  130679. constructor(
  130680. /**
  130681. * Defines the priority of this optimization (0 by default which means first in the list)
  130682. */
  130683. priority?: number,
  130684. /**
  130685. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  130686. */
  130687. maximumSize?: number,
  130688. /**
  130689. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  130690. */
  130691. step?: number);
  130692. /**
  130693. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130694. * @param scene defines the current scene where to apply this optimization
  130695. * @param optimizer defines the current optimizer
  130696. * @returns true if everything that can be done was applied
  130697. */
  130698. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130699. }
  130700. /**
  130701. * Defines an optimization used to increase or decrease the rendering resolution
  130702. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130703. */
  130704. export class HardwareScalingOptimization extends SceneOptimization {
  130705. /**
  130706. * Defines the priority of this optimization (0 by default which means first in the list)
  130707. */
  130708. priority: number;
  130709. /**
  130710. * Defines the maximum scale to use (2 by default)
  130711. */
  130712. maximumScale: number;
  130713. /**
  130714. * Defines the step to use between two passes (0.5 by default)
  130715. */
  130716. step: number;
  130717. private _currentScale;
  130718. private _directionOffset;
  130719. /**
  130720. * Gets a string describing the action executed by the current optimization
  130721. * @return description string
  130722. */
  130723. getDescription(): string;
  130724. /**
  130725. * Creates the HardwareScalingOptimization object
  130726. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130727. * @param maximumScale defines the maximum scale to use (2 by default)
  130728. * @param step defines the step to use between two passes (0.5 by default)
  130729. */
  130730. constructor(
  130731. /**
  130732. * Defines the priority of this optimization (0 by default which means first in the list)
  130733. */
  130734. priority?: number,
  130735. /**
  130736. * Defines the maximum scale to use (2 by default)
  130737. */
  130738. maximumScale?: number,
  130739. /**
  130740. * Defines the step to use between two passes (0.5 by default)
  130741. */
  130742. step?: number);
  130743. /**
  130744. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130745. * @param scene defines the current scene where to apply this optimization
  130746. * @param optimizer defines the current optimizer
  130747. * @returns true if everything that can be done was applied
  130748. */
  130749. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130750. }
  130751. /**
  130752. * Defines an optimization used to remove shadows
  130753. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130754. */
  130755. export class ShadowsOptimization extends SceneOptimization {
  130756. /**
  130757. * Gets a string describing the action executed by the current optimization
  130758. * @return description string
  130759. */
  130760. getDescription(): string;
  130761. /**
  130762. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130763. * @param scene defines the current scene where to apply this optimization
  130764. * @param optimizer defines the current optimizer
  130765. * @returns true if everything that can be done was applied
  130766. */
  130767. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130768. }
  130769. /**
  130770. * Defines an optimization used to turn post-processes off
  130771. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130772. */
  130773. export class PostProcessesOptimization extends SceneOptimization {
  130774. /**
  130775. * Gets a string describing the action executed by the current optimization
  130776. * @return description string
  130777. */
  130778. getDescription(): string;
  130779. /**
  130780. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130781. * @param scene defines the current scene where to apply this optimization
  130782. * @param optimizer defines the current optimizer
  130783. * @returns true if everything that can be done was applied
  130784. */
  130785. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130786. }
  130787. /**
  130788. * Defines an optimization used to turn lens flares off
  130789. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130790. */
  130791. export class LensFlaresOptimization extends SceneOptimization {
  130792. /**
  130793. * Gets a string describing the action executed by the current optimization
  130794. * @return description string
  130795. */
  130796. getDescription(): string;
  130797. /**
  130798. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130799. * @param scene defines the current scene where to apply this optimization
  130800. * @param optimizer defines the current optimizer
  130801. * @returns true if everything that can be done was applied
  130802. */
  130803. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130804. }
  130805. /**
  130806. * Defines an optimization based on user defined callback.
  130807. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130808. */
  130809. export class CustomOptimization extends SceneOptimization {
  130810. /**
  130811. * Callback called to apply the custom optimization.
  130812. */
  130813. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  130814. /**
  130815. * Callback called to get custom description
  130816. */
  130817. onGetDescription: () => string;
  130818. /**
  130819. * Gets a string describing the action executed by the current optimization
  130820. * @returns description string
  130821. */
  130822. getDescription(): string;
  130823. /**
  130824. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130825. * @param scene defines the current scene where to apply this optimization
  130826. * @param optimizer defines the current optimizer
  130827. * @returns true if everything that can be done was applied
  130828. */
  130829. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130830. }
  130831. /**
  130832. * Defines an optimization used to turn particles off
  130833. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130834. */
  130835. export class ParticlesOptimization extends SceneOptimization {
  130836. /**
  130837. * Gets a string describing the action executed by the current optimization
  130838. * @return description string
  130839. */
  130840. getDescription(): string;
  130841. /**
  130842. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130843. * @param scene defines the current scene where to apply this optimization
  130844. * @param optimizer defines the current optimizer
  130845. * @returns true if everything that can be done was applied
  130846. */
  130847. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130848. }
  130849. /**
  130850. * Defines an optimization used to turn render targets off
  130851. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130852. */
  130853. export class RenderTargetsOptimization extends SceneOptimization {
  130854. /**
  130855. * Gets a string describing the action executed by the current optimization
  130856. * @return description string
  130857. */
  130858. getDescription(): string;
  130859. /**
  130860. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130861. * @param scene defines the current scene where to apply this optimization
  130862. * @param optimizer defines the current optimizer
  130863. * @returns true if everything that can be done was applied
  130864. */
  130865. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130866. }
  130867. /**
  130868. * Defines an optimization used to merge meshes with compatible materials
  130869. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130870. */
  130871. export class MergeMeshesOptimization extends SceneOptimization {
  130872. private static _UpdateSelectionTree;
  130873. /**
  130874. * Gets or sets a boolean which defines if optimization octree has to be updated
  130875. */
  130876. /**
  130877. * Gets or sets a boolean which defines if optimization octree has to be updated
  130878. */
  130879. static UpdateSelectionTree: boolean;
  130880. /**
  130881. * Gets a string describing the action executed by the current optimization
  130882. * @return description string
  130883. */
  130884. getDescription(): string;
  130885. private _canBeMerged;
  130886. /**
  130887. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130888. * @param scene defines the current scene where to apply this optimization
  130889. * @param optimizer defines the current optimizer
  130890. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  130891. * @returns true if everything that can be done was applied
  130892. */
  130893. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  130894. }
  130895. /**
  130896. * Defines a list of options used by SceneOptimizer
  130897. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130898. */
  130899. export class SceneOptimizerOptions {
  130900. /**
  130901. * Defines the target frame rate to reach (60 by default)
  130902. */
  130903. targetFrameRate: number;
  130904. /**
  130905. * Defines the interval between two checkes (2000ms by default)
  130906. */
  130907. trackerDuration: number;
  130908. /**
  130909. * Gets the list of optimizations to apply
  130910. */
  130911. optimizations: SceneOptimization[];
  130912. /**
  130913. * Creates a new list of options used by SceneOptimizer
  130914. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  130915. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  130916. */
  130917. constructor(
  130918. /**
  130919. * Defines the target frame rate to reach (60 by default)
  130920. */
  130921. targetFrameRate?: number,
  130922. /**
  130923. * Defines the interval between two checkes (2000ms by default)
  130924. */
  130925. trackerDuration?: number);
  130926. /**
  130927. * Add a new optimization
  130928. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  130929. * @returns the current SceneOptimizerOptions
  130930. */
  130931. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  130932. /**
  130933. * Add a new custom optimization
  130934. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  130935. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  130936. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130937. * @returns the current SceneOptimizerOptions
  130938. */
  130939. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  130940. /**
  130941. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  130942. * @param targetFrameRate defines the target frame rate (60 by default)
  130943. * @returns a SceneOptimizerOptions object
  130944. */
  130945. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  130946. /**
  130947. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  130948. * @param targetFrameRate defines the target frame rate (60 by default)
  130949. * @returns a SceneOptimizerOptions object
  130950. */
  130951. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  130952. /**
  130953. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  130954. * @param targetFrameRate defines the target frame rate (60 by default)
  130955. * @returns a SceneOptimizerOptions object
  130956. */
  130957. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  130958. }
  130959. /**
  130960. * Class used to run optimizations in order to reach a target frame rate
  130961. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130962. */
  130963. export class SceneOptimizer implements IDisposable {
  130964. private _isRunning;
  130965. private _options;
  130966. private _scene;
  130967. private _currentPriorityLevel;
  130968. private _targetFrameRate;
  130969. private _trackerDuration;
  130970. private _currentFrameRate;
  130971. private _sceneDisposeObserver;
  130972. private _improvementMode;
  130973. /**
  130974. * Defines an observable called when the optimizer reaches the target frame rate
  130975. */
  130976. onSuccessObservable: Observable<SceneOptimizer>;
  130977. /**
  130978. * Defines an observable called when the optimizer enables an optimization
  130979. */
  130980. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  130981. /**
  130982. * Defines an observable called when the optimizer is not able to reach the target frame rate
  130983. */
  130984. onFailureObservable: Observable<SceneOptimizer>;
  130985. /**
  130986. * Gets a boolean indicating if the optimizer is in improvement mode
  130987. */
  130988. readonly isInImprovementMode: boolean;
  130989. /**
  130990. * Gets the current priority level (0 at start)
  130991. */
  130992. readonly currentPriorityLevel: number;
  130993. /**
  130994. * Gets the current frame rate checked by the SceneOptimizer
  130995. */
  130996. readonly currentFrameRate: number;
  130997. /**
  130998. * Gets or sets the current target frame rate (60 by default)
  130999. */
  131000. /**
  131001. * Gets or sets the current target frame rate (60 by default)
  131002. */
  131003. targetFrameRate: number;
  131004. /**
  131005. * Gets or sets the current interval between two checks (every 2000ms by default)
  131006. */
  131007. /**
  131008. * Gets or sets the current interval between two checks (every 2000ms by default)
  131009. */
  131010. trackerDuration: number;
  131011. /**
  131012. * Gets the list of active optimizations
  131013. */
  131014. readonly optimizations: SceneOptimization[];
  131015. /**
  131016. * Creates a new SceneOptimizer
  131017. * @param scene defines the scene to work on
  131018. * @param options defines the options to use with the SceneOptimizer
  131019. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  131020. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  131021. */
  131022. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  131023. /**
  131024. * Stops the current optimizer
  131025. */
  131026. stop(): void;
  131027. /**
  131028. * Reset the optimizer to initial step (current priority level = 0)
  131029. */
  131030. reset(): void;
  131031. /**
  131032. * Start the optimizer. By default it will try to reach a specific framerate
  131033. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  131034. */
  131035. start(): void;
  131036. private _checkCurrentState;
  131037. /**
  131038. * Release all resources
  131039. */
  131040. dispose(): void;
  131041. /**
  131042. * Helper function to create a SceneOptimizer with one single line of code
  131043. * @param scene defines the scene to work on
  131044. * @param options defines the options to use with the SceneOptimizer
  131045. * @param onSuccess defines a callback to call on success
  131046. * @param onFailure defines a callback to call on failure
  131047. * @returns the new SceneOptimizer object
  131048. */
  131049. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  131050. }
  131051. }
  131052. declare module BABYLON {
  131053. /**
  131054. * Class used to serialize a scene into a string
  131055. */
  131056. export class SceneSerializer {
  131057. /**
  131058. * Clear cache used by a previous serialization
  131059. */
  131060. static ClearCache(): void;
  131061. /**
  131062. * Serialize a scene into a JSON compatible object
  131063. * @param scene defines the scene to serialize
  131064. * @returns a JSON compatible object
  131065. */
  131066. static Serialize(scene: Scene): any;
  131067. /**
  131068. * Serialize a mesh into a JSON compatible object
  131069. * @param toSerialize defines the mesh to serialize
  131070. * @param withParents defines if parents must be serialized as well
  131071. * @param withChildren defines if children must be serialized as well
  131072. * @returns a JSON compatible object
  131073. */
  131074. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  131075. }
  131076. }
  131077. declare module BABYLON {
  131078. /**
  131079. * Class used to host texture specific utilities
  131080. */
  131081. export class TextureTools {
  131082. /**
  131083. * Uses the GPU to create a copy texture rescaled at a given size
  131084. * @param texture Texture to copy from
  131085. * @param width defines the desired width
  131086. * @param height defines the desired height
  131087. * @param useBilinearMode defines if bilinear mode has to be used
  131088. * @return the generated texture
  131089. */
  131090. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  131091. }
  131092. }
  131093. declare module BABYLON {
  131094. /**
  131095. * This represents the different options available for the video capture.
  131096. */
  131097. export interface VideoRecorderOptions {
  131098. /** Defines the mime type of the video. */
  131099. mimeType: string;
  131100. /** Defines the FPS the video should be recorded at. */
  131101. fps: number;
  131102. /** Defines the chunk size for the recording data. */
  131103. recordChunckSize: number;
  131104. /** The audio tracks to attach to the recording. */
  131105. audioTracks?: MediaStreamTrack[];
  131106. }
  131107. /**
  131108. * This can help with recording videos from BabylonJS.
  131109. * This is based on the available WebRTC functionalities of the browser.
  131110. *
  131111. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  131112. */
  131113. export class VideoRecorder {
  131114. private static readonly _defaultOptions;
  131115. /**
  131116. * Returns whether or not the VideoRecorder is available in your browser.
  131117. * @param engine Defines the Babylon Engine.
  131118. * @returns true if supported otherwise false.
  131119. */
  131120. static IsSupported(engine: Engine): boolean;
  131121. private readonly _options;
  131122. private _canvas;
  131123. private _mediaRecorder;
  131124. private _recordedChunks;
  131125. private _fileName;
  131126. private _resolve;
  131127. private _reject;
  131128. /**
  131129. * True when a recording is already in progress.
  131130. */
  131131. readonly isRecording: boolean;
  131132. /**
  131133. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  131134. * @param engine Defines the BabylonJS Engine you wish to record.
  131135. * @param options Defines options that can be used to customize the capture.
  131136. */
  131137. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  131138. /**
  131139. * Stops the current recording before the default capture timeout passed in the startRecording function.
  131140. */
  131141. stopRecording(): void;
  131142. /**
  131143. * Starts recording the canvas for a max duration specified in parameters.
  131144. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  131145. * If null no automatic download will start and you can rely on the promise to get the data back.
  131146. * @param maxDuration Defines the maximum recording time in seconds.
  131147. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  131148. * @return A promise callback at the end of the recording with the video data in Blob.
  131149. */
  131150. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  131151. /**
  131152. * Releases internal resources used during the recording.
  131153. */
  131154. dispose(): void;
  131155. private _handleDataAvailable;
  131156. private _handleError;
  131157. private _handleStop;
  131158. }
  131159. }
  131160. declare module BABYLON {
  131161. /**
  131162. * Class containing a set of static utilities functions for screenshots
  131163. */
  131164. export class ScreenshotTools {
  131165. /**
  131166. * Captures a screenshot of the current rendering
  131167. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131168. * @param engine defines the rendering engine
  131169. * @param camera defines the source camera
  131170. * @param size This parameter can be set to a single number or to an object with the
  131171. * following (optional) properties: precision, width, height. If a single number is passed,
  131172. * it will be used for both width and height. If an object is passed, the screenshot size
  131173. * will be derived from the parameters. The precision property is a multiplier allowing
  131174. * rendering at a higher or lower resolution
  131175. * @param successCallback defines the callback receives a single parameter which contains the
  131176. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131177. * src parameter of an <img> to display it
  131178. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131179. * Check your browser for supported MIME types
  131180. */
  131181. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  131182. /**
  131183. * Captures a screenshot of the current rendering
  131184. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131185. * @param engine defines the rendering engine
  131186. * @param camera defines the source camera
  131187. * @param size This parameter can be set to a single number or to an object with the
  131188. * following (optional) properties: precision, width, height. If a single number is passed,
  131189. * it will be used for both width and height. If an object is passed, the screenshot size
  131190. * will be derived from the parameters. The precision property is a multiplier allowing
  131191. * rendering at a higher or lower resolution
  131192. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131193. * Check your browser for supported MIME types
  131194. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131195. * to the src parameter of an <img> to display it
  131196. */
  131197. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  131198. /**
  131199. * Generates an image screenshot from the specified camera.
  131200. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131201. * @param engine The engine to use for rendering
  131202. * @param camera The camera to use for rendering
  131203. * @param size This parameter can be set to a single number or to an object with the
  131204. * following (optional) properties: precision, width, height. If a single number is passed,
  131205. * it will be used for both width and height. If an object is passed, the screenshot size
  131206. * will be derived from the parameters. The precision property is a multiplier allowing
  131207. * rendering at a higher or lower resolution
  131208. * @param successCallback The callback receives a single parameter which contains the
  131209. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131210. * src parameter of an <img> to display it
  131211. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131212. * Check your browser for supported MIME types
  131213. * @param samples Texture samples (default: 1)
  131214. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131215. * @param fileName A name for for the downloaded file.
  131216. */
  131217. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  131218. /**
  131219. * Generates an image screenshot from the specified camera.
  131220. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131221. * @param engine The engine to use for rendering
  131222. * @param camera The camera to use for rendering
  131223. * @param size This parameter can be set to a single number or to an object with the
  131224. * following (optional) properties: precision, width, height. If a single number is passed,
  131225. * it will be used for both width and height. If an object is passed, the screenshot size
  131226. * will be derived from the parameters. The precision property is a multiplier allowing
  131227. * rendering at a higher or lower resolution
  131228. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131229. * Check your browser for supported MIME types
  131230. * @param samples Texture samples (default: 1)
  131231. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131232. * @param fileName A name for for the downloaded file.
  131233. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131234. * to the src parameter of an <img> to display it
  131235. */
  131236. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  131237. /**
  131238. * Gets height and width for screenshot size
  131239. * @private
  131240. */
  131241. private static _getScreenshotSize;
  131242. }
  131243. }
  131244. declare module BABYLON {
  131245. /**
  131246. * A cursor which tracks a point on a path
  131247. */
  131248. export class PathCursor {
  131249. private path;
  131250. /**
  131251. * Stores path cursor callbacks for when an onchange event is triggered
  131252. */
  131253. private _onchange;
  131254. /**
  131255. * The value of the path cursor
  131256. */
  131257. value: number;
  131258. /**
  131259. * The animation array of the path cursor
  131260. */
  131261. animations: Animation[];
  131262. /**
  131263. * Initializes the path cursor
  131264. * @param path The path to track
  131265. */
  131266. constructor(path: Path2);
  131267. /**
  131268. * Gets the cursor point on the path
  131269. * @returns A point on the path cursor at the cursor location
  131270. */
  131271. getPoint(): Vector3;
  131272. /**
  131273. * Moves the cursor ahead by the step amount
  131274. * @param step The amount to move the cursor forward
  131275. * @returns This path cursor
  131276. */
  131277. moveAhead(step?: number): PathCursor;
  131278. /**
  131279. * Moves the cursor behind by the step amount
  131280. * @param step The amount to move the cursor back
  131281. * @returns This path cursor
  131282. */
  131283. moveBack(step?: number): PathCursor;
  131284. /**
  131285. * Moves the cursor by the step amount
  131286. * If the step amount is greater than one, an exception is thrown
  131287. * @param step The amount to move the cursor
  131288. * @returns This path cursor
  131289. */
  131290. move(step: number): PathCursor;
  131291. /**
  131292. * Ensures that the value is limited between zero and one
  131293. * @returns This path cursor
  131294. */
  131295. private ensureLimits;
  131296. /**
  131297. * Runs onchange callbacks on change (used by the animation engine)
  131298. * @returns This path cursor
  131299. */
  131300. private raiseOnChange;
  131301. /**
  131302. * Executes a function on change
  131303. * @param f A path cursor onchange callback
  131304. * @returns This path cursor
  131305. */
  131306. onchange(f: (cursor: PathCursor) => void): PathCursor;
  131307. }
  131308. }
  131309. declare module BABYLON {
  131310. /** @hidden */
  131311. export var blurPixelShader: {
  131312. name: string;
  131313. shader: string;
  131314. };
  131315. }
  131316. declare module BABYLON {
  131317. /** @hidden */
  131318. export var pointCloudVertexDeclaration: {
  131319. name: string;
  131320. shader: string;
  131321. };
  131322. }
  131323. // Mixins
  131324. interface Window {
  131325. mozIndexedDB: IDBFactory;
  131326. webkitIndexedDB: IDBFactory;
  131327. msIndexedDB: IDBFactory;
  131328. webkitURL: typeof URL;
  131329. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  131330. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  131331. WebGLRenderingContext: WebGLRenderingContext;
  131332. MSGesture: MSGesture;
  131333. CANNON: any;
  131334. AudioContext: AudioContext;
  131335. webkitAudioContext: AudioContext;
  131336. PointerEvent: any;
  131337. Math: Math;
  131338. Uint8Array: Uint8ArrayConstructor;
  131339. Float32Array: Float32ArrayConstructor;
  131340. mozURL: typeof URL;
  131341. msURL: typeof URL;
  131342. VRFrameData: any; // WebVR, from specs 1.1
  131343. DracoDecoderModule: any;
  131344. setImmediate(handler: (...args: any[]) => void): number;
  131345. }
  131346. interface HTMLCanvasElement {
  131347. requestPointerLock(): void;
  131348. msRequestPointerLock?(): void;
  131349. mozRequestPointerLock?(): void;
  131350. webkitRequestPointerLock?(): void;
  131351. /** Track wether a record is in progress */
  131352. isRecording: boolean;
  131353. /** Capture Stream method defined by some browsers */
  131354. captureStream(fps?: number): MediaStream;
  131355. }
  131356. interface CanvasRenderingContext2D {
  131357. msImageSmoothingEnabled: boolean;
  131358. }
  131359. interface MouseEvent {
  131360. mozMovementX: number;
  131361. mozMovementY: number;
  131362. webkitMovementX: number;
  131363. webkitMovementY: number;
  131364. msMovementX: number;
  131365. msMovementY: number;
  131366. }
  131367. interface Navigator {
  131368. mozGetVRDevices: (any: any) => any;
  131369. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131370. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131371. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131372. webkitGetGamepads(): Gamepad[];
  131373. msGetGamepads(): Gamepad[];
  131374. webkitGamepads(): Gamepad[];
  131375. }
  131376. interface HTMLVideoElement {
  131377. mozSrcObject: any;
  131378. }
  131379. interface Math {
  131380. fround(x: number): number;
  131381. imul(a: number, b: number): number;
  131382. }
  131383. interface WebGLRenderingContext {
  131384. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  131385. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  131386. vertexAttribDivisor(index: number, divisor: number): void;
  131387. createVertexArray(): any;
  131388. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  131389. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  131390. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  131391. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  131392. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  131393. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  131394. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  131395. // Queries
  131396. createQuery(): WebGLQuery;
  131397. deleteQuery(query: WebGLQuery): void;
  131398. beginQuery(target: number, query: WebGLQuery): void;
  131399. endQuery(target: number): void;
  131400. getQueryParameter(query: WebGLQuery, pname: number): any;
  131401. getQuery(target: number, pname: number): any;
  131402. MAX_SAMPLES: number;
  131403. RGBA8: number;
  131404. READ_FRAMEBUFFER: number;
  131405. DRAW_FRAMEBUFFER: number;
  131406. UNIFORM_BUFFER: number;
  131407. HALF_FLOAT_OES: number;
  131408. RGBA16F: number;
  131409. RGBA32F: number;
  131410. R32F: number;
  131411. RG32F: number;
  131412. RGB32F: number;
  131413. R16F: number;
  131414. RG16F: number;
  131415. RGB16F: number;
  131416. RED: number;
  131417. RG: number;
  131418. R8: number;
  131419. RG8: number;
  131420. UNSIGNED_INT_24_8: number;
  131421. DEPTH24_STENCIL8: number;
  131422. MIN: number;
  131423. MAX: number;
  131424. /* Multiple Render Targets */
  131425. drawBuffers(buffers: number[]): void;
  131426. readBuffer(src: number): void;
  131427. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  131428. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  131429. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  131430. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  131431. // Occlusion Query
  131432. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  131433. ANY_SAMPLES_PASSED: number;
  131434. QUERY_RESULT_AVAILABLE: number;
  131435. QUERY_RESULT: number;
  131436. }
  131437. interface WebGLProgram {
  131438. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  131439. }
  131440. interface EXT_disjoint_timer_query {
  131441. QUERY_COUNTER_BITS_EXT: number;
  131442. TIME_ELAPSED_EXT: number;
  131443. TIMESTAMP_EXT: number;
  131444. GPU_DISJOINT_EXT: number;
  131445. QUERY_RESULT_EXT: number;
  131446. QUERY_RESULT_AVAILABLE_EXT: number;
  131447. queryCounterEXT(query: WebGLQuery, target: number): void;
  131448. createQueryEXT(): WebGLQuery;
  131449. beginQueryEXT(target: number, query: WebGLQuery): void;
  131450. endQueryEXT(target: number): void;
  131451. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  131452. deleteQueryEXT(query: WebGLQuery): void;
  131453. }
  131454. interface WebGLUniformLocation {
  131455. _currentState: any;
  131456. }
  131457. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  131458. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  131459. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  131460. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  131461. interface WebGLRenderingContext {
  131462. readonly RASTERIZER_DISCARD: number;
  131463. readonly DEPTH_COMPONENT24: number;
  131464. readonly TEXTURE_3D: number;
  131465. readonly TEXTURE_2D_ARRAY: number;
  131466. readonly TEXTURE_COMPARE_FUNC: number;
  131467. readonly TEXTURE_COMPARE_MODE: number;
  131468. readonly COMPARE_REF_TO_TEXTURE: number;
  131469. readonly TEXTURE_WRAP_R: number;
  131470. readonly HALF_FLOAT: number;
  131471. readonly RGB8: number;
  131472. readonly RED_INTEGER: number;
  131473. readonly RG_INTEGER: number;
  131474. readonly RGB_INTEGER: number;
  131475. readonly RGBA_INTEGER: number;
  131476. readonly R8_SNORM: number;
  131477. readonly RG8_SNORM: number;
  131478. readonly RGB8_SNORM: number;
  131479. readonly RGBA8_SNORM: number;
  131480. readonly R8I: number;
  131481. readonly RG8I: number;
  131482. readonly RGB8I: number;
  131483. readonly RGBA8I: number;
  131484. readonly R8UI: number;
  131485. readonly RG8UI: number;
  131486. readonly RGB8UI: number;
  131487. readonly RGBA8UI: number;
  131488. readonly R16I: number;
  131489. readonly RG16I: number;
  131490. readonly RGB16I: number;
  131491. readonly RGBA16I: number;
  131492. readonly R16UI: number;
  131493. readonly RG16UI: number;
  131494. readonly RGB16UI: number;
  131495. readonly RGBA16UI: number;
  131496. readonly R32I: number;
  131497. readonly RG32I: number;
  131498. readonly RGB32I: number;
  131499. readonly RGBA32I: number;
  131500. readonly R32UI: number;
  131501. readonly RG32UI: number;
  131502. readonly RGB32UI: number;
  131503. readonly RGBA32UI: number;
  131504. readonly RGB10_A2UI: number;
  131505. readonly R11F_G11F_B10F: number;
  131506. readonly RGB9_E5: number;
  131507. readonly RGB10_A2: number;
  131508. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  131509. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  131510. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  131511. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  131512. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  131513. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  131514. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  131515. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  131516. readonly TRANSFORM_FEEDBACK: number;
  131517. readonly INTERLEAVED_ATTRIBS: number;
  131518. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  131519. createTransformFeedback(): WebGLTransformFeedback;
  131520. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  131521. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  131522. beginTransformFeedback(primitiveMode: number): void;
  131523. endTransformFeedback(): void;
  131524. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  131525. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131526. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131527. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131528. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  131529. }
  131530. interface ImageBitmap {
  131531. readonly width: number;
  131532. readonly height: number;
  131533. close(): void;
  131534. }
  131535. interface WebGLQuery extends WebGLObject {
  131536. }
  131537. declare var WebGLQuery: {
  131538. prototype: WebGLQuery;
  131539. new(): WebGLQuery;
  131540. };
  131541. interface WebGLSampler extends WebGLObject {
  131542. }
  131543. declare var WebGLSampler: {
  131544. prototype: WebGLSampler;
  131545. new(): WebGLSampler;
  131546. };
  131547. interface WebGLSync extends WebGLObject {
  131548. }
  131549. declare var WebGLSync: {
  131550. prototype: WebGLSync;
  131551. new(): WebGLSync;
  131552. };
  131553. interface WebGLTransformFeedback extends WebGLObject {
  131554. }
  131555. declare var WebGLTransformFeedback: {
  131556. prototype: WebGLTransformFeedback;
  131557. new(): WebGLTransformFeedback;
  131558. };
  131559. interface WebGLVertexArrayObject extends WebGLObject {
  131560. }
  131561. declare var WebGLVertexArrayObject: {
  131562. prototype: WebGLVertexArrayObject;
  131563. new(): WebGLVertexArrayObject;
  131564. };
  131565. // Type definitions for WebVR API
  131566. // Project: https://w3c.github.io/webvr/
  131567. // Definitions by: six a <https://github.com/lostfictions>
  131568. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  131569. interface VRDisplay extends EventTarget {
  131570. /**
  131571. * Dictionary of capabilities describing the VRDisplay.
  131572. */
  131573. readonly capabilities: VRDisplayCapabilities;
  131574. /**
  131575. * z-depth defining the far plane of the eye view frustum
  131576. * enables mapping of values in the render target depth
  131577. * attachment to scene coordinates. Initially set to 10000.0.
  131578. */
  131579. depthFar: number;
  131580. /**
  131581. * z-depth defining the near plane of the eye view frustum
  131582. * enables mapping of values in the render target depth
  131583. * attachment to scene coordinates. Initially set to 0.01.
  131584. */
  131585. depthNear: number;
  131586. /**
  131587. * An identifier for this distinct VRDisplay. Used as an
  131588. * association point in the Gamepad API.
  131589. */
  131590. readonly displayId: number;
  131591. /**
  131592. * A display name, a user-readable name identifying it.
  131593. */
  131594. readonly displayName: string;
  131595. readonly isConnected: boolean;
  131596. readonly isPresenting: boolean;
  131597. /**
  131598. * If this VRDisplay supports room-scale experiences, the optional
  131599. * stage attribute contains details on the room-scale parameters.
  131600. */
  131601. readonly stageParameters: VRStageParameters | null;
  131602. /**
  131603. * Passing the value returned by `requestAnimationFrame` to
  131604. * `cancelAnimationFrame` will unregister the callback.
  131605. * @param handle Define the hanle of the request to cancel
  131606. */
  131607. cancelAnimationFrame(handle: number): void;
  131608. /**
  131609. * Stops presenting to the VRDisplay.
  131610. * @returns a promise to know when it stopped
  131611. */
  131612. exitPresent(): Promise<void>;
  131613. /**
  131614. * Return the current VREyeParameters for the given eye.
  131615. * @param whichEye Define the eye we want the parameter for
  131616. * @returns the eye parameters
  131617. */
  131618. getEyeParameters(whichEye: string): VREyeParameters;
  131619. /**
  131620. * Populates the passed VRFrameData with the information required to render
  131621. * the current frame.
  131622. * @param frameData Define the data structure to populate
  131623. * @returns true if ok otherwise false
  131624. */
  131625. getFrameData(frameData: VRFrameData): boolean;
  131626. /**
  131627. * Get the layers currently being presented.
  131628. * @returns the list of VR layers
  131629. */
  131630. getLayers(): VRLayer[];
  131631. /**
  131632. * Return a VRPose containing the future predicted pose of the VRDisplay
  131633. * when the current frame will be presented. The value returned will not
  131634. * change until JavaScript has returned control to the browser.
  131635. *
  131636. * The VRPose will contain the position, orientation, velocity,
  131637. * and acceleration of each of these properties.
  131638. * @returns the pose object
  131639. */
  131640. getPose(): VRPose;
  131641. /**
  131642. * Return the current instantaneous pose of the VRDisplay, with no
  131643. * prediction applied.
  131644. * @returns the current instantaneous pose
  131645. */
  131646. getImmediatePose(): VRPose;
  131647. /**
  131648. * The callback passed to `requestAnimationFrame` will be called
  131649. * any time a new frame should be rendered. When the VRDisplay is
  131650. * presenting the callback will be called at the native refresh
  131651. * rate of the HMD. When not presenting this function acts
  131652. * identically to how window.requestAnimationFrame acts. Content should
  131653. * make no assumptions of frame rate or vsync behavior as the HMD runs
  131654. * asynchronously from other displays and at differing refresh rates.
  131655. * @param callback Define the eaction to run next frame
  131656. * @returns the request handle it
  131657. */
  131658. requestAnimationFrame(callback: FrameRequestCallback): number;
  131659. /**
  131660. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  131661. * Repeat calls while already presenting will update the VRLayers being displayed.
  131662. * @param layers Define the list of layer to present
  131663. * @returns a promise to know when the request has been fulfilled
  131664. */
  131665. requestPresent(layers: VRLayer[]): Promise<void>;
  131666. /**
  131667. * Reset the pose for this display, treating its current position and
  131668. * orientation as the "origin/zero" values. VRPose.position,
  131669. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  131670. * updated when calling resetPose(). This should be called in only
  131671. * sitting-space experiences.
  131672. */
  131673. resetPose(): void;
  131674. /**
  131675. * The VRLayer provided to the VRDisplay will be captured and presented
  131676. * in the HMD. Calling this function has the same effect on the source
  131677. * canvas as any other operation that uses its source image, and canvases
  131678. * created without preserveDrawingBuffer set to true will be cleared.
  131679. * @param pose Define the pose to submit
  131680. */
  131681. submitFrame(pose?: VRPose): void;
  131682. }
  131683. declare var VRDisplay: {
  131684. prototype: VRDisplay;
  131685. new(): VRDisplay;
  131686. };
  131687. interface VRLayer {
  131688. leftBounds?: number[] | Float32Array | null;
  131689. rightBounds?: number[] | Float32Array | null;
  131690. source?: HTMLCanvasElement | null;
  131691. }
  131692. interface VRDisplayCapabilities {
  131693. readonly canPresent: boolean;
  131694. readonly hasExternalDisplay: boolean;
  131695. readonly hasOrientation: boolean;
  131696. readonly hasPosition: boolean;
  131697. readonly maxLayers: number;
  131698. }
  131699. interface VREyeParameters {
  131700. /** @deprecated */
  131701. readonly fieldOfView: VRFieldOfView;
  131702. readonly offset: Float32Array;
  131703. readonly renderHeight: number;
  131704. readonly renderWidth: number;
  131705. }
  131706. interface VRFieldOfView {
  131707. readonly downDegrees: number;
  131708. readonly leftDegrees: number;
  131709. readonly rightDegrees: number;
  131710. readonly upDegrees: number;
  131711. }
  131712. interface VRFrameData {
  131713. readonly leftProjectionMatrix: Float32Array;
  131714. readonly leftViewMatrix: Float32Array;
  131715. readonly pose: VRPose;
  131716. readonly rightProjectionMatrix: Float32Array;
  131717. readonly rightViewMatrix: Float32Array;
  131718. readonly timestamp: number;
  131719. }
  131720. interface VRPose {
  131721. readonly angularAcceleration: Float32Array | null;
  131722. readonly angularVelocity: Float32Array | null;
  131723. readonly linearAcceleration: Float32Array | null;
  131724. readonly linearVelocity: Float32Array | null;
  131725. readonly orientation: Float32Array | null;
  131726. readonly position: Float32Array | null;
  131727. readonly timestamp: number;
  131728. }
  131729. interface VRStageParameters {
  131730. sittingToStandingTransform?: Float32Array;
  131731. sizeX?: number;
  131732. sizeY?: number;
  131733. }
  131734. interface Navigator {
  131735. getVRDisplays(): Promise<VRDisplay[]>;
  131736. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  131737. }
  131738. interface Window {
  131739. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  131740. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  131741. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  131742. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  131743. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  131744. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  131745. }
  131746. interface Gamepad {
  131747. readonly displayId: number;
  131748. }
  131749. type XRSessionMode =
  131750. | "inline"
  131751. | "immersive-vr"
  131752. | "immersive-ar";
  131753. type XRReferenceSpaceType =
  131754. | "viewer"
  131755. | "local"
  131756. | "local-floor"
  131757. | "bounded-floor"
  131758. | "unbounded";
  131759. type XREnvironmentBlendMode =
  131760. | "opaque"
  131761. | "additive"
  131762. | "alpha-blend";
  131763. type XRVisibilityState =
  131764. | "visible"
  131765. | "visible-blurred"
  131766. | "hidden";
  131767. type XRHandedness =
  131768. | "none"
  131769. | "left"
  131770. | "right";
  131771. type XRTargetRayMode =
  131772. | "gaze"
  131773. | "tracked-pointer"
  131774. | "screen";
  131775. type XREye =
  131776. | "none"
  131777. | "left"
  131778. | "right";
  131779. interface XRSpace extends EventTarget {
  131780. }
  131781. interface XRRenderState {
  131782. depthNear?: number;
  131783. depthFar?: number;
  131784. inlineVerticalFieldOfView?: number;
  131785. baseLayer?: XRWebGLLayer;
  131786. }
  131787. interface XRInputSource {
  131788. handedness: XRHandedness;
  131789. targetRayMode: XRTargetRayMode;
  131790. targetRaySpace: XRSpace;
  131791. gripSpace: XRSpace | undefined;
  131792. gamepad: Gamepad | undefined;
  131793. profiles: Array<string>;
  131794. }
  131795. interface XRSession {
  131796. addEventListener: Function;
  131797. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  131798. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  131799. requestAnimationFrame: Function;
  131800. end(): Promise<void>;
  131801. renderState: XRRenderState;
  131802. inputSources: Array<XRInputSource>;
  131803. }
  131804. interface XRReferenceSpace extends XRSpace {
  131805. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  131806. onreset: any;
  131807. }
  131808. interface XRFrame {
  131809. session: XRSession;
  131810. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  131811. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  131812. }
  131813. interface XRViewerPose extends XRPose {
  131814. views: Array<XRView>;
  131815. }
  131816. interface XRPose {
  131817. transform: XRRigidTransform;
  131818. emulatedPosition: boolean;
  131819. }
  131820. declare var XRWebGLLayer: {
  131821. prototype: XRWebGLLayer;
  131822. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  131823. };
  131824. interface XRWebGLLayer {
  131825. framebuffer: WebGLFramebuffer;
  131826. framebufferWidth: number;
  131827. framebufferHeight: number;
  131828. getViewport: Function;
  131829. }
  131830. interface XRRigidTransform {
  131831. position: DOMPointReadOnly;
  131832. orientation: DOMPointReadOnly;
  131833. matrix: Float32Array;
  131834. inverse: XRRigidTransform;
  131835. }
  131836. interface XRView {
  131837. eye: XREye;
  131838. projectionMatrix: Float32Array;
  131839. transform: XRRigidTransform;
  131840. }
  131841. interface XRInputSourceChangeEvent {
  131842. session: XRSession;
  131843. removed: Array<XRInputSource>;
  131844. added: Array<XRInputSource>;
  131845. }